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You are Agent Gabriella Oppenheimer, a spy for the CIA who was undercover in the Black Mesa research facility as a security guard in the Anomalous Materials labs. You quickly threw that cover away when an experiment involving exotic matter turned quickly into a catastrophe. The scientists managed to puncture a hole in the universe, which quickly rippled out through the facility. From the world between universes came alien creatures. First, simple beasts, wildlife. Then as time went on that turned into an organized invasion force.

As the aliens poured in, you started experiencing odd symptoms. First a splitting migraine, then voices in your head. As time went on, you managed to perform a few tests on yourself finding mysterious extra-cranial brain activity. Somehow, this allowed you to eavesdrop on the alien's psychic communication network. Because of this, you've been able to learn about the aliens.

When news of the situation was relayed to the pentagon, a branch of the marine corps was sent in contain the situation and eliminate Black Mesa staff.

You managed to exfiltrate one of the leading scientists involved in the experiment, and leave another in an infirmary that sealed itself off. You also managed to meet up with a fellow spy who went dark in the robotics lab, joining you and a Neurologist from the infirmary who was travelling with you, hoping for a way out of the facility.

After exfiltrating the scientist, you found the rest of the spies. They had formed an ambush team to capture Dr. Gordon Freeman, but were all wiped out in the process. Only one managed to barely survive. Now you're escorting her and another scientist you picked up along the way back to the Black Mesa infirmary. From there, you plan to make your way back to the anomolous materials labs, and get information to send back to your handler.

At the moment, you're travelling through a water treatment facility used by Black Mesa. Here, a group of alien wildlife sits fighting for territory among the broken water vats. Above, a group of uninterested alien grunts stand on the vats, simply waiting for something to kill.

>You and Marietta try to sneak up top. (Roll two 3d6+2, each passes on a 14.)
>Just you try and sneak up top. (Roll 3d6+2, pass on a 14.)
>Have Marietta blow open one of the vats before you both attack from below.
>Have Marietta blow open one of the vats before attacking from below with Guttman.
>You and Marietta attack from below.
>You, Marietta, and Guttman attack from below.
>>
>>4250994
>You, Marietta, and Guttman attack from below.
>>
>>4250994
>>You, Marietta, and Guttman attack from below.
Do we still have to worry about the helicopter?
>>
>>4251018
>>4250735
>>4250850
>>4251069
You move forward, signalling you, Marietta, and Guttman forward, towards the frenzy of wildlife among the vats. None of the aliens see you yet, so you do have time to prepare, change weapons, hand over items, etc.

The bullsquids are currently fighting with a group of zombies, but at the same time, the houndeyes are moving to surround them. As you move closer, one of the bullsquids swings its whole body around, knocking one of the zombies to the ground with its tail. The head crab separates from its host.

There are certainly a large number of aliens involved in this fight, but many of them seem far more concerned with fighting eachother than they would with fighting you.

The attack helicopter is still in the distance. While explosions are obviously apart of any battlefield, it may be wise to avoid being too flashy. You might only look like specs from his height, but the pilot may start asking what specs are using high explosives if you use them too often. Still, they probably want question a few explosions. Just don't make a full scale fireworks show.
(cont.)
>>
>>4251096
(cont.)
(Gabby)

>Switch magazines to conventional rounds.

>Throw a grenade at the bullsquids. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)
>Fire your USP at the first bullsquid.(3d6+2, Kill on a 12, every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the second bullsquid. (3d6+2, Kill on a 12, every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)

>Throw a grenade at the houndeyes. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)
>Fire your Usp at the leader houndeye. (3d6+2, Kill on an 11. Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your Usp at the second houndeye. (3d6+2, Kill on an 11. Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your Usp at the third houndeye. (3d6+2, Kill on an 11. Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your Usp at the fourth houndeye. (3d6+2, Kill on an 11. Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)

>Throw a grenade at the zombies. (Specify between frags(1), concussion, (2) The zombies do not have the cognizance to avoid a grenade.)
>Throw a grenade at the group. (Specify which type of offensive grenade, frag (2), flashbang (4), or concussion (4).)
>Fire your USP at the first zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the second zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the third zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the fourth zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the second zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the headcrab. ((3d6+2, kill on an 10, Every point above a 9 reduces next threshold by 1. -1/10+9 Ammo.)

