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File: xenonauts.jpg (282 KB, 1920x1080)
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https://www.youtube.com/watch?v=PFSRr_VUKDQ

*heavy Eastern European accent*

Year is 1979 and you are Xenonaut. After Iceland Incident in 1958, coalition of military leaders and scientists from NATO and Warsaw Pact began to collude on top secret project to prepare for return of extraterrestrial threat. You are on board CH-48 Charlie, heavy troop transport helicopter, en route to site of downed UFO in rural Azerbaijan. Your mission: eliminate any extraterrestrials and secure crash site, then breach and clear UFO. Enemy numbers and capability unknown.


You are?

>Mikhail Ivanovich, Soviet Union
>Logan Stewart, United States
>Kurt Braun, West Germany
>Hiroshi Ikeda, Japan
>Gabriel Pereira, Argentina
>Madison Cullen, Ireland
>Polina Bozhidarova, Bulgaria
>Write in (Name, Nationality)
>>
>>2142647
>Kurt Braun, West Germany
>>
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>>2142647
>>Write in (Name, Nationality)
Bruce Loran, Australian
>>
>>2142647
United States - Slab Bulkhead or David Ryder for a less jokey name.
>>
>>2142647
>>2142661
second
>>
>>2142647
>>Madison Cullen, Ireland
>>
>>2142661
>>2142687
You are Corporal Kurt Braun, a Xenonaut. Whatever rank and position you held in your previous unit is irrelevant to your new command, only the skills, quick thinking, and physical capabilities you bring to the table.

Your eyes remain on the floor of the massive helicopter as it carries you and your squadmates through the night sky. Despite your combat experience and the qualifications of your recently assembled team, you feel a sense of dread. Judging by the smell of sweat in the cabin, so do the others. You've become accustomed to the distinct odor of men feeling fear.

Needing something to do, you check your equipment for what must be the hundredth time.


Choose a basic role (you will be able to customize your gear further).

>Rifleman
>Assault
>Sniper
>Automatic Rifleman
>Shield
>Rocketeer
>>
>>2142722
>>Rocketeer
>>
>>2142722
What kind of shield? Like an alien type shield? If not,
>sniper
>>
>>2142722
>Automatic Rifleman
BRRRRRRRRRRT
>>
>>2142722
>>Rifleman
>>
>>2142722
>>>Rifleman
>>
>>2142722
>Sniper
>>
>>2142722
>>Rocketeer
>>
>>2142760
It's a metal riot shield, good against low caliber rounds and not so much against plasma. But it's still your only hope of stopping a plasma bolt if you're not in cover.


>>2142770
>>2142789
Rifleman

>>2142790
>>2142760
Sniper

>>2142801
>>2142745
Rocketeer


Waiting a little longer for a tiebreaker or going with one of these. You'll be able to add/remove some gear afterward.
>>
>>2142809
I'll change mine to rocketeer to get the ball rolling.
>>
>>2142824
good man
>>
>>2142809
>>2142824
You checked your gear out of an impressive armory, stocked with close equivalents to current-generation NATO weaponry. When you requested a rocketeer's loadout you received:

1x Rocket Launcher
3x HE rockets
1x Pistol

You also have a combat knife.

You had a little space left over but the weight of the gear was already pretty close to your operational limits, which you're well familiar with. Packing any more would slow you down enough to affect your combat performance.

You then...

>Decided you're good to go, and boarded the Charlie.
>Swapped some gear out for a more versatile load from the list below.

Available gear:

C4 charge
Medkit
Frag grenade
Flashbang grenade
Smoke Grenade
Assault Rifle
20x Assault Rifle rounds
Sniper Rifle
10x Sniper Rifle rounds
Shotgun
8x Shotgun shells
LMG
30x LMG rounds
Rocket Launcher
1x HE rocket
1x Incendiary rocket
Pistol
Pistol magazine
>>
>>2142875
Forgot to add to the list, ballistic shields.
>>
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>>2142760
>>2142884
This kind of shield.
>>
>>2142875
>Decided you're good to go, and boarded the Charlie.
>>
>>2142875

1x Pistol swapped for the c4
>>
>>2142906
>>2142909
Alright I'll give it two more minutes for any votes and flip on this, seems we're pretty happy with our current gear for the most part anyway.
>>
>>2142906
This
>>
>>2142906
>>2142950


You check your rocket launcher, tucked in between your legs and ready to go. This particular variety can have a rocket pre-loaded with minimal risk of it going off on accident, thanks to a safety feature. It also has a scope for precision aiming, though the recoil and weight of the thing means you'll want to steady the tube against something first for the best possible shot. The fact that you even have this gets you wondering what exactly you're expected to face once this ramp drops. You also check your pistol, loaded with 15 rounds in case you need to defend yourself.

You look around the compartment at your squadmates. Ivanovich, the team's enormous Sergeant and machine gunner, sleeps like a baby toward the front. Strapped in with you are the others, Stewart, Ikeda, Pereira, Cullen, Bozhidarova, and Leroy.

