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File: XCOM TROOPER QUEST.png (606 KB, 1600x900)
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Terror Time!

Twitter: https://twitter.com/BurningGray
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=XCOM%20Trooper%20Quest
Squad Information: https://pastebin.com/4KJN5HKK

----
Skyranger Enroute to Terror Site, United States

“The aliens won’t know what him ‘em, especially when we’re going to kick their ass ourselves! Ain’t that right guys? ...Guys?”

Rachel’s attempt at trying to fire up the squad, no, your squad is given a rather mediocre reception as the rest of your hand picked team divvied up from Strike-1 seems more anxious and reserved than anything else. The constant intel reports and updates from Central on the situation in Las Vegas you and the rest of the Strike Teams are receiving is a ruthless one at that. Constant bombings from the Raider UFOs have crippled city infrastructure and anywhere in and around the Ceasar’s Palace is a warzone. The picture being painted is not good to say the least, but given that you’re on a command frequency, the moment the others don’t know that.

“Er, yeah. Totally Riot.” Naru coughs, not wanting to leave Rachel hanging. The Japanese Rocketeer packing a small armory’s worth of explosives and kit.

Peppermint and Burnout remain silent, the latter giving a reassuring nod to your team’s Engineer before lighting another cigarette. Peppermint is mostly lost in her own world, her sniper rifle in her lap as she continues to psyche herself up.

You glance about in the Skyranger at the others. Rachel, Naru, Peppermint, and Burnout. The squad under your command. A part of you is still finding it hard to believe that in such short order you would be in this position, but Loki remained insistent. Of course, it’s not just the five of you in the Skyranger.

Strapped in by the ramp the extra addition to your squad begins to beep, the combat drone’s large mounted cannon rotating over to Rachel for a moment before returning back to its original position. The Super Heavy Infantry Vehicle, also known as the SHIV, is seemingly aware enough to acknowledge Rachel. You were informed just prior that the SHIV has a rather robust targeting AI system that should be able to listen to your commands and act with some degree of autonomy. Shen seems to be an expert of not only weapons and gear but also robotics.

“C’mon guys, give me something to work here!” Rachel says, her fingers strum against her Alloy Shield resting by her legs. Well, much like how she was in the FBI, Rachel’s determined to get everyone to chat to ease tensions. You don’t blame her. As this is going on you..

>Assist Rachel, it’s worked in the FBI and it can still help now. It helps build team synergy and coordination and would make leading them easier.
>Focus on trying to get as complete of a picture as possible from the constant stream of tactical info, you feel like you might need it.
>Get your own head in the game, a lot is riding on this and the last thing your squad needs is you panicking or making a bad call.
>Other
>>
>>1831082
>>Focus on trying to get as complete of a picture as possible from the constant stream of tactical info, you feel like you might need it.
>>
>>1831082
>>Focus on trying to get as complete of a picture as possible from the constant stream of tactical info, you feel like you might need it.
>>
>>1831082
>Focus on trying to get as complete of a picture as possible from the constant stream of tactical info, you feel like you might need it.
Heya, Pixel
>>
>>1831082
>>Assist Rachel, it’s worked in the FBI and it can still help now. It helps build team synergy and coordination and would make leading them easier.
Have we picked out a second-in-command yet?

By the way, QM, you should link the previous thread to this one for those with thread notifications.
>>
>>1831082
>Focus on trying to get as complete of a picture as possible from the constant stream of tactical info, you feel like you might need it.

We are in charge now.
>>
>>1831147
Good idea for the thread notification, and we shall shortly alongside loadout!
>>
>>1831110
>>1831123
>>1831131
>>1831149
Tactical info gathering it is, writing!
>>
>>1831158
>>1831174
Got the link, QM. You did it right.

>>1831190
This works.
>>
>>1831082
>>Assist Rachel, it’s worked in the FBI and it can still help now. It helps build team synergy and coordination and would make leading them easier.
>>
File: dont judge me.png (1.23 MB, 1280x720)
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Rachel is practically an expert at morale boosting banter so leaving her to it you decide to focus on getting as full of a picture as possible on the battlefield that you are all heading. While the command frequency is kept as orderly and clean as possible, it’s still takes effort to parse out the updates and questions among the various Squad Leaders alongside updates from the pilots and what Mission Control is receiving.

On the more immediate and pressing information that applies to your squad you note that thankfully enough the enemy strike force has remained wholly contained in and around Ceasar’s Palace. They are either taking their time or getting ready for possibly waiting for reinforcements judging from intel reports, it’s not exactly clear yet as anybody who attempts to enter or escape the area around the Casino is dealt swiftly by the bloodthirsty Floater packs circling around the exterior shooting anything that moves and the response against the flying aliens has not been enough to deter them. LZ Bravo thankfully doesn’t have as much Floaters in the area versus the other locations.

Until the exterior is cleared of Floaters, local first response can’t risk going in to pick up civvies… but it looks like Strike-2 is taking the call for that.

“Don’t worry, we’ll handle those xeno scum fuckers and shred them to bits!” The rather… aggressive SL of Strike-2 seemingly screams into the comms. Their Gunner emphasized squad is a rather solid pick for that though you wonder how everyone seems to not mind how loud and filled with expletives laced barks from Strike-2’s SL is… allowed? XCOM takes in all sorts you guess.

Focusing on the larger scale, the concentration of the UFO bombings has been in around the Nellis AFB, McCarran Airport, the Strip, and various other important infrastructure sites, effectively cutting off important staging areas right at the beginning of the attack. The city’s population has been attempting to evacuate into the desert with mixed results, there’s not been much cover out in the open and some large groups were wiped out but the aliens seem rather indifferent on attacking those fleeing yet as a whole. More importantly the UFOs are attempting to deny the airspace around the city, but the Interceptors should hopefully punch through the net and give the Skyrangers their opening.

(Part 1 / 2)
>>
As you listen, Rook contacts you on the second channel on your headset.

“Sir.” You say acknowledging him. You’ve been playing it as on the level as possible with Rook ever since you stepped up and while he’s taken your tactics of pincering the aliens in the shopping center into consideration, it’s still a bit… awkward. Not enough to ruin cohesion with Rook and the others given how serious the situation is, but it’s enough to be noticeable.