>Fire your USP at the first grunt. (3d6+2, kill on a 16. Every point above a 7 reduces next threshold by 2. -1/10+9 Ammo.)
>Fire your USP at the second grunt. (3d6+2, kill on a 16. Every point above a 7 reduces next threshold by 2. -1/10+9 Ammo.)

>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 10 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)

>Cloak(+4 defense, -3 Cloak power per turn.)
(cont.)
>>
>>4251098
(cont.)
(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
(cont.)
>>
>>4251100
(cont.)
(Marietta)
>Switch magazines to conventional rounds.

>Throw a grenade at the bullsquids. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)
>Fire your USP at the first bullsquid.(3d6+2, Kill on a 12, every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the second bullsquid. (3d6+2, Kill on a 12, every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)

>Throw a grenade at the houndeyes. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)
>Fire your Usp at the leader houndeye. (3d6+2, Kill on an 11. Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your Usp at the second houndeye. (3d6+2, Kill on an 11. Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your Usp at the third houndeye. (3d6+2, Kill on an 11. Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your Usp at the fourth houndeye. (3d6+2, Kill on an 11. Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)


>Throw a grenade at the zombies. (Specify between frags(1), concussion, (2) The zombies do not have the cognizance to avoid a grenade.)
>Fire your USP at the first zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the second zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the third zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the fourth zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the second zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>Fire your USP at the headcrab. ((3d6+2, kill on an 10, Every point above a 9 reduces next threshold by 1. -1/10+9 Ammo.)

>Fire your USP at the first grunt. (3d6+2, kill on a 15. Every point above a 7 reduces next threshold by 2. -1/10+9 Ammo.)
>Fire your USP at the second grunt. (3d6+2, kill on a 15. Every point above a 7 reduces next threshold by 2. -1/10+9 Ammo.)

>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 10 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)
(cont.)
>>
>>4251101
(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have six grenades for.)
(cont.)
>>
>>4251100
Whatever happened to the large sniper rifle?

why not post some options like this to save space?

>Fire your Usp at the leader, second, third, or fourth houndeye. (3d6+2, Kill on an 11. Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)

>Fire your USP at the first, second, third, fourth, fifth zombie.(3d6+2, kill on an 11, Every point above a 7 reduces next threshold by 1. -1/10+9 Ammo.)
>>
>>4251104
(cont.)
(Guttman)

>Fire your submachine gun at the first bullsquid. (3d6, kill on a 13, every point above a 5 reduces the next threshold by 2.)
>Fire your submachine gun at the second bullsquid. (3d6, kill on a 13, every point above a 5 reduces the next threshold by 2.)

>Fire at the leader houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+50 ammo.)
>Fire at the second houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+50 ammo.)
>Fire at the third houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+50 ammo.)
>Fire at the fourth houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+50 ammo.)
>Fire at the fifth houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+50 ammo.)

>Fire at the first zombie with the SMG. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/50+50 ammo.)
>Fire at the second zombie with the SMG. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/50+50 ammo.)
>Fire at the third zombie with the SMG. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/50+50 ammo.)
>Fire at the fourth zombie with the SMG. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/50+50 ammo.)
>fire at the headcrab with the SMG. (3d6, kill on a 8, every point above a 7 wounds.)

>Fire at the first grunt with your SMG. (3d6+4, kill with a 17+. Every point above a 5 reduces the threshold by one. -10/50+50 ammo.)
>Fire at the second grunt with your SMG. (3d6+4, kill with a 17+. Every point above a 5 reduces the threshold by one. -10/50+50 ammo.)

>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 10 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)
(cont.)
>>
Now this is a big prompt. How many options are we supposed to pick?
>>
>>4251105
Yeah, that would have been a far smarter option. Also, the rifle's still there, you can pick it if you like. I just forgot to include.

>>4251108
Yeah, I apologize, my system is kind of awkward and I think I underestimated how many enemies there were when I first wrote about the area, but for most cases, one for every person involved, unless it says otherwise, like with changing weapons.