You catch the eye of your partner, the one who will be by your side no matter what and will cover you and save your life if you're injured:

>Ivanovich, automatic rifleman.
>Stewart, rifleman.
>Ikeda, shield.
>Pereira, rifleman.
>Cullen, automatic rifleman.
>Bozhidarova, sniper
>Leroy, shield.
>>
>>2142980
>>Leroy, shield.
>>
>>2142980
>>Bozhidarova, sniper
We can also be the spotter, for this sniper. When shit hit's the fan, we drop the hammer.
>>
>>2142995
yes this
>>
>>2142995
or you know have a shield buddy that stopus getting hit when we are taking time to load and aim
together we a tank
>>
>>2143048
We're not defenders, we attack. Sitting pretty in a battlefield with a shield is a pipe dream for a guy with 3 rockets and a pistol. Better to be able to pick and choose your shots, also being able to support a sniper, and the rest of the team is good.
>>
>>2142995
>>2142996
You catch Bozhidarova's eye; she looks paler and clammier than usual, but meets your gaze with a failed attempt at a grin. She stops fidgeting with her grip on the precision rifle between her legs and begins in perfect, albeit somewhat accented, English, "So... what do you think they're here for?"

>"Our land, if they're anything like us. Maybe they launched their nukes and need a new world. And God only knows where that leaves us."
>"My guess? Us. We've been searching for life outside of our world, and someone else found us first. For what reason I can't begin to guess, but it isn't peaceful."
>"Maybe it's all a misunderstanding. We can't even communicate with them, who's to say we didn't start the war by shooting down a ship full of explorers?"
>"Does it matter? Our job is simple. We're just here to kill them. Leave it to the eggheads to figure out the rest, I say."
>Write-in.
>>
>>2143112
>>"My guess? Us. We've been searching for life outside of our world, and someone else found us first. For what reason I can't begin to guess, but it isn't peaceful."
>>
>>2143112
>"Does it matter? Our job is simple. We're just here to kill them. Leave it to the eggheads to figure out the rest, I say."

Do not attempt to humanize the enemy.
>>
>>2143112
>"Does it matter? Our job is simple. We're just here to kill them. Leave it to the eggheads to figure out the rest, I say."
No reason to think about the enemy as anything but the enemy. Start thinking of them as humans and you end up not being able to pull the trigger when it really matters.
>>
>>2143112
>>"Does it matter? Our job is simple. We're just here to kill them. Leave it to the eggheads to figure out the rest, I say."

>>2143069
we are going to be sitting ducks when it comes time to fight with no cover or just taking long time to both arm and aim the things
>>
>>2143190
Look man. We have our partner. Arguing is done. Focus on the future.
>>
>>2143112
>>"My guess? Us. We've been searching for life outside of our world, and someone else found us first. For what reason I can't begin to guess, but it isn't peaceful."
>>
>>2143127
>>2143149
>>2143190

>"Does it matter? Our job is simple. We're just here to kill them. Leave it to the eggheads to figure out the rest, I say."

"I suppose you're right. But... I can't help but wonder..." she mutters. Next to you, Ikeda pats himself down with his eyes shut, committing to memory every bit of gear on his uniform. On your other side, Pereira prays in Spanish.

"Are you so dispassionate when you have to kill men?" She eyes you with an inscrutable gaze now. You notice some of the others giving you a sidelong glance, or pretending you're not all within earshot of one another.

>Yes.
>This is different.
>What exactly are you implying?
>I actually get a kick out of it. (joking)
>I actually get a kick out of it. (serious)
>Write-in.
>>
>>2143233
>We're Soldiers, It's a part of the job.
>>
>>2143233
>write in
>"Yes. Anything else will get me and those beside me killed"
>>
>>2143233
>>This is different.
An explosives expert doesn't always just blow stuff up, but this is a whole nother ballpark. Aliens. We know nothing and it's likely gonna be war.
>>
>>2143233
>>2143251
second
>>
>>2143233
>Write-in.

"You have to be, if you think too long on it then you might go crazy."
>Pause to think.
"And I'm not one to go crazy, all evidence to the contrary. You'd be surprised how many people call you crazy when your job is to blow things into tiny pieces."
>>
>>2143233
I am wanting to change from this>>2143277
to this>>2143278
.
I feel like this will fit our character more.
>>
>>2143199
>What exactly are you implying?

>>2143199
il bitch as muchas i want way do peopel love snipers so much inlike every quest that has them??
>>
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>>2143243
>>2143247
>"You have to be, if you think too long on it then you might go crazy." You pause in thought. "And I'm not one to go crazy, all evidence to the contrary. You'd be surprised how many people call you crazy when your job is to blow things into tiny pieces."

By now your conversation has everyone else's ears. The American, Stewart, grunts his approval. Bozhidarova nods, her expression still neutral. "You're right. I'll be glad to have you watching my back today."

Suddenly, the light in the cabin flashes from red to yellow. Sergeant Ivanovich is awake, out of his seat, and has his machine gun in hand in an instant. "Ready up!" he roars, "Prepare to disembark!" The compartment is a whirlwind of motion as everyone does last-second checks and takes his assigned position. One of the pilots, another Yankee, slides open a door and yells, "One minute! Hang onto your shit, we're taking fire!"

You have in your hands your...

>Rocket launcher, ready to go.
>Pistol.

You and Cpl. Bozhidarova are...