“How are the others?” Rook asks.

You look up and see an annoyed Peppermint trying to not snap at Rachel while Rachel and Naru chat about how best to kill an alien. Burnout also appears to have went through his previous cigarette and is on a new one but remains otherwise as cool as ever.

“As well as you can expect.” You say honestly. Could be better but they know the score.

“Acceptable.” Rook says bluntly before getting serious. “Have you decided on a second in command yet?”

Rook is not trying to make it obvious but it seems like it’s clear a part of him is wary enough to be ready for the worst possible outcome for your Squad. Given that it’s your first operation under command and it was a bit spur of the moment decision you can’t exactly comment against that. Still, it’s a bit off putting. You look back at your team and to your second…

>Burnout. While he may likely be out of position or up ahead away from the squad during the op to really support the team, his access to his recon tools would allow him to get the best picture of the fight and keep them informed.
>Peppermint. She may be quiet and standoffish at the worst of times, but she can best keep an eye out for the others in the squad and coordinate effectively with squadsight.
>Naru. She’s nothing if not a lateral thinker if her Gauntlet is something to say which could make for plays against the aliens they won't expect, though that same creative thinking might have her making calls that you might not like at all.
>Rachel. Having known her the longest you trust her to handle the team well like in Arizona, though she’s not exactly the greatest tactician and would likely opt for just the direct approach.
>>
>>1831335
>Peppermint. She may be quiet and standoffish at the worst of times, but she can best keep an eye out for the others in the squad and coordinate effectively with squadsight.
>>
>>1831335
>>Peppermint. She may be quiet and standoffish at the worst of times, but she can best keep an eye out for the others in the squad and coordinate effectively with squadsight.
>>
>>1831335
>>Peppermint. She may be quiet and standoffish at the worst of times, but she can best keep an eye out for the others in the squad and coordinate effectively with squadsight.
>>
>>1831335
>>Peppermint. She may be quiet and standoffish at the worst of times, but she can best keep an eye out for the others in the squad and coordinate effectively with squadsight.
>>
>>1831335
>>Peppermint. She may be quiet and standoffish at the worst of times, but she can best keep an eye out for the others in the squad and coordinate effectively with squadsight.
>>
>>1831335
>>Peppermint. She may be quiet and standoffish at the worst of times, but she can best keep an eye out for the others in the squad and coordinate effectively with squadsight.
>>
File: Tiny Peppermint.png (24 KB, 272x419)
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It seems to be a universal vote for Peppermint as second it is, writing!
>>
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“Peppermint.” You say to Rook, nodding to your team’s sniper. Peppermint didn’t seem to mind at all when you picked her earlier taking the job in stride. Though she did give a rather odd look when you told her you were her pick. The others didn’t mind as well except for Rachel who was a bit bummed out at first but understood though she did glance back and forth at both you and Peppermint rather suspiciously…

Speaking of which, as much as it’s annoying Peppermint of all the loud banter, she doesn’t use her seniority to tell the other girls to shut up so that’s a start.

“Good.” Rook says, relaxing somewhat at that. “Just remember we can handle securing the Shopping Mall if other opportunities present itself, and don’t forget to--”

“Blazing Sky to the boys and girls in the back, this is your Captain speaking and things are about to get a bit bumpy. Hold on.” Your designated Skyranger pilot chimes in. You and the others have barely enough time to react as the pilot begins to steer and weave the Skyranger into evasive maneuvers as you are effectively informed you are entering the combat zone. Your stomach lurches from the flying. The SHIV begins to beep out cautions and warning sounds as it’s systems have concerns with all the aerial maneuvering, the turret rotating left to right quickly.

“Hey guys, the SHIV’s kinda cute ain’t it!?” Rachel points out, having to speak up through the jostling.

“Don’t get too attached to it, the bucket of bolts is expendable! We’re not!” Naru adds.

Burnout and Peppermint meanwhile seem as composed as they can be, the former much so than the latter.

You can only imagine how bad it is in the air as you are jostled about, but you can’t do anything but trust Blazing Sky and your Interceptor air support to keep the UFOs from blasting you out of the air. While the Skyrangers have ludicrous speed and mobility they have absolutely zero defensive capability and can be easily shot out by a UFO, be it Fighter or Raider.

As it’s only a matter of time before deployment, you take one last quick check of your kit, first double checking your primary and secondary is good to go...

For primary...
>Shotgun. While not as fancy or as powerful at range in comparison to the laser weapons, it still reigns supreme at close range.
>Laser Rifle. The latest in XCOM tech, the laser rifle is a versatile medium range weapon, though it lacks punch in comparison to the trusty Shotgun.
>Laser Shatterarray. The SMG variant of the laser weapons, for unequaled speed and mobility it would allow you to run circles at the cost of firepower.

For secondary…
>Laser Pistol. A direct upgrade of the pistol, the laser pistol can take out lightly armored targets at up to medium range.
>Heater. A laser autopistol variant, great for close quarters and room clearing but not much else.
>Sawn-Off. Do I really need to say anything?

(Pick two! For your kit it will be Alloy Plating and Flashbangs unless you vote to change it as well, include it with your vote)
>>
>>1831503
Shotgun, and laser pistol, I think
>>
>>1831503
>>Laser Shatterarray. The SMG variant of the laser weapons, for unequaled speed and mobility it would allow you to run circles at the cost of firepower.
>Sawn-Off. Do I really need to say anything?
>>
>>1831503
Shotgun

Laser
>>
>>1831503
>>Shotgun. While not as fancy or as powerful at range in comparison to the laser weapons, it still reigns supreme at close range.
>Laser Pistol. A direct upgrade of the pistol, the laser pistol can take out lightly armored targets at up to medium range.
>>
>>1831503
>>Shotgun. While not as fancy or as powerful at range in comparison to the laser weapons, it still reigns supreme at close range.
>>Laser Pistol. A direct upgrade of the pistol, the laser pistol can take out lightly armored targets at up to medium range.
>>
>>1831503
>>Shotgun. While not as fancy or as powerful at range in comparison to the laser weapons, it still reigns supreme at close range.
For close range. Good'ol shotty