>>4251106
(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Shotgun(Close range, reliable.)
>>
>>4251116
Gabby
>Take aim with whatever weapon you have.
>Fire your anti-FUCK YOU rifle at the first grunt.

Marietta
>Take aim with whatever weapon you have.
>Fire your GRENADE LAUNCHER at the second grunt.

Guttman
>Take aim with whatever weapon you have.
>Fire at the leader houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+50 ammo.)
>>
>>4251128
You pull out your rifle, while marietta pulls out her grenade launcher. With your weapons in hand, the three of you take a second to line up your shots before firing.

As you do, another one of the zombies is knocked out, this time by a set of screeching hound eyes. Once again, the headcrab leaves its host body for dead.

Four players roll a 3d6. The first d6 is for Gabby, the second for Marietta, and the third is for Guttman. The best three for each category will be added into a 3d6, and will be given the bonuses that apply to each member of the party.
>>
Oh, and I've realized I've forget to include a link to the previous thread: http://suptg.thisisnotatrueending.com/qstarchive/4219396/
>>
Rolled 6, 5, 6 = 17 (3d6)

>>4251169
>>
>>4251193
Almost triple six, nice
>>
Rolled 4, 1, 3 = 8 (3d6)

>>4251198
You think that's good check this out
>>
>>4251202
gr8 8 m8 8/8
>>
Rolled 3, 2, 2 = 7 (3d6)

>>4251169
>>
Rolled 1, 6, 4, 2 = 13 (4d6)

>>4251169
>>
>>4251229
oof. QM will this guy have to reroll? Those are some sweet dice.
>>
>>4251232
No, that's fine. I'll just take the first four rolls.
Also, I made a mistake in giving Guttman a +2 for some of his shooting checks. He won't have it in the future, but for this roll I'll give it to you.

>>4251193
>>4251202
>>4251218
>>4251229

The three of you all peak from cover, taking your time to get a bead on your respective targets. As you do this, one of the zombies slahes a houndeye hard, causing him to runaway, out of sight until the end of the turn.

With your Anti-Tank rifle, it'll be rather unwieldy to fire at the closer aliens on the ground, but perfectly effective against the farther, elevated grunts.

Marietta's launcher is the opposite. It's slow moving trajectory makes precision shots difficult against elevated targets.


(Gabby)

>Throw a grenade at the bullsquids. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)
>Fire your rifle at the first or second bullsquid. (3d6+4. Kill on a 12. -1/1+9 Ammo. Please specify if you have a preference for target.)

>Throw a grenade at the houndeyes. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)
>Fire your rifle at the leader, third, fourth, or fifth houndeye. (3d6+4. Kill on a 12. -1/1+9 Ammo. Please specify if you have a preference for target.)

>Throw a grenade at the zombies and headcrabs. (Specify between frags(1), concussion, (2) The zombies do not have the cognizance to avoid a grenade.)
>Fire your rifle at the first, second, third, or fourth zombies. (3d6+4. Kill on a 12. -1/1+9 Ammo. Please specify if you have a preference for target.)
>Fire your rifle at the first or second headcrab. (3d6+4. Kill on a 12. -1/1+9 Ammo. Please specify if you have a preference for target.)

>Throw a grenade at the grunts. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)
>Fire your rifle at the first or second grunt. (3d6+7. Kill on a 12. -1/1+9 Ammo. Please specify if you have a preference for target.)

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
(cont.)
>>
>>4251264
>No, that's fine. I'll just take the first four rolls.
First three. Sorry.

(cont.)
(Marietta)

>Throw a grenade at the bullsquids. (Specify between frags(2), concussion, (2), flashbangs(4) All enemies will have to roll a 12 to avoid.)
>Fire a grenade at the bullsquids. (All enemies will have to roll a 14 to avoid.)

>Throw a grenade at the houndeyes. (Specify between frags(2), concussion, (2), flashbangs(4) All enemies will have to roll a 12 to avoid.)
>Fire a grenade at the houndeyes. (All enemies will have to roll a 14 to avoid.)