>Toward the front, ready to disembark from one of the side doors.
>Kneeling by the ramp, ready to fire or disembark immediately.
>In the center, ready to bring your weapons to bear in either direction.
>>
>>2143337

>Pistol.
>In the centre, ready to bring your weapons to bear in either direction.
>>
>>2143337
>>Kneeling by the ramp, ready to fire or disembark immediately.
>In the center, ready to bring your weapons to bear in either direction.
>>
>>2143350
>>
>>2143337
>>Kneeling by the ramp, ready to fire or disembark immediately.
>>
>>2143337
>>Pistol.
>>Toward the front, ready to disembark from one of the side doors.
>>
>>2143358
Rocket launcher, ready to go.
yvwould we have the side arm out??
>>
>>2143416
Because it's basically impossible to fire the launcher on the move and it would be better to get the lay of the land first?
>>
>>2143347
>>2143371
>>2143350
>>2143353
>>2143358
You are at the ramp with your pistol. Flanking you are Ikeda and Leroy, smoke and frag grenades ready in hand. Behind them are the riflemen Stewart and Pereira. Behind you is Bozhidarova with her precision rifle. The heavy gunners stand by the side doors. The Charlie rocks as its heavy armor somehow manages to take the damage from the plasma slamming into it. The pilots make an urgent descent and the lights flash green as the ramp begins to open.

A dark night in a small eastern town greets you and contrasts sharply with the plasma that hurtles into the compartment. Your nose is assaulted by a horrible burning smell, and everyone kneels low.

"Go, go, go!"

A smoke grenade rolls off the ramp as it levels. The aliens are firing rapidly toward the ramp and Ikeda screams and falls backward as a bright flash nearly blinds you.

Once again, gunfire explodes all around you as your new team moves into action.

>Fall back into the Charlie, unshoulder the rocket launcher.
>Move forward with Leroy, firing the pistol to suppress the aliens.
>Get prone, look for an alien and take an aimed shot.
>Get the hell off of the Charlie and find some cover.
>Write-in.
>>
>>2143428
>>Get the hell off of the Charlie and find some cover.
This thing is a death trap now. Gotta get settled in.
>>
>>2143428
>>Fall back into the Charlie, unshoulder the rocket launcher.
>>2143427
but we are not on the move buddy we are leaving the transport
>>
>>2143428
>Get the hell off of the Charlie and find some cover.
Firing a rocket launcher is a big no-no because of backblast. So let's get off the big helicopter which is also a confined space and a massive target and instead get somewhere where we can fire our rocket launcher without endangering ourselves, the people behind us and our evac bird.
>>
>>2143446
We need a stable surface for a clear shot. A troop transport, being shot by aliens, that has taken damage, with a screaming teammate and a smoke grenade going off to boot makes for shitty aiming with a rocket. Just sayin, being in cover would be better to assess the situation for gratuitous explosions.
>>
>>2143465
the gratuitous explosions give us cover
and should help the xnos back off a bit

but atthe sme time iwas answer the person talking about how its impossible tofire the launcher when we wront runing just kneelign ontheramp
>>
>>2143465
lol its you haha
ddnt look
>>
>>2143467
We have 3 rockets, it's also a really bad idea to use it here. Or even to stop moving. They have the drop on us. Right now we'd basically be blindfiring our weapon, wasting ammo at best. And the other anon said something even better, need to have the backblast clear.
>>
>>2143433
>>2143464


You leap forward out of the Charlie and stay low, conscious of the fire now going both ways over your head. You almost stumble in the loose, tilled soil and the strobing flashes of rifles in the darkness isn't helping matters as you look for anything that could pass as cover.

Roll 1d100 to see what you found.
>>
Rolled 34 (1d100)

>>2143476
>>
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Rolled 17 (1d100)

>>2143416
>>2143464

>>2143476
>>
Rolled 58 (1d100)

>>2143476
>>
Rolled 60 (1d100)

>>2143476
>>
>>2143497

You're behind a large bale of hay. It'd be a sturdy piece of cover against small arms fire, but given what you just witnessed you don't feel so safe. You feel a little better than being clustered in the ramp of a vehicle landing under fire. Smoke is spreading out across the farm and the riflemen are taking shots toward the village. The aliens aren't shooting so quickly anymore.

>To be continued...
>>
>>2143475
that depands on what type of launcher we are using??

its not a waste if it gets them off the attck and or kills some

>>2143515
poke the lunging end out though the hay
with your team mates giving you targets to hit
>>
>>2143515
You have some cover and aren't taking fire. Behind you, the team is firing toward the village to suppress the aliens.

"There, they're inside the buildings!"
"Ikeda's hit, I need a hand over here!"
"Cullen, take position with Leroy and Pereira!"
"Reloading!"

Occasionally a bright blue bolt hurtles by overhead, but the aliens are only taking potshots now. Are they retreating? You hope at least some of them are dead. As you turn to peek over the bale of hay, you get your first real look around the dimly starlit field and notice the dead goats. Around the field you landed in is a low wooden fence, and some adobe farmhouses and wooden shacks. You see or hear your teammates firing at a more controlled, steady pace from behind cover or simply prone in the loose earth. At least one alien is still taking shots as the Charlie begins to take off, but the plasma is landing around your squad, not the helicopter.