>Laser Pistol. A direct upgrade of the pistol, the laser pistol can take out lightly armored targets at up to medium range.
For mid range. No need to get the other 2 short range weapons if we have the shotgun already.
>>
>>1831503
>Shotgun
>Laser Pistol

Alloy Plating is a lifesaver but regular grenades might be better than Flashbangs against Floaters.
>>
>>1831503
>Shotgun. While not as fancy or as powerful at range in comparison to the laser weapons, it still reigns supreme at close range.
>Laser Pistol. A direct upgrade of the pistol, the laser pistol can take out lightly armored targets at up to medium range.
>>
>>1831517
>>1831521
>>1831524
>>1831548
>>1831558
>>1831567
>>1831582
Can't go wrong with a classic it is, writing!
>>
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The shotgun in your hands remains tried and true so there’s no need to worry about that, more importantly you take one last look at the laser pistol. While you may have the lightning hands capable to be a pistol gunslinger, it’s certainly a welcome and useful addition for your arsenal. The turbulent ride continues a bit longer until you hear the sounds of a loud explosion just outside of the Skyranger.

“This is Orpheus-2, The bogey’s off your ass, you’re clear for landing.” One of the interceptor pilots chimes in on the command channel. Blazing Sky doesn’t hesitate as you feel the Skyranger pick up speed for a moment as it zips through the air before slowing down, the red lights in the Skyranger blinking on informing the squad you’re good for deployment. You and the others stand up, turning to face the ramp while Rachel and Burnout don’t waste any time as they remove the straps securing the SHIV beeping all the while caution notifications/

“Hey hey hey, You’re going to do just fine!” Rachel says reassuringly to the SHIV patting it on it’s cannon. Burnout nods to you as he steps in front of everyone.

“We’re the pipe, five by five.” Blazing Sky barks as you feel the Skyranger descend. “Opening the ramp now, good luck!”

You turn to face the lowering ramp and what you see is worse than you had expected. The city is in utter chaos. As the Skyranger positions itself for an optimum landing at the Caesar’s Palace you get a look at the rest of the city itself, and it’s a dismal sight. It’s evening, and instead of the neon signs and bright lights of the Strip, it has been replaced by the fires from plasma bombs as the casinos and other buildings around the area are destroyed and ruined. Flaming embers lingering and floating in the air. You always wanted to visit the place, but not like this.

There’s no time to look further as the LZ is hot. The parking garage strewn with crashed burning cars all around, many still capable of exploding. Bodies strewn haphazardly as civilians attempted to escape. The casino’s hotel tower looming above you. Approaching at full speed trailing smoke from its engines and screaming all the while is a pack of Floaters hurtling towards your Skyranger. The frenzied metal beasts attempting to shoot you all out of the sky with their plasma rifles.

The SHIV and Burnout begin to deploy first, rushing out of the belly of the Skyranger. The dropship lowered just enough for the combat drone to roll off and land on an opening on the lot roof, you and the rest of the squad following quickly after as you hit the ground.

“We’re off go!” You call out to Blazing Sky, who wastes no time to bug out. The Floaters turn their attention to your squad, trying to take you out, letting out an almost pain and furious garbled scream at you and the others.

>Get to cover! You’re all sitting ducks out there and need to get into good position to fire back!
>Take them out! No time to move they’re already right on you and the squad!
>Other.
>>
>>1831707
>>Get to cover! You’re all sitting ducks out there and need to get into good position to fire back!
Gogogo!!!
>>
>>1831707
>Get to cover! You’re all sitting ducks out there and need to get into good position to fire back!
>>
>>1831707
>>Get to cover! You’re all sitting ducks out there and need to get into good position to fire back!
>>
>>1831707
>>Get to cover! You’re all sitting ducks out there and need to get into good position to fire back!

GO FORTH, BLOODWAGON! THE TIME FOR KILLING IS NIGH
>>
>>1831707
>>1831727
>Have the shiv suppress the floaters while we get to cover.
>>
>>1831737
That sounds good
>>
>>1831737
Support.
>>
>>1831082
>>Focus on trying to get as complete of a picture as possible from the constant stream of tactical info, you feel like you might need it.
>>
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>>1831707
“Move to cover, Double time! SHIV Suppress those contacts!” You order quickly. The others quickly comply, quickly attempting to spread out and take positions with whatever cover they can find. Given most of it is vehicles, the chance of getting to one that can explode before is a risk worth taking versus assuredly getting shot in the open by plasma. The beasts howl in delight, as they begin to pursue and open fire at you and the others as you run. You glance back to see the SHIV stay in position and begin to open fire, the mounted cannon firing at the Floaters in the sky.

Several of them have to quickly turn their attention to evading the stream of bullets being churned out from the SHIV, yet remaining keep the pressure on you and your squad as you dash for anything to duck behind!

>Roll 1d20+3
>>
Rolled 19 + 3 (1d20 + 3)

>>1831786
REMOVE AYYYS
>>
Rolled 12 + 3 (1d20 + 3)

>>1831786
>>
Rolled 11 + 3 (1d20 + 3)

>>1831786
>>
>>1831786
>>
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>>1831786
...
>>
>>1831805
umm. no dice boss
>>
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Rolled 3, 8 = 11 (2d20)

>>1831805
Dammit, I made it an uppercase D not lowercase!
>>
>>1831815
So did Shiv chan gank one?
>>
>>1831816
I think so
>>
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>>1831805
>Alien activity
>No dice
They're just chilling.
>>
Rolled 11, 11 = 22 (2d20)

The Floaters attempt to tag you down but your team is fast. You and the others manage to quickly and effectively dig into any and all heavy cover you can find in the parking lot roof, be it a burnt car wreck flipped on it’s side or what have you. Naru has a bit of difficulty getting to cover but Rachel is quick to assist, rushing back over to provide mobile cover with her shield, peppering the sky with laser shots with her shatterarray.