>Throw a grenade at the zombies and headcrabs. (Specify between frags(2), concussion, (2) The zombies do not have the cognizance to avoid a grenade.)
>Fire a grenade at the houndeyes. (The zombies do not have the cognizance to avoid a grenade.)

>Fire your rifle at the first or second grunt. (3d6+4. Kill on a 12. -1/1+9 Ammo. Please specify if you have a preference for target.)

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)

(Guttman)
>Fire your submachine gun at the first or second bullsquid. (3d6+5, kill on a 13, every point above a 5 reduces the next threshold by 2. Please specify if you have a target preference.)

>Fire at the leader, third, fourth, or fifth houndeye with the SMG. (Roll 3d6+5. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+50 ammo. Please specify if you have a target preference)

>Fire at the first, second, third or fourth zombie. (3d6+5, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/50+50 ammo. Please specify if you have a target preference.)
>Fire at the first or second headcrab with the SMG. (3d6+5, kill on a 8, every point above a 7 wounds.)
>>
>>4251264
Gabby
>Fire your rifle at the first grunt. (3d6+7. Kill on a 12. -1/1+9 Ammo. Please specify if you have a preference for target.)

Marietta
>Fire your rifle at the second grunt. (3d6+4. Kill on a 12. -1/1+9 Ammo. Please specify if you have a preference for target.)

Guttman
>Fire your submachine gun at the first. (3d6+5, kill on a 13, every point above a 5 reduces the next threshold by 2. Please specify if you have a target preference.)
>>
>>4251291
With the grunts head placed firmly in the cross hair of your sights, and Marietta's launcher adjusted for distance and height, you both fire off shots towards the two largest enemies on the field. Meanwhile, Guttman fires off his bursts into the alien creatures, starting with the bullsquid.


Four players roll a 3d6. The first d6 is for Gabby, the second for Marietta, and the third is for Guttman. The best three for each category will be added into a 3d6, and will be given the bonuses that apply to each shooter.
>>
Rolled 6, 4, 6 = 16 (3d6)

>>4251361
>>
Rolled 6, 3, 2 = 11 (3d6)

>>4251361
>>
Rolled 1, 4, 1 = 6 (3d6)

>>4251361
>>
Rolled 2, 2, 3 = 7 (3d6)

>>4251361
gimme a triple
>>
>>4251361
Grunt #1 is dead
Grunt #2 is dead + tank hopefully beinf ruptured and washing the aliens away
bullsquid #1 is super dead. Good job Guttman.
>>
Rolled 1, 6, 4 = 11 (3d6)

>>4251368
>>4251372
>>4251391
>>4251431
>>4251436
>>4251431
Gabby
6+6+2+7
Mari
4+3+4+4
Guttman
6+2+3+5

You pull down on the long, heavy trigger of your rifle, until it booms and sends a piercing round straight into the head of the towering alien. A second later, Marietta's grenade makes contact with the grunt. The alien's chest is instantly shot with a torrent of superplastics, penetrating through its heavy ribcage and shredding its internal organs. At the same time Guttman's shots pepper into the large, alligator like creature. The second bullsquid notices its ally drop to the ground, and turns quickly around to face him. The creature fires of a massive ball of spit.

The bullsquid hits on an 11, and does 10 damage.

(Gabby)
(74/100 health, and 30/50 armor power, and 23/50 cloak power)

>Throw a grenade at the bullsquid. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)

>Throw a grenade at the houndeyes. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)

>Throw a grenade at the zombies and headcrabs. (Specify between frags(1), concussion, (2) The zombies do not have the cognizance to avoid a grenade.)

>Throw a grenade at the grunts. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)

>Reload your rifle.

>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Duck.(+2 defense against rolls made this turn, sacrifice your turn.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unweildy while close and very loud.)
(cont.)
>>
>>4251477
(cont.)
(Marietta)

(73/100 health. 50/50 armor power, and 50/50 cloak power.)

>Throw a grenade at the bullsquid. (Specify between frags(2), concussion, (2), flashbangs(4) All enemies will have to roll a 12 to avoid.)
>Fire a grenade at the bullsquid. (All enemies will have to roll a 14 to avoid. -1/5 HEDP grenades.)