>Go to help Stewart with Ikeda. Could he still be alive?
>Get to Bozhidarova and be an extra pair of eyes. The squad can handle this at range.
>Unshoulder the launcher here, look for the source of the alien shots, and blow the entire building to kingdom come.
>Make your way to one of the adobe buildings and clear it, your squad needs better cover and that village isn't getting any closer.
>Write-in.
>>
>>2144466
>Unshoulder the launcher here, look for the source of the alien shots, and blow the entire building to kingdom come.
>>
>>2144466
>Unshoulder the launcher here, look for the source of the alien shots, and blow the entire building to kingdom come.
>>
>>2144571
>>2144615
It's dark, but plasma is a lot more visible than a bullet and you quickly acquire a target. You unshoulder the launcher and set it against the hay, disengage the safety, and send a rocket that fizzes off into the darkness toward the village.

Roll 1d100.
>>
Rolled 19 (1d100)

>>2144654
>>
Rolled 79 (1d100)

>>2144654
>>
Rolled 88 (1d100)

>>2144654
>>
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>>2144963
>>2144969
>almost done writing
>now these two roll

I'll make a quick edit.
>>
>>2144822
>>2144963
>>2144969
>-1 HE Rocket (2 remaining)

The rocket speeds off toward the village almost faster than you can see, and before you duck down you can see the explosion and a building turn into a flaming, half-standing pile of rubble. You're already halfway through loading another rocket into the tube when you realize the aliens have stopped firing. Looking back toward the team you can see that Ivanovich and Stewart have Ikeda over their shoulders and are heading to the farmhouse. The Charlie is fast approaching a safe altitude.

"Over here!" the squad leader roars, and everyone rallies in the cover of adobe walls. All that remains of Ikeda's shield, rated to stop 7.62x51mm AP rounds, is a small, deformed bit of metal. Ikeda winces as Stewart cuts away his melted left glove and reveals cooked flesh halfway to the elbow, but asserts that he can still fight. No one else is injured, and everyone reloads and checks their ammo.

The UFO landed in the village and the smoke and dim glow of the fires are visible even from the farm. Ideally you'd have landed on a nearby rooftop, but if resistance weren't expected they wouldn't have sent in a team of soldiers, would they?

Ivanovich assesses the situation for a moment and decides...

>The squad will split into groups of four and move into the village from the left and right, working their way toward the UFO building by building. The first team to make contact will hold out while the other flanks the enemy.
>Everyone stays together and moves into the village by the most direct route. Braun and Bozhidarova (and anyone else you pick) will take a rooftop position and cover the others from ambush as they clear a path through the streets.
>The squad will set up two strongpoints in the village and scouts will attempt to engage and draw the enemy into ambushes of our own. We'll move on the UFO when it's safe.
>Everyone stays together, the squad moves in hard and fast toward the UFO and relies purely on keen eyes and sharp reflexes for protection.
>Write-in or make adjustments to any plan.
>>
>>2145022
>>The squad will split into groups of four and move into the village from the left and right, working their way toward the UFO building by building. The first team to make contact will hold out while the other flanks the enemy.
I think this is the most efficient and safest way, providing the teams can reach one another in time.
>>
>>2145022
>>The squad will set up two strongpoints in the village and scouts will attempt to engage and draw the enemy into ambushes of our own. We'll move on the UFO when it's safe.
>>
>>2145187
Changing to this. The aliens are probably entrenched somewhere in the village.
>>
>>2145022
>The squad will split into groups of four and move into the village from the left and right, working their way toward the UFO building by building. The first team to make contact will hold out while the other flanks the enemy.
How many guys do we have in all? 8? We should pincer them instead. 2 down the middle, 3 on each side.
>>
>>2145219
You have 8 guys including yourself.
>>
>>2145187
>>2145206
>>2145022
Ivanovich lays out the plan. The squad is going to move in quickly up one side of the hill and begin by securing two strongpoints. Scouts will then attempt to find the enemy and retreat toward the kill zones, drawing pursuers into ambush.

It's a tense, quiet sprint toward the village, but the aliens don't fire on you... not that that stops you from expecting death to pierce you or a squadmate at any moment. The team slows down to a quiet stalk as they approach the first house from its rear. Chickens cluck in distress in the backyard, but all is otherwise eerily silent. Ivanovich flags Leroy, Pereira and Cullen over to a mutually supporting building a few houses over.

You're somewhat safe behind this wall, provided they can't... see you through walls or something. You shudder and pray that isn't the case. Anyway, someone has to check out the house's interior before everyone can get comfortable, so to speak. You're with Ikeda, Stewart, and Bozhidarova.

Going in is/are...

>Myself.
>Bozhidarova.
>Ikeda.
>Stewart.
>Any combination of the above.

Roll 1d100 to see what this person(s) found.
>>
Rolled 47 (1d100)

>>2145260
>Myself
>>
Rolled 65 (1d100)

>>2145260
>Myself.
>>
>>2145300
>>2145300
>65, going in personally

You motion for the others to hold and move in through the yard, pistol ready to light up anything that needs putting down. You trust your partners to cover the curtained windows and rooftop.