Even better, your SHIV is making short work of the Floaters it managed to focus on, two of them dropping out of the sky as their mechanical innards spills out in chunks, crashing onto the pavement. The SHIV is more than capable of positioning itself into decent cover as it continues to fire at the sky. The rest of your squad attempts to return fire but the Floaters only seem to get enraged at how difficult of a kill you are. They begin to attempt to close in at your group, firing wildly enough to make it difficult to pop out and return fire.

“If they’re distracted I can shoot them out of the sky.” Peppermint suggests quickly, as you glance over to see the Sniper propping her rifle on the hood of a car. She’s yet to fire a shot, constantly trying to readjust to the erratic aliens. She’d need someone to run and distract them with overwatch but she is the most accurate of the squad.

“Just give me the order and I’ll just blast them out of the air and we can be done with it!” Naru also suggests as she crouches behind cover with her rocket launcher in hand, ready to stand up and launch it at your OK. It would be an effective end but that’s one less rocket in her hands.

As you gauge the situation you quickly peek your head out and thanks to your modified eyes you are able to visualize a perfect route you can leapfrog from cover to cover to get in close and start blasting them. You are quick to duck back into cover with this information as the spot in the air where your head was moments prior is peppered with plasma. Rachel and Burnout attempt to return fire as best as they can but are not in any good position to make any plays yet.

>Order the team to run interference, keep the Floaters in place long enough for Peppermint to shoot out.
>Make the call to have Naru fire her rocket, you can’t waste time here when civvies are dying.
>Run n’ Gun the Floaters. They won’t expect you pushing up nor will they expect the buckshot.
>>
>>1831859
>>Order the team to run interference, keep the Floaters in place long enough for Peppermint to shoot out.
>>
>>1831859
>>Order the team to run interference, keep the Floaters in place long enough for Peppermint to shoot out.
IF necessary
>Run n’ Gun the Floaters. They won’t expect you pushing up nor will they expect the buckshot
but only if it's viable. Otherwise tag them with your pistol.
>>
>>1831859
>>Order the team to run interference, keep the Floaters in place long enough for Peppermint to shoot out.
>>
>>1831865
This
>>
>>1831859
>>Order the team to run interference, keep the Floaters in place long enough for Peppermint to shoot out.
>>
>>1831859
>Order the team to run interference, keep the Floaters in place long enough for Peppermint to shoot out.
Rockets are a waste on these floaters
>>
>>1831859
>>Make the call to have Naru fire her rocket, you can’t waste time here when civvies are dying.

We won't exactly need a rocket against a Thin Man
>>
>>1831878
agreed, especially with 2 down already.


Save the rockets for Chryssallids, Mutons and Cyberdiscs.

>>1831884
We might if they get good cover in an overwatch position.
>>
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“Hold them in place, give Peppermint a clear shot!” You command and your team complies.

The Floaters seem to not mind being out in the open darting to and fro in the air as they attempt to blast at the general directions of your squad, but if you can present them something tantalizing enough to keep them still enough, you’d give Peppermint the moment she needs. That or hitting their built in thrusters should make them move in a predictive enough way for Peppermint to take a shot. The others do what they can as well, with Rachel throwing out a flash to try and disorient them in some way while Burnout assists with his Marksman’s rifle. Shooting and repositioning to different bits of cover.

Naru holds, steadying her weapon and waiting for the call just in case.

The SHIV simply stays in the place it’s deemed sufficient to entrench itself, belting out round after round in the air. The Floaters realizing the air isn’t as safe as they would wish begin to move to cover, trying to dart to cover. If they manage to hunker down they’d be a pain in the ass to dislodge given they can easily counter-flank your group.

You switch to your laser pistol, take aim, trying to help in tagging the aliens in place, your team is doing an alright job, but Peppermint has yet to take her shot…

>Roll 1d20+2
>>
Rolled 18 + 2 (1d20 + 2)

>>1831898
>>
Rolled 7 + 3 (1d20 + 3)

>>1831898
>>
Rolled 10 + 2 (1d20 + 2)

>>1831898
>>
Rolled 16 (1d20)

>>1831898
>>
>tfw fucking want to play this but writing for another quest right now
>>
Rolled 11 + 2 (1d20 + 2)

>>1831898
>>
File: [ALIEN ACTIVITY] B.png (75 KB, 699x104)
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Rolled 16 (1d20)

>>1831898
...
>>
File: Scoped In.png (149 KB, 1177x769)
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Rolled 12 (1d20)

Even in the confusion of combat you focus, calmly lining up your shot with the laser pistol in hand. The Floater you have down your sights is a bit jittery and erratic, but even then there’s still a general pattern of sorts to it’s movements. Your eyes easily track it and once you see the opportunity you pull the trigger.

You had practice with the laser weapons before, during it’s prototyping phase and when they were given out the troopers to practice one the first suite of weapons were produced but it’s still surprising to you at how… effortless it is to fire the weapon. It’s simply pointing in the direction and shooting.

The streak of bright red shoots out across the parking lot and hits the right thruster of the Floater’s side. It screeches, sputtering in the air and spinning to the side. It barely manages to say anything else however as it’s head explodes into chunks, the Floater seemingly flying itself into Peppermint’s rifle round. The others attempt to react, but the rest of your squad is able to redirect the Floaters one after another into easy kills for your squad’s Sniper. Be it Rachel and Burnout running overwatch under cover of her shield or his mobility or the SHIV merely flushing the aliens into openings.

Just as quickly as they arrived, the Floater pack lays dead at your squad’s feet.

“Not bad, Princess!” Rachel compliments Peppermint, and while she appreciates it you can see here across the way gritting her teeth.

Ahead more Floater packs roam in the air but are quickly redirected to the front side of the casino. Even from where you are you can see the streaks of tracer rounds shooting out wildly in the sky as Strike-2’s Gunners begin to draw the packs of Floaters towards them. You can almost hear through the confusion their Squad Leader’s aggressive screams and insults towards the aliens. XCOM takes in all sorts.

In the sky, the battle for the air rages on as the UFOs battle XCOM Interceptors. It’s quite the sight but there’s no time to dawdle.