>Throw a grenade at the houndeyes. (Specify between frags(2), concussion, (2), flashbangs(4) All enemies will have to roll a 12 to avoid.)
>Fire a grenade at the houndeyes. (All enemies will have to roll a 14 to avoid. -1/5 HEDP grenades.)

>Throw a grenade at the zombies and headcrabs. (Specify between frags(2), concussion, (2) The zombies do not have the cognizance to avoid a grenade.)
>Fire a grenade at the houndeyes. (The zombies do not have the cognizance to avoid a grenade. -1/5 HEDP grenades.)

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Duck.(+2 defense against rolls made this turn, sacrifice your turn.)
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have six grenades for.)

(Guttman)
(96/100 health, and 56/100armor power.)

>Fire your submachine gun at the second bullsquid. (3d6, kill on a 13, every point above a 5 reduces the next threshold by 2.)

>Fire at the leader, third, fourth, or fifth houndeye with the SMG. (Roll 3d6. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+50 ammo. Please specify if you have a target preference)

>Fire at the first, second, third or fourth zombie. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/50+50 ammo. Please specify if you have a target preference.)
>Fire at the first or second headcrab with the SMG. (3d6, kill on a 8, every point above a 7 wounds.)

>Duck.(+2 defense against rolls made this turn, sacrifice your turn.)
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Shotgun(Close range, reliable.)
>>
>>4251477
Gabby
>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
Switch to the hive hand and fire it at the bullsquid

Marietta
>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Fire a grenade at the houndeyes. (All enemies will have to roll a 14 to avoid. -1/5 HEDP grenades.)

Guttman
>I'M FUCKING INVINCIBLE
>Fire at the first or second headcrab with the SMG. (3d6, kill on a 8, every point above a 7 wounds.)
because I'm under the assumption that the zombies are a bit farther away and the head crab is more mobile that a zombo.
>>
>>4251488
+1
>>
Rolled 2, 2, 3, 5, 4, 3, 4, 6, 1, 2, 1, 1, 4, 6, 2 = 46 (15d6)

>>4251488
>>4251531
A ball of corrosive alien spit splatters onto Guttman, burning his skin and wearing away at his armor.

While you pull out the hive-hand, you and Marietta shimmer into invisibility.

Marietta fires a grenade towards the pack of houdeyes. Each of them attempt to scatter.

After taking the alien spit, Guttman focuses fire on one of the small parasites that crawled from their host.

Four players roll a 1d6. The top three rolls will be added together into a 3d6.
>>
Rolled 6 (1d6)

>>4251569
>>
Rolled 3 (1d6)

>>4251569
>>
Rolled 2 (1d6)

>>4251569
>>
Rolled 2 (1d6)

>>4251569
>>
>>4251571
>>4251572
>>4251583
>>4251700

The bullets pepper the headcrabs small body, tearing it apart. The creature simply goes limp, sliding across the damp ground.

Marietta's grenade falls smack into the middle of the pack, sending shrapnel throughout as they attempt to scatter. Only two of them, the second and the fifth, manage to avoid the carnage. They turn to spot the still visible Guttman, and start running towards the party.

After the crack of the grenade turning the concrete below into shrapnel, you hear the sound of rotors approaching.

The head crab stands up on its hind legs, showing its disgusting, parasitic beak before it jumps. Hearing the sound of gunfire, the zombies start making their way towards you.

The bullsquid once again rears its strange, tentacled mouth, then spits another wad of corrosive goop at Guttman.

The bullsquid hits on an 11, and does 10 damage.

(Gabby)
(74/100 health, and 30/50 armor power, and 23/50 cloak power)

>Throw a grenade at the bullsquid. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)
>Fire your hive-hand at the bullsquid.(3d6+2, kill on a 15. Every two points reduces the next threshold.)