You step through the back door into what looks like a kitchen, cursing silently in native German as the shouldered launcher makes a dull thud against the doorway. The hairs on your neck stand up as your nose picks up the smell of charred flesh. Then you spot the blood, and the dead girl. Two gaping holes in her torso, burned completely through to the other side. Your heart beats a little faster as you begin to pie the next room over from around the corner.

Another dead man. A local fighter by the look of it, lying just through the doorway, with even more wounds than the girl. His cut-down AK-47 lies just outside of his reach. He wears the same shocked expression of so many who are killed in battle.

How do dead civilians make you feel?

>Bad. They didn't deserve this.
>Scared. Our enemy is as ruthless as the worst of our own species.
>Determined. These victims will be avenged.
>Eh. Whatever.

Take up his weapon?

>Yes.
>No need.
>>
>>2145438
>Bad. They didn't deserve this.
>Determined. These victims will be avenged.
If we can carry it without burdening ourselves, then yeah, i'd say pick it up
>>
>>2145438
>>Bad. They didn't deserve this.
And>>Determined these victims will be avenged.


>Yes
>>
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>>2145502
>>2145505
You pause for a moment. The girl on the floor isn't the first victim of the alien menace, if the briefings are all true... but she didn't deserve this, and your resolve is bolstered as you cross into the next room to take up the dead fighter's gun. An automatic weapon will serve you well in these-

You see it out of the corner of your eye, just before you hear it move. Pressed into the corner of the room, against the wall, curled into a little ball. Time slows down as you turn to regard it fully and...

>Dive backward into the kitchen and get the hell out of the building.
>Dive backward into the kitchen and blind fire around the corner.
>Dive forward behind a sofa and grab the AK. (risk)
>Drop to a knee and take the shot. (high risk)
>Charge in, drawing your combat knife. (extreme risk)
>>
>>2145579
>Charge in, drawing your combat knife. (extreme risk)

let's have some fun
>>
>>2145579
You can also do a write-in. Write-ins are always an option, I'm not that creative on the fly.
>>
Rolled 2 (1d20)

>>2145579
>Charge in, drawing your combat knife. (extreme risk)
This seems like it might've been better for a dice roll, so i'ma roll a d20 and see how I do.
>>
>>2145649
Oh god no, abort, fuck me
>>
Rolled 13 (1d20)

>>2145649
>>2145656
Here, let me try
>>
Rolled 8 (1d20)

>>2145579
DEATH OR GLORY
>>
>>2145649
>>2145665
>>2145669
>>2145649
>>2145665
>>2145669

Lol you don't need to roll until it's called for. Alright since it does look like we're going with the knife, everyone roll 1d100.
>>
Rolled 100 (1d100)

inb4 critical failure
>>
Rolled 60 (1d100)

>>2145679
>>2145679


>>2145687
>>2145687
we be close combat specialists apparently
>>
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>>2145687
Writin'
>>
>>2145687
The focus hits you. You've never really known what to call it, this sensation that takes over in battle. More than adrenaline, though you suspect that's always a part of it. It's not as if things are moving in slow motion... it feels more like your ability to perceive and react is superhuman.

His weapon is in hand and he's bringing it to bear. You are not ending up like these two, no fucking way. You leap forward and draw your knife flawlessly. One hand knocks the barrel of the almost toy-like rifle out of the way before it unleashes a burst of plasma into the room behind you. The other plunges the knife dead center into the alien's chest with such force that your entire fist goes in with it. There's no sternum, instead you quickly withdraw a hand covered in viscous, slimy fluid. The alien is dead, and pulling back from its suddenly limp form you regard its disgusting, bulbous head, clammy gray skin, and unsettling black eyes. Here is the enemy you've all been waiting to see.

>To be continued...
>>
>>2145764
Can we upgrade from an ak-47 to that alien blaster instead?
>>
>>2145768
Yep, you'll be able to pick it up if you guys want. Alien weapons aren't designed for human hands and it will be a little clumsy, and there's some flimsy reason in-game that the xenonauts aren't all just running around with the alien guns from the get-go. Not sure how I'll handle that but I think you'll just have them taken by the research department after each mission.
>>
>>2145764
>To be continued...

Is there a next post or something?
>>
>>2146064
No that's just how I say I'm done for now. More tomorrow though.
>>
>>2145791
In-game they exploded from the aliens hands until we reverse engineered the tech or something right?
>>
>>2145764
You hold the... thing in your hands. The alien. He wears the same expression of surprise the dead man and the girl do. Its little mouth is in the same wide open frown and the disgusting, enormous eyes are bulging. It has all the same facial features, just... all wrong. Its skin, or at least its scalp, is soft and flabby, like a baby's. You see that aside from the blade-assisted fisting you gave its chest cavity, the alien was also wounded in the abdomen by gunfire and was bleeding dark, oily blood into the carpet.

Your headset, which you and your team are wearing and always have been, comes on and you hear Bozhidarova's voice. "Braun-" her voice is tight and she stops abruptly. "Braun, what's your status?"

"I'm good. One alien down, house is clear." You tell Ivanovich the same before he demands a sitrep. A moment later Stewart, Bozhidarova and Ikeda have joined you in the small building and the other team has secured theirs. Stewart helps your ambush team onto the roof and takes off to join Leroy in scouting the village. You quickly lose sight of them in the narrow passages between the clustered dwellings.