“Move out.” You say to the team who call out affirmatives, the group of you moving quickly to the interior of the parking garage itself while you have Burnout take the lead, a no brainer given he’s your squad’s Scout. As you make your way through the carnage in the lower levels you are yet to find any surviving civilians. However, the constant screams and sounds of plasma fire in the interior of the casino itself confirms there are still survivors and they are slowly being picked off. You attempt to try and communicate with the other squads, but unfortunately the aliens were prepared enough to be jamming the area once again like in Arizona.

(Part 1 / 2)
>>
Rolled 3 (1d20)

As you advance through level for level downwards towards the casino floor, Burnout is quick to make his return. You all pause for a moment while Rachel posts security, scanning around for movement.

“The casino floor is a slaughterhouse, what survivors are left in the main floor are being forced back towards the casino’s concert house by Thin Men and Sectoids.” Burnout says grimly, Naru muttering something under her breath while he continues. “There’s groups moving towards the shopping area as well.”

“We should assist those civilians, they’re likely going to use them as hostages or execute them to leave a message. It’s what I would do. We need to help them!” Rachel frowns, an understandable frustration at all the lives lost around her, she keeps herself in check but it’s clear her old SWAT instincts are kicking in. Civvies are a priority for her.

“Sure but it sounds like reinforcements are going to hit Harita and the others!” Naru says, shaking her head. “We’d be able to be much more effective if we’re linked up as one whole unit, hell those civs are probably already dead by now.”

“You don’t know that.” Rachel counters, narrowing her eyes. Naru shrugs and continues to scan the parking lot for movement.

“What are your orders?” Peppermint says, getting your two other squad members to shut up and turn to you expectantly.

>Clear the casino floor and move for the concert hall, you agree with Rachel that saving civilians is a priority.
>Naru has a point, you’d be able to mop up the aliens decisively if you linked up with Rook and the others. Intercepting those reinforcements and regrouping is a good idea.
>Other.
>>
Just a heads up, forgot to remove the dice for those posts, don't mind those!
>>
>>1831987
>>Clear the casino floor and move for the concert hall, you agree with Rachel that saving civilians is a priority.
Hell no, we're not leaving anyone behind if we could help it. The whole point of terror missions is to save civilians at the risk of X-COM soldiers. Think of the panic levels if we didn't do enough!
>>
>>1831987
>Clear the casino floor and move for the concert hall, you agree with Rachel that saving civilians is a priority.

No idea what nefarious probing the ayys are going to do...
>>
>>1831987
>Clear the casino floor and move for the concert hall, you agree with Rachel that saving civilians is a priority.

Need to save the civvies and also stop them from becoming Chryssalid spawn.
>>
>>1831987
>>Clear the casino floor and move for the concert hall, you agree with Rachel that saving civilians is a priority.
>>
>>1831987
>>Clear the casino floor and move for the concert hall, you agree with Rachel that saving civilians is a priority.
>>
>>1831987
>Clear the casino floor and move for the concert hall, you agree with Rachel that saving civilians is a priority.

Have to give the world hope (so they give us more funding).
>>
>>1831987
>Clear the casino floor and move for the concert hall, you agree with Rachel that saving civilians is a priority.
>>
>>1831987
>Naru has a point, you’d be able to mop up the aliens decisively if you linked up with Rook and the others. Intercepting those reinforcements and regrouping is a good idea.

Spetsnaz style gets results, we're here to kick doors and kill ayys, let the civvies take shots
>>
>>1831987
>Clear the casino floor and move for the concert hall, you agree with Rachel that saving civilians is a priority.
>>
>>1831987
>Other.
Follow Naru's advice, but call in Strike 4 at the 1st opportunity (why don't we have flares?)
>>
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“Rook and the rest of the Strike-1 can handle themselves, we need to save those people.” You say, Rachel nodding in agreement. Naru concedes at that and you begin to quickly move towards the lower floor. A part of you regretting the carnage strewn out around you. While there is nothing you nor the others could’ve done even with your lightning fast responce, it still put things in perspective when dealing with the alien threat.

Reaching the bottom floor you and the rest of the team prepare to breach the interior before you have Burnout get intel for the team. He complies, kneeling down to use his motion scanner.
“Movement just ahead, lots of it. We could loop around through the service entrance to the side to ambush them there.” He points to a side staff entrance.

You can hear the errant screams and vain pleading for mercy only to be interspersed with steady and indifferent plasma fire.

You quickly consider the options, breaching here and now would mean one hell of a slugfest with the bulk of the aliens but you could save those civs there still being corralled in the casino floor. Re-positioning for a perfect ambush would be the safest and most effective way of taking them down but it's likely not to go well for the civvies. You look to Peppermint for suggestions but she shakes her head, she’s at disadvantage in the interior for the moment until they breach and she can get into better position.

“I can prep a rocket for whatever we do, Dozer.” Naru say motioning to her launcher. “I get you want to save me for a rainy day but I still got two HE and one Shredder ready to go.”

How do you have the squad attack this?

>Breach the front. Just like old times.
>Ambush them. Thin Men don’t fuck around after all.
>Other.

And do you have Naru steady a rocket for the attack?

>Yes.
>No.
>>
>>1832037
Mfw if Peppermint turned out to be ex-Spetsnaz
>>
>>1832050
>>Ambush them. Thin Men don’t fuck around after all.
>No.
>>
>>1832050
>Ambush

>Yes
>Shredder

We can yell at civilians to take cover and stay on the ground.
>>
>>1832050
>>Ambush them. Thin Men don’t fuck around after all.
>No
>>1832051
She's ice cold, wouldn't surprise me
>>
>>1832050
>>Breach the front. Just like old times.
Gogogo. Kill ll Aliens ASAP. Minimize the civilian deaths!

>Yes.
S long as she's firing towards a large group of aliens with no civilians near them, go for it. Shock and Awe will work well with a surprise here.
>>
>>1832050
>Send in the Shiv to breach the front and draw fire, while you flank the enemy.