>Throw a grenade at the houndeyes. (Specify between frags(1), concussion, (2), flashbangs(3) All enemies will have to roll a 12 to avoid.)
>Fire at the second or fifth hound-eye with the hive hand. (3d6+2, kill on a 14, Every two points reduces the next threshold. If you have a specific target, please specify. )

>Throw a grenade at the zombies and headcrabs. (Specify between frags(1), concussion, (2) The zombies do not have the cognizance to avoid a grenade.)
>Fire The hive hand at the first, second, third, or fourth zombie. (3d6+2, kill on a 15, Every two points reduces the next threshold. If you have a preferred target, please specify. )
>Fire the hive hand at the headcrab.(3d6+2, kill on a 12. Below that, and the bees will instead redirect towards the zombies nearby.)

>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Duck.(+2 defense against rolls made this turn, sacrifice your turn.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unweildy while close and very loud.)
(cont.)
>>
Rolled 3, 6, 2 = 11 (3d6)

>>4251739
(cont.)
(Marietta)

(73/100 health. 50/50 armor power, and 50/50 cloak power.)

>Throw a grenade at the bullsquid. (Specify between frags(2), concussion, (2), flashbangs(4) All enemies will have to roll a 12 to avoid.)
>Fire a grenade at the bullsquid. (All enemies will have to roll a 14 to avoid. -1/4 HEDP grenades.)

>Throw a grenade at the houndeyes. (Specify between frags(2), concussion, (2), flashbangs(4) All enemies will have to roll a 12 to avoid.)
>Fire a grenade at the remaining few houndeyes. (All enemies will have to roll a 14 to avoid. -1/4 HEDP grenades.)

>Throw a grenade at the zombies and headcrabs. (Specify between frags(2), concussion, (2) The zombies do not have the cognizance to avoid a grenade.)
>Fire a grenade at the zombies . (The zombies do not have the cognizance to avoid a grenade. -1/4 HEDP grenades.)

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Duck.(+2 defense against rolls made this turn, sacrifice your turn.)
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have six grenades for.)

(Guttman)
(93/100 health, and 49/100armor power.)

>Fire your submachine gun at the second bullsquid. (3d6, kill on a 13, every point above a 5 reduces the next threshold by 2.-10/30+50 ammo)

>Fire at the second or fifth houndeye with the SMG. (Roll 3d6. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/30+50 ammo. Please specify if you have a target preference)

>Fire at the first, second, third or fourth zombie. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/30+50 ammo. Please specify if you have a target preference.)
>Fire at the first headcrab with the SMG. (3d6, kill on a 8, every point above a 7 wounds.)

>Duck.(+2 defense against rolls made this turn, sacrifice your turn.)
>Dive away. (3d6. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Shotgun(Close range, reliable.)
>>
>>4251739
Gabby
>Fire at the second hound-eye with the hive hand. (3d6+2, kill on a 14, Every two points reduces the next threshold. If you have a specific target, please specify. )
Mari
>Fire a grenade at the zombies . (The zombies do not have the cognizance to avoid a grenade. -1/4 HEDP grenades.)
Guttman
>Fire your submachine gun at the second bullsquid. (3d6, kill on a 13, every point above a 5 reduces the next threshold by 2.-10/30+50 ammo)
Sorry for that Guttman, you got the most HP.
>>
>>4251739
Gabby
>Fire at the second or fifth hound-eye with the hive hand. (3d6+2, kill on a 14, Every two points reduces the next threshold. If you have a specific target, please specify. )

Marietta
>Revolver. (High wound threshold, low kill threshold.)
>Fire your Revolver at the bullsquid.(3d6+2)

Guttman
>Fire your submachine gun at the second bullsquid. (3d6, kill on a 13, every point above a 5 reduces the next threshold by 2.-10/30+50 ammo)
if the Bullsquid is already dead then shoot a zombie before you run away

Guttman is tanky.
>>
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That was my last uidate of the night, and I'll be taking my usual break tomorrow for school assignments. Updates will resume on Thursday.

This is the first thing I've ever made, in general, not just quests, that ever got this far.

Thank you guys for sticking with it this far. Especially the anons that have been sticking around as regulars since the early threads, like Lore Dump Anon for making the title image, the one anon who replies to pretty much every update (and I think was the same guy who kept rolling to seduce on the first thread?), the anon that suggested that weird system with the rerolls being dependent on the modifier, etc.