You have:
Rocket Launcher (HE Rocket)
1x HE Rocket
1x Pistol (15/15)

You can:
>Take an alien plasma rifle.
>Take a cut-down AK-47.
>Take a pistol magazine from Ikeda or Bozhidarova.
>Swap weapons or equipment with anyone however you want.
>Write-in.

You can:
>Ask Bozhidarova about herself.
>Ask Ikeda about himself.
>Talk about the alien you just killed.
>Just keep a silent and vigilant watch on the rooftops all around you.
>Write-in.

And:
>Roll 1d100 to see what happens to the scouts.
>>
>>2146643
I think that's how the new XCOM games did it, but in Xenonauts you can use alien guns during missions. I've decided I'll just make it harder to hit targets with them and take them away after missions.
>>
Rolled 7 (1d100)

>>2147744
>Take a cut-down AK-47.
I bet they're tracking their guns
>Ask Bozhidarova about herself.
>>
>>2147744
>Take an alien plasma rifle.
Even if we suck with it we can pass it off to someone
>>
Rolled 40 (1d100)

>>2147744
And this.
I'm fine with the ak too to avoid a tie
>>
>>2147788
>>2147801
You can vote on the other option too, otherwise I'll just write for

>Just keep a silent and vigilant watch on the rooftops all around you.

Whichever gun you don't grab Ikeda will take.
>>
>>2147869
In that case give him first choice, he's without his shield, which I would imagine is a big deal to him.
>>
>>2147869
And yeah, be vigilant. We can talk when we're safe.
>>
>>2147788
>>2147813
>>2147927

You try the alien's rifle in your hands, the energy weapon, but find that the balance is off and the grip is unusual. In a surprise encounter like the one you just had, you'd rather trust the familiar. Ikeda takes the alien rifle and a spare power cell. You holster your pistol, retrieve the knife, and take up the sawed-off AK.

On the rooftop, the three of you are once again exposed and very conscious of the many rooftops going up the hill. You keep a silent watch, ears also straining for the first sign of trouble for the scouts. Nothing happens for awhile, and Bozhidarova breaks the silence. "So, what unit did you guys say you were-"

A sudden burst of gunfire and a bright flash deeper into the village cuts her off, and she curses as the three of you give full attention to the killzone. Leroy's voice cuts in on your headsets. "E.T. engaged, Stewart is hit. The alien took off uphill."

"Negative," Ivanovich orders. "We're moving up to join you and closing in for the assault. Do what you can for Stewart."

>To be continued...
>>
Continuing tonight in a bit, just have to do some Christmas stuff now.
>>
>>2148110
Thx op.
>>
>>2148097
The squad has rallied around the rear of some buildings close to the UFO. Stewart was hit in the rear and the plasma burned away a large chunk of his insides before Leroy could even get his medkit out. A hard fighting American lies before you, dead and curled into the fetal position. But there's no time to dwell on it now. The UFO, a little larger than a house itself, is half buried in one of the homes with a walled courtyard and its entrance isn't visible from your position. It's also sticking out of the ground at a 30 degree angle. At least one alien is in there, likely more.

"Alright," Ivanovich says. "In briefing, Komandir made clear to me chief scientist's desire that we minimize damage to alien technology, combatants, and vessel. Everything we secure intact may have value to war effort. However, he also made clear: no orders not to make judicious use of all explosives we have on hand. So this is what we're going to do..."

>Enter the compound quickly and quietly as two teams, trusting each team member's sight and reflexes to quickly dispatch targets. Get as close as we can using stealth and prepare to board the craft.
>Blow the obstructing walls of the compound with C4, demolish the house with a rocket, gun down anything that moves, charge in, and prepare to board the craft.
>Breach the compound with smoke, flashbangs and guns, kill anything that moves. Secure the perimeter and UFO entrance. Set C4 charges on the saucer and blow the craft to smithereens.
>These are all terrible ideas, let me tell you my own plan... (Write-in)
>>
>>2148608
>These are all terrible ideas, let me tell you my own plan... (Write-in)
Set the house on fire and smoke out the enemy, even if that fails we don't have to deal with the house being an obstacles anymore.
>>
>>2148690
The houses are made of adobe and stone. A few might have some timber supports but that's not very common. In order to start that kind of fire the squad would have to collect flammable materials from the village and pile them up inside the house itself, so smoking them out from safety isn't really an option.
>>
>>2148608
>Blow the obstructing walls of the compound with C4, demolish the house with a rocket, gun down anything that moves, charge in, and prepare to board the craft.
>>
>>2148717
I don't suppose we could gather a bunch of petrol and hay bails and pile it all up on the house and saucer, then set fire to it then...? Probably too much work.
>>
>>2148736
It'd take a long time, and would involve squadmates entering the compound and securing it anyway before they could safely set up the fire. Smoking them out isn't a bad plan, it just doesn't work in this part of the world, or at least in this rural village.
>>
>>2148736
>>2148762
We should look into getting a flamethrower.
>>
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>>2148799
I was thinking of some gas but....
>>
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>>2148727
It's decided. The team will take no risks approaching the UFO, opting to demolish the walls and house. You steady your launcher in a window while Leroy plants a charge on the wall blocking your view. The explosion brings down enough, and you fire a rocket through the gap that blows the house into a pile of rubble. The squad stacks up along the compound wall. Cullen and Ivanovich set their machine guns up at the breach, aimed right at the exposed door of the UFO. When the sliding door of the craft hisses open, four aliens fire their weapons toward the breach, leaving large melted pits on the opposite face of the wall. They're quickly driven back by a hail of lead and the door doesn't open.