>A rocket is a bad idea if there are any civilians still alive but have Naru prep one immediatley when all civs are safe or dead.
>>
>>1832055
>We can yell at civilians to take cover and stay on the ground.
Do this in any case when the element of suprise is gone.
>>
>>1832059
>>1832063
Support.
>>1832055
>>1832057
I don't know which rocket would be ideal, but I guess Shredder is from what the others are saying.
>>
>>1832050
>Breach the front. Just like old times.
>Yes.
>>
>>1832050
>Breach the front. Just like old times.
>>Yes

Bang Bang Baby!
>>
>>1832057
>>1832059
>>1832066
>>1832083
>>1832087

Looks like we're breaching and we're using a Shredder Rocket while doing it by the looks of it, writing!
>>
>>1832093
Welp looks like we are getting hostages killed by going in guns blazing. Would've been safer with ambushing.
>>
>>1832107
At least hope they are not getting killed by friendly fire, bc then we really have a problem.
>>
>>1832107
>breaching here and now would mean one hell of a slugfest with the bulk of the aliens but you could save those civs there still being corralled in the casino floor. Re-positioning for a perfect ambush would be the safest and most effective way of taking them down but it's likely not to go well for the civvies.

Read:
>breaching here and now would mean one hell of a slugfest with the bulk of the aliens but you could save those civs there still being corralled in the casino floor.
This is better for saving civilians
>Re-positioning for a perfect ambush would be the safest and most effective way of taking them down but it's likely not to go well for the civvies.
This is better for our own safety, at the cost of civilians.

If there was going to be danger of getting hostages killed by gunfire then it would've been said already.
>>
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Rolled 11, 10 + 4 = 25 (2d20 + 4)

As tempting as it would be to ambush the enemy, especially with those damn Thin Men in play, there’s no time for any of that. You motion for the others to get into position to breach but it looks like Rachel’s already in position a determined look in her eyes as she pulls out a flashbang and a gives nod to you. Burnout and Peppermint stack up, the later lingering towards the back with a frown on her face. Not her specialty but she has experience. The SHIV rolls to a stop right at the door. Being a drone it’ll

“What about me?” Naru asks you waiting for your reply.

“Load a Shredder and wait for my mark.” You say, as you move to position to the breach right behind Rachel, just like before. You’ve done this song and dance with her for longer than enough, and it’s clear the others are going to follow after your lead. Naru nods and it only takes her a moment to reload her rocket launcher to have a her Shredder in the tube instead. She takes position to the side, rocket at the ready.

A moment passes.

“Go!” You bark out and the SHIV wastes no time, plowing through the doors as if were paper. Rachel acts quickly after words chucking the flash in. There’s a series of hisses and screeches of surprise intermixed with human shouts as the flash goes off and the SHIV begins to get to work, opening fire within. The moment the flash goes off you turn to Naru.

“Mark!”

“Fire in the hole!” Naru confirms, opening fire with the shredder. The explosion going off as you rush in just after it, not wasting a second as you enter the casino floor proper and greet the enemy.

>Roll 1d20+4
>>
Rolled 18 + 4 (1d20 + 4)

>>1832120
>>
Rolled 11 + 4 (1d20 + 4)

>>1832120
>>
Rolled 12 + 4 (1d20 + 4)

>>1832120
>>
>>1832112
Wouldn't be overly suprised if it was one of the options on the critical failure table.
>>
>>1832120
>"steady a rocket for the attack" means "fire a rocket inside blindly"
Hm.
>>
File: [ALIEN ACTIVITY] C.png (75 KB, 699x104)
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Rolled 13, 14 + 2 = 29 (2d20 + 2)

>>1832120
...
>>
>>1832139
will there also be some xcom2/war of the chosen stuff in the quest ?
>>
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>>1832139
That is supposed to be a -2 for both, but 4chan dice is weird and it made it +2 instead of -2, as a heads up!
>>
Rolled 1, 16 - 2 = 15 (2d20 - 2)

>>1832143
dice+2d20+-2 should do it
>>
>>1832142
If this quest does Xcom 2 it might further into the quest but that is just me.
>>
>>1832142
There is already some of the former in place but I won't say anything on the latter!

>>1832147
Thanks, that's pretty dumb and obtuse figure out and remember but at least it's there to use
>>
Rolled 33, 94, 13, 65, 44, 32 = 281 (6d100)

>>1832154
I just copy and paste from notes
>>
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You don’t register just how quickly Naru had fired her rocket, but you suppose she’s quite an expert at even pulling snap shots with it. There’s no time to waste however as you and the others breach into the casino floor. As burnout has said, the place is utter carnage within as the aliens had taken their time to systematically clear the floor. There was almost a surgical precision of it, in fact most of the place wasn’t that destroyed as the aliens didn’t seem to miss their shots.

That changed however when Naru shot her rocket into the interior, sending several Sectoids flying into slot machines alongside tagging and shredding some of the Thin Men not agile enough to evade the blast. Still dazed and confused from both the flash and explosion your team moves into join in taking out as much of the aliens as possible before they can react.

Several sectoids attempt to psionically link to respond but you are able to deftly blast the originator of the mindmerge with a brutal blast from your shotgun, it’s death short circuiting and killing the other. Not stopping, you advance forward and fill one of the shredded and injured Thin Men with 8 gauge.

The surviving civvies scream and begin to scatter in the confusion, running to and fro, getting in the mix of the combat in their panic. Their instincts of flight kicking in and failing them in the confusion as the remaining aliens attempt to return fire scamper into cover against your squad. While your initial breach took a number of them out there’s still at least six or seven sectoids spreading out among the slot machines. Your ears ring for a moment from the cannon fire of the SHIV as you try and find the Thin Men, but you have no line of sight!

The damn agile bastards moving quickly into the disorienting and bright maze of the casino floor. You scan the area, catching glimpses of the aliens. The Sectoids however are quick to return fire with your squad, making keeping track of them even with your enhanced eyes a challenge. The others await your orders exchanging fire as you quickly think of how to deal this firefight.