A quest kind of lives and dies on its players, so every time I see someone genuinely engaging or repeatedly responding to my quest, it makes me feel genuinely happy.

This might be the gayest thing I've ever written in a 4chan post. Do tell me if I'm being retarded, and I'll never post anything like this post right here again.

As always, please do tell me if you have any feedback.

>>4251782
His PCV is bigger than your PCV
>>
>>4251835
Pretty gay but the good kind. Warms my heart when QMs have fun
>>
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>>4251835
>His PCV is bigger than your PCV
>>
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>>4251835
>none of those are me
Heh, perfect cover, like a ghost
You are cool dude, do be as gay as you want, and do crimes.
>>
>>4251835
rerollnon here, the current system is pretty good
4d6 drop 1 is an unexpectedly nice way to handle it
>>
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>>4251854
>>none of those are me
I secretly get scared when I start a new thread that I will never recognize my favorite players again.
>>
>>4251901
Can you guess who is who?
>>
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>>4251903
I think that you're seduce-anon, don't quote me on that.

Other than that, all of my other suspicions have been disproven.
>>
>>4251910
Right on the money. That was me.
>>
>>4251910
Guess who I am
>>
>>4251936
>rerollnon here, the current system is pretty good
https://youtu.be/SECVGN4Bsgg
>>
>>4251944
oh right
i'm retarded
>>
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>>4251835
>>
>>4251835
thanks for the quest qm, hopefully we can see this through all the way to the end
>>
>>4251910
You’ll never guess who I am, OP.
I am an enigma.
>>
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>>4253408
that's easy. you're "an enigma" anon.
You're welcome for the dad joke.
>>
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>>4253408
>team fortress 2 reaction image
Lore dump anon? Is that right?

>>4252381
Thank you. I need to see the quest to the end which won't be in half life 1 times, I'm telling you that.
>>
>>4253557
Correct, although I must say I didn’t expect you to get it from just that.
>>
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Rolled 2 (1d2)

>>4253630
I'm an observant man. Still not sure about >>4251854 though, unfortunately. I even figured out who >>4252151 is, but he was easy.
>>4251765
>>4251782
I ought to give you guys at least one update today. There's a bit of a tie here, so I'm gonna ask you guys real quick if you wanna throw in a final vote to break the tie, otherwise, I'm gonna use this roll to break it in the next thirty minutes. If the tie is broken in that time, I'll ignore this roll and base it off the new vote. I'm also gonna tell you that this little vote could make a big difference.
>>
>>4253687
Oops
I'll support >>4251782 in that case
Gabby
>Fire at the second or fifth hound-eye with the hive hand. (3d6+2, kill on a 14, Every two points reduces the next threshold. If you have a specific target, please specify. )

Marietta
>Revolver. (High wound threshold, low kill threshold.)
>Fire your Revolver at the bullsquid.(3d6+2)

Guttman
>Fire your submachine gun at the second bullsquid. (3d6, kill on a 13, every point above a 5 reduces the next threshold by 2.-10/30+50 ammo)
if the Bullsquid is already dead then shoot a zombie before you run away
>>
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>>4253687
>>4253744

Marietta puts her grenade launcher away, reaching instead for her three-fifty seven revolver.

The sound of helicopter rotors is getting awfully close, but a quick glance over your shoulder shows that it doesn't appear to be focusing on you just yet. The flashes of Marietta's explosives might have drawn it closer, but being so far above the action makes it difficult for the distant pilot to resolve the source.

You fire off a few extra shots from the hive-hand, letting loose another torrent of hornets from the oddly disgusting little creature.

Meanwhile, Guttman redirects his bursts toward the Bullsquid, hoping to deal with the alien before the zombies grow close enough to swipe at him. The headcrab that was rearing itself at guttman suddenly leaps.

Four players roll a 3d6. The first roll is for Gabby's shot, the second is for Guttman's, and the third is for Guttman to dodge the headcrab, (doing 12 damage if he doesn't roll an 11+.) The three best rolls of each party member will be added together, alongside any modifiers they would have to their roll.