You are...

>Firing your last rocket at the UFO door. One less obstacle to navigate.
>Staying at the wall breach with Bozhidarova, Ivanovich and Cullen, you'll have a rocket ready back here if needed.
>Going in with Leroy, Pereira and Ikeda, sawed-off AK-47 in hand.
>Going in with the boarding party, rocket launcher on your shoulders and ready to go.
>Going in with the boarding party, with another weapon ready to go (ask for anything your squadmates might have, there's a list of Xenonaut gear up here >>2142875)
>Write-in.
>>
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>>2148799
>>2148821
There are gas weapons researched in the game, that have several methods of delivery. Flamethrowers were cut from the game itself but there's no reason an organization like the Xenonauts couldn't get them, and there will be unlimited flamethrowers available in the armory when you get back to HQ.
>>
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>>2148877
>Firing your last rocket at the UFO door. One less obstacle to navigate.
We can lose the extra weight drop our rocket launcher.

Also I thought we had 4 rockets total, 1 in the launcher and 3 in our pack.
>>
>>2148899
You're actually right. For now we'll call it 3 but in the future if you go as rocketeer you'll have all 4 rockets.

Also vote for one of the other options as well, firing the rocket should have just been a separate choice. It's just something you can do before the team begins and will be accounted for.
>>
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>>2148930
I'm just happy we can drop that weight.
>sawed-off AK-47 in hand
Wut?
>>
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>>2148976
He means one of these:
>>
>>2148877
>Firing your last rocket at the UFO door. One less obstacle to navigate.

Best case scenario, the door and everything behind it goes bye-bye. Worst case scenario is that the UFO and everything inside it goes boom. And considering that the worst case scenario also kills the majority of the aliens that are trying to kill us it isn't really too bad.
>>
>>2149143
I was thinking more of a krinkov, but wanted him to clarify.
>>
>>2149143
Also was a bit worried it might not work for some reason.....
>>
>>2149178
>>2149204
Pretty much the same thing really, the only difference is that the krinkov is a shortened version of the AK-74, which is chambered in 5.56. I wouldn't worry about it breaking however, all AKs are universally hailed for being so reliable that they can fire with a pound of mud in them. Hence why the AK is still in use with so may countries even though it's technically speaking a WW2 design.
>>
>>2149228
No I was thinking for some reason we may have picked up a gun that was ruined by plasma fire or something.

>technically speaking a WW2 design
Them fighting words!
>>
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>>2148877
Alright are we:

>Firing a rocket and staying back by the wall.
>Firing a rocket and going in with the boarding party.

>>2148976
>>2149143
I was just thinking something like this, wasn't exactly sure what to call it. Just a modded handed down AK in general.
>>
>>2149444
Don't worry about it, we just talking over semantics to pass the time.
>Firing a rocket and going in with the boarding party.
>>
>>2149464
>>2149464
You fire off your final rocket at the door and land a direct hit. The dust clears and you peek in cautiously to see that the door isn't totally destroyed, but enough of it has been torn apart that a man could charge in crouched low.

You stack up with Ikeda. He and Leroy inch closer and closer to the edge of the opening, still wary of any aliens making a sally. At the point of no return, they yell, "Now!" and hurl in their flashbangs. Plasma flies out of the opening from several guns. On the left, Leroy is going in with the ballistic shield followed by Pereira.

On your side, Ikeda takes up the alien rifle and winces as he supports the barrel with his arm. Last you saw, four aliens are in there and likely dug in behind cover. You hear a tremendous bang as the flashbangs go off inside the hull.

>I'll go first.
>I'm right behind you.
>>
>>2149612
>I'll go first
We have the ak, we can lay suppressing fire and allow Ikeda to get into position.
>>
>>2149612
>I'll go first.
like that scene in star wars...
>>
>>2149621
>>2149628
As Leroy enters the breach you're right behind him, followed by Pereira and then Ikeda. Plasma is still flying and smashes into the remaining shield, once then twice, but it's enough. Leroy half dives, half falls over behind some sort of console as he tosses the ruined wreck of the shield, snarling like an animal as he wrestles with another grey alien wearing red.

You finally get a split second look inside the UFO. You can see an alien shooting wildly into the ceiling, legs kicking and eyes shut. One is blind firing from behind a wider console further back, sweeping his gun back and forth across the room and causing sparks and heat to fly everywhere.