>Focus on securing the civilians! Keep the aliens attention with flashes and suppression and get the civvies out of the firefight and towards the parking garage for safety. Have Peppermint stay on overwatch and give you a heads up for surprises.
>Take out the Sectoids! they’re going to be focusing on killing civilians and keeping you pinned while the Thin Men. Advance forward and push the line with the SHIV and Rachel.
>Find those Thin Men! They’re trying to get into position and flank the team. You and Burnout can work to smoke them out.
>Other
>>
>>1832199
>>Find those Thin Men! They’re trying to get into position and flank the team. You and Burnout can work to smoke them out.
>>
>>1832199
>>Focus on securing the civilians! Keep the aliens attention with flashes and suppression and get the civvies out of the firefight and towards the parking garage for safety. Have Peppermint stay on overwatch and give you a heads up for surprises.
>>
>>1832199
>Take out the Sectoids! they’re going to be focusing on killing civilians and keeping you pinned while the Thin Men. Advance forward and push the line with the SHIV and Rachel.
>>
>>1832199
>Focus on securing the civilians! Keep the aliens attention with flashes and suppression and get the civvies out of the firefight and towards the parking garage for safety. Have Peppermint stay on overwatch and give you a heads up for surprises.
>>
>>1832199
>Focus on securing the civilians! Keep the aliens attention with flashes and suppression and get the civvies out of the firefight and towards the parking garage for safety. Have Peppermint stay on overwatch and give you a heads up for surprises.
>>
>>1832199
>>Other
>Find those Thin Men! They’re trying to get into position and flank the team. You and Burnout can work to smoke them out.
AND(if a splitup is allowed)
>Have your second in command and the girls+Shiv focus on securing the civilians.
>>
>>1832204
>>1832210
>>1832211
Civvies it is, writing!
>>
>>1832199
>>Focus on securing the civilians! Keep the aliens attention with flashes and suppression and get the civvies out of the firefight and towards the parking garage for safety. Have Peppermint stay on overwatch and give you a heads up for surprises.
>>
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“We need to get those civilians out of there! Move up and secure them! Peppermint you’re our eyes, go!” You order out, motioning to positions to advance forward to the others.

“Roger dodger!” Rachel calls out, advancing forward under plasma fire to the closest pinned civ.

The SHIV presses forward across another lane of slots with Naru behind it, using it as makeshift cover as she peppers the aliens with her shatterarray to the best of her ability. Burnout positions himself to run the enemy’s fire, sprinting from cover to cover towards an isolated pocket of trapped civilians in a gift shop.

Trusting Peppermint to watch your back you move forward as well, spotting a pair of survivors huddled together underneath an open floor bar. A pair of Sectoids turn their attention to you, having flipped a blackjack table over to use as cover. They raise their wrist plasma guns to try and take you out before you can get to civs, but they and much like the other Sectoids are quickly forced to duck away and spoil their shot from the crack of Peppermint’s sniper rifle, the sound alone enough to make the greys hesitate from peeking from cover. Those moments your opening.

Your squad moves forward slowly but surely, keeping the aliens pinned as they attempt to exchange fire back.

“Stay down!” You call out to the survivors you’re trying to reach.

>Roll 1d20+3
>>
Rolled 3 + 3 (1d20 + 3)

>>1832240
>>
Rolled 13 + 3 (1d20 + 3)

>>1832240
Here comes the snow!
>>
Rolled 12 + 3 (1d20 + 3)

>>1832240
>>
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Rolled 18 (1d20)

>>1832240
...
>>
Fuck! I can't believe I forgot about this until now! Shit, I was looking forward to it and even reading this far is hype as hell!
>>
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Rolled 12 (1d20)

You advance forward, seizing an opportunity when both of the Sectoids are forced to duck behind cover as Peppermint takes a shot pin them. The bullet impacts the blackjack table taking a large chunk in the center where she was hoping one of them would be hiding, but to no avail, It leaves a decent hole from the bullet sure, but the damn tables seem to be extremely sturdy. Still, the Sectoids remained pinned down with your Sniper’s support, even if her attention is darting around to helping the others as well.

You make good progress towards the trapped civvies and are now just one last bound to them. You are forced to reconsider your options as one of the Sectoids pops back out of cover again, this time however the purple swirling energy around it confirms that it and it’s partner have mind merged together for emboldened by the alien’s psionic capabilities. The mind merge recipient begins to open fire, accurate shots force you to duck for cover as slot machines and furniture disintegrate under the bright green globs of death.

You get ready to flush them out with a flash but the Sectoid doesn’t merely opt to just aim at you but instead switches targets to the trapped civilians while the other Sectoid pops out and trains weapon on you, on overwatch. The first sectoid begins to open fire at civs, a concentrated barrage of plasma fire impacting the bar counter they’re cowering in. The bartop takes the hits for them, but it’s only another plasma shot or two away before it’s destroyed, leaving the civvies right in the open and to the mercy of the heartless grey aliens.

>Run the overwatch and try and take out the Sectoids for good! Advancing under fire and taking a shot’s going to be risky but if they’re dead they can’t kill the civs!
>Lob a flash at them! A safer option but there’s still a chance the disorientation might not completely spoil their aim.
>Take the plasma hit and save those civs! Your alloy plating can take it, and with the civs out you can deal with those sectoids!
>Other
>>
>>1832296
>>Take the plasma hit and save those civs! Your alloy plating can take it, and with the civs out you can deal with those sectoids!

Also a routine now
>>
>>1832296
>>Lob a flash at them! A safer option but there’s still a chance the disorientation might not completely spoil their aim.
I think it's just the smart move to make here. I mean, it's not like I can't see Dozer taking the other options here but I do think they're way too risky.
>>
>>1832296
>>Take the plasma hit and save those civs! Your alloy plating can take it, and with the civs out you can deal with those sectoids!
>>
>>1832296
>Lob a flash at them! A safer option but there’s still a chance the disorientation might not completely spoil their aim.
>>
>>1832296
>>Take the plasma hit and save those civs! Your alloy plating can take it, and with the civs out you can deal with those sectoids!
>>
>>1832296
>>Take the plasma hit and save those civs! Your alloy plating can take it, and with the civs out you can deal with those sectoids!
Fuck yeah for armor!
>>
>>1832296
>Lob a flash at them! A safer option but there’s still a chance the disorientation might not completely spoil their aim.
>>
>>1832296
>Other
Run in a bulldoze them, body check them while firing the shotgun for maximum danger and effectiveness
>>
>>1832301
>>1832308
>>1832311
>>1832312
Tanking it is, writing!
>>
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Large update incoming, stand by for deployment!
>>
>>1832325
>moves I'd never make in game part 1
>>
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While popping a flash is going to give you a safe crossing and directly attacking them would give you the quickest answer in taking them out… those civs are waiting for a miracle to happen. And given your experience with tanking and surviving plasma shots, you’ll be that miracle.