>>4253630
Also lore dump anon, I just wanna thank you again for making the title images I've been using. It genuinely makes me happy that someone would sit down and spend their own free-time to make something for my quest.
>>
Rolled 6, 1, 4 = 11 (3d6)

>>4253775
I'm roller anon, here for the rolls
>>
Rolled 3, 2, 2 = 7 (3d6)

>>4253775
>>
Rolled 2, 6, 2 = 10 (3d6)

>>4253775
Guttman needs a break
>>
Rolled 5, 5, 3 = 13 (3d6)

>>4253775
>>
>>4253777
>>4253782
>>4253783
>>4253788
With Guttman's sights focused on the bullsquid he's peppering with bullets, he fails to notice the flying headcrab until the bullsquid drops dead. It's all too late however, as the headcrab pummels into his thankfully helmeted face, attempting to bite down.

"Mother FUCKER!" Guttman shouts as he peels the creature off.

Meanwhile, you fire off a small swarm of hornets towards the pack of houneyes. They dig in to the creatures flesh, cutting it open and becoming needles that tear further as the creature runs. Before the second bullsquid can reach you, it drops dead. The creature's carcass tumbles as it slows down.

As the zombies and houndeyes aproach you, they grow closer together. They're also close enough to you to prevent you from using grenades on them safely. They're also close enough for you to move in and melee them, but it would also mean they would get to attack you back, since there are far too many of them to deal with before the others can get an attack off.

(Gabby)
(74/100 health, and 30/50 armor power, and 17/50 cloak power)

>Fire at the final hound-eye with the hive hand. (3d6+2, kill on a 14, Every two points reduces the next threshold.)
>Kick the final houndeye. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9.)
>Fire The hive hand at the first, second, third, or fourth zombie. (3d6+2, kill on a 15, Every two points reduces the next threshold. If you have a preferred target, please specify. )
>Kick the first, second, third, or fourth zombie. (3d6+2, kill on a 12, stun on an 8. Every point above a 7 wounds.)

>Stomp on the headcrab. (3d6+2, kill on a 10.)

>Jump back, away from the horde. (Delays the enemies ability to attack.)
>Decloak(-4 defense -2 stealth, Saves 3 Cloak power per turn.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unweildy while close and very loud.)
(cont.)
>>
>>4253856
(cont.)
(Marietta.)

(73/100 health. 50/50 armor power, and 44/50 cloak power.)

>Fire at the final hound-eye with the revolver. (3d6+2, kill on a 10, -1/6+6 ammo.)
>Kick the final houndeye. (3d6. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9.)
>Fire The hive hand at the first, second, third, or fourth zombie. (3d6+2, kill on a 10, -1/6+6 ammo. If you have a preferred target, please specify. )
>Kick the first, second, third, or fourth zombie. (3d6, kill on a 12, stun on an 8. Every point above a 7 wounds. If you have a preferred target, please specify. )

>Stomp on the headcrab. (3d6, kill on a 10.)

>Jump back, away from the horde. (Delays the enemies ability to attack.)
>Decloak(-4 defense -2 stealth, Saves 3 Cloak power per turn.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have six grenades for.)

(Guttman)
(89/100 health, and 41/100armor power.)

>Fire at the second or final houndeye with the SMG. (Roll 3d6. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/20+50 ammo. Please specify if you have a target preference)
>Fire at the first, second, third or fourth zombie. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/20+50 ammo. Please specify if you have a target preference.)
>Smack one of the zombies with the butt of your gun. (3d6. Kill on an 11, every point above a 9 wounds.)

>Stomp on the headcrab. (3d6, kill on a 10.)

>Jump back, away from the horde. (Delays the enemies ability to attack.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Shotgun(Close range, reliable.)
>>
>>4253777
Glad to have you, roller anon.
>>
>>4253775
>from the oddly disgusting little creature.
HOW DARE YOU! You're going to hurt Pablo's feelings!

>>4253856
What happened to your name and trips? I this is your last post for the day right?

Gabby
>Fire The hive hand at the first zombie. (3d6+2, kill on a 15, Every two points reduces the next threshold. If you have a preferred target, please specify. )
>Jump back