>Dive behind the console to your right.
>Keep charging, hose the blinded alien.
>Keep charging, spray the blind-firing alien's hands to keep him down.
>Dive to prone and roll to the right, and shoot any targets you can see from the floor.
>Pull your knife and help Leroy kill that alien.
>Write-in.
>>
Also roll 1d100. It's unrelated to the choice you're making now.
>>
Rolled 44 (1d100)

>>2149695
>Keep charging, hose the blinded alien.
>>
>>2149695
>>Keep charging, spray the blind-firing alien's hands to keep him down.
Let's take the blind one alive boys
>>
Rolled 20 (1d100)

>>2149710
forgot my roll hehe xd
>>
Rolled 95 (1d100)

>>2149704
>>
>>2149752
>probably too late
Fug
>>
>>2149695
Also
>Keep charging, spray the blind-firing alien's hands to keep him down
Save the tech
>>
>>2149760
>>2149710
>>2149752
Plasma flies across the room in all directions. But you keep charging up the slippery floor of the UFO, spraying the console and causing the alien behind it to yelp in pain and withdraw its gun. Pereira lunges in and takes the right corner, killing a hidden alien with a three round burst. Ikeda is behind him with the alien rifle, and does the same to the blinded alien before it can recover its senses. You hear Leroy roar as he overpowers his grey and fires two pistol shots.

When you reach the far end of the saucer you see the alien has backed up into an alcove, clutching its bleeding hand close to its chest. Its revolting yet unmistakably human features are set in a mask of fear. It looks up at you, then down at the plasma rifle on the floor by its side.

>Shoot it in the head.
>Make its death painful.
>Move in to grab/kick the gun aside.
>Shout at it to get down on the floor and spread its arms wide.
>Scream at it in incoherent rage.
>Write-in.
>>
>>2150663
>Move in to grab/kick the gun aside.
We got a live one boys!
We gonna make it squeal like a piggy!
>>
>>2150663
>Shoot it in the head
>>
>>2150966
Supporting.
>>
>>2150966
This. The value of a living specimen can't be denied and worst comes to worst we can shoot it in the head.
>>
>>2150966
>>2151021
>>2151043
The alien snaps out of his paralysis. You both move for the gun at the same time. It's now life or death - neither of you can miss at this range.

>Roll 1d100 for a reflex shot. This should be pretty easy.
>Write-in.
>>
Rolled 39 (1d100)

>>2151063
We're shooting the gun, right? Not the alien that we want alive?
>>
Rolled 75 (1d100)

>>2151063
>>
Rolled 98 (1d100)

>>2151063
>Roll 1d100 for a reflex shot. This should be pretty easy.
>Write-in.
fire a burst at its arm and gun.
>>
>>2151098
Not the gun just its hand
>>
>>2151098
>>2151077
You empty the AK and dark alien blood splatters your uniform. The bullets utterly disable the grey's arm by shattering it in several locations, and you stomp on it for good measure.

"We've got a live one here!" you yell. Everything has happened in an instant and the pandemonium of the breach is replaced by the low hum of machinery, the hissing of damaged equipment, and the shuffling of the boarding party as they find their feet. Pereira sweeps the room and reports three hostiles down, one prisoner taken.

"Outstanding work, everyone. Charlie will be landing shortly, prepare for extraction." Ivanovich replies.

Locals are emerging from hiding and watch from windows and doorways as your team loads dead aliens and technology onto the Charlie. Your distinctive blue uniforms are covered in dirt, soot and alien blood. Your dropship's armor plating is scarred and pitted by the impact of the plasma rounds. But you've faced the invaders and proven that they're just as vulnerable as you are.

>On to mission debrief...
>>
>>2151268
Your team recovered 4 dead unknown aliens, 1 live unknown alien, 3 alien plasma rifles, 2 alien plasma pistols, and 2 plasma cells.

Cpl. Logan Stewart is dead and will be returned to his nation for burial. Cpl. Hiroshi Ikeda is lightly wounded and will be treated.

You killed two aliens, one by collapsing a building onto it and the other with a knife. You captured one alive and the research department is ecstatic. If you weren't a Corporal already you'd surely have been promoted, but you're well on your way up.

Your team, Charlie-1, has successfully assaulted the only alien craft that armed forces worldwide have been able to shoot down. The Xenonauts claim responsibility for the splash and the raid and request funding from all major world powers to expand operations. On September 1st, 1979, they receive it.
>>
Xenonaut Quest will return later.

In the meantime, this isn't a vote, but just fishing for opinions. Would you guys like to:

>Have some interactions back at HQ, get to know some squadmates and fresh meat, flesh out your character more before going out.
>Skip time to the next deployment, check out your gear, and kick some tougher alien ass in some other part of the world.
>>
>>2151347
>Have some interactions back at HQ, get to know some squadmates and fresh meat, flesh out your character more before going out.

Gonna get that promotion soon!
>>
>>2151347
>Have some interactions back at HQ, get to know some squadmates and fresh meat, flesh out your character more before going out.
This world seems very interesting. I wonder how you'll write a 1980's setting with aliens.
>>
>>2151347
>>Have some interactions back at HQ, get to know some squadmates and fresh meat, flesh out your character more before going out.
>>
>>2151347
>>Have some interactions back at HQ, get to know some squadmates and fresh meat, flesh out your character more before going out.
>>
>>2151347
>Have some interactions back at HQ, get to know some squadmates and fresh meat, flesh out your character more before going out.
>>
Where is the qm?
>>
>>2163418
I'm around, I archived this thread. I've been putting down some notes for HQ stuff and the next mission, I just haven't had a good day to run again. I'll probably make a new thread then.
>>
>>2163617
>I'll probably make a new thread then.
Be sure to link to it in this thread.




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