Without a moment to waste you dash out of cover, the Sectoid training it’s gun on you opening fire. It impacts you and you feel the wind knock out your sails, the alloy plating once again saving your chest from melting from the shot. You don’t stop, blasting at their direction with your shotgun, causing them to scurry back into cover in surprise at your aggression. Completing your crossing you stop by the bar and peer over the counter at the two civilians who look up wide-eyed at you, stunned.

“Don’t just sit there, get to the parking garage, GO!” You order them, and it seems your voice is enough to light a fire in their asses as they begin to do so, the pair scrambling up and dashing off towards where you instructed. They don’t stop for your squad nor the aliens as they book it to the parking lot in record time, safe. With those two secured, you don’t waste any time and close in for the kill, the Sectoids never seeing it coming as you charge them and empty your shotgun on the mindmerger of the pair. It dies instantly from the pointblank shot, it’s death chainkilling the other as the Sectoid’s’s brain fries from the psionic feedback oh it’s companion's death. The pair slump on the ground, yellow ichor strewn with casino chips and playing cards.

“Sectoids down!” You hear Rachel call out triumphantly as the fighting quiets down. The last of the Sectoids letting out a pained screech at it’s demise. Scanning around, you see your squad has handily dealt with the rest of the greys with no injuries except for the SHIV and with only minor damage at that. Several of the greys have turned to bullet ridden mulch by it. Several more have had heads blown off courtesy of Peppermint, and one of them in particular was literally battered to death by Rachel’s shield. XCOM brutality at it’s finest.

While you are probably going to regret getting shot again later once the adrenaline wears off, you feel like it was worth it.

(Part 1 / 3)
>>
“Move, get to the garage! Find somewhere to hide and wait for rescue, go!” You hear Naru order out to remaining dazed civilians, the short Japanese woman able to carry her voice out much farther than you would expect as they eventually comply, dazedly stumbling towards safety. The Rocketeer pauses and taps her finger on her chin and glances about, spotting you at the bar, and quickly makes her way over to you.

Peppermint and Burnout help keep overwatch with as you scan the area, reloading your weapon. Naru approaches, looking unsurprised at the plasma shot on your chest, and hops the counter, grabbing the bottles of liquor and spirits somehow not destroyed in the fight..

“Look we can deal with that later, keep your head in the game.” You say, caught off by Naru’s sudden desire for alcohol.

“Trust me, I got an idea.” Naru says, not stopping her vulture like attitude as she continues to scoop bottles and set them on the countertop doing a quick count. Looking over you see that the corpse of the bartender had been their the entire time. Poor civs having to linger with a body for safety, something that’s probably going to stay in their minds for the worse. Naru however doesn’t even blink as she begins to grab the cleaning cloth from his body and pulls out her knife, working quickly to cut the bartender’s work shirt off. The hell?

“Dozer, I have no visuals on the Thin Men.” You hear Peppermint call out, clearly irritated by this and taking your attention away from Naru’s… activity.

“They retreated or are repositioning, Burnout give us something to work with.” You say turning to Burnout who has climbed ontop of a large set of slot machines with excessively large and destroyed monitors, allowing him not only a good vantage point but some cover up there as well. He nods and pulls out his motion scanner, looking about all the while.

“I count at least twenty civvies we got out, Dozer! A damn good start.” Rachel says, relieved at the play being successful. You don’t blame her, it’s uplifting but there’s still the rest of the casino to go. With the group of aliens dealt with you can probably link with Rook or find the alien jammer device so you can properly coordin-

(Part 2 / 3)
>>
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“...Guns right! Contacts incoming to the right!” You suddenly hear Burnout shout out pointing towards the entrance to the Colosseum shaped concert hall to the right, his calm and collected attitude replaced with surprise and shock as he quickly positions himself and raises his weapon towards it. You and the others train your weapons to the large closed doors and for a moment nothing happens.

And then the doors get destroyed as a large claw impales and disintigrates the door with it’s force.

The first thing you see is the Thin Men dashing out, finally revealing themselves. Their unnaturally graceful and fluid movement allowing them to easily dodge your squads reaction fire as they slip into cover. However, the real focus… is on what pours out from within the concert hall.

Streaming out from within is a trio of what appears to be large insectoid like beasts on four claw-like legs red with blood. The beasts sport purple chitinous armor and yellow glowing appendages, and seem like something straight out of your nightmares. Worse yet, several civilians that seem… wrong… shamble out as well, their bodies clearly being puppeted with how sluggish their movement is. You think it’s mind control… their appearance speaks otherwise. Something happened to them.

“Contact! Contact!” You hear Rachel call out in surprise turning to face the small horde contacts. As the Thin Men take position and prepare to open fire to support the new alien contacts you swear… you swear you can see the fuckers smiling at you, their reptilian eyes obscured under their sunglasses.

One of the new alien beasts lets out a roar, one that sounds like some horrid amalgamation of a lion and some hellish terror from the deep as the trio approach you and your squad. The aliens, it appears, have unveiled a new alien into the war, and you’re the first to receive them.

“Oh… fuck.” Naru mutters dropping the bottle of liquor in her hand, and you share the sentiment.

Oh fuck indeed.

>And with that, we’re going to call it here! It seems this Terror Mission has ways to go than I had expected. I would continue but it’s 3AM here and I’m dying at the keyboard so we’ll continue this next week. So, until next time…

Thanks for playing!
>>
>>1832367
This is the point where we receive our new guests with a rocket gentlemen.
>>
>>1832367
>cliffhanger
pixel you lil' shit.
lookin forward to friday
>>
>>1832367
>Oh, I missed the quest last night, I wonder what happened-
>FUCKING CHRYSSALIDS

I hate you Pixel. I say that in the most loving way possible, but goddamn you.
>>
When do we go to the aliens home planet and solve the problem at its root ?
>>
>>1832740
After researching the Avenger.
>>
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>>1832740
Forgot image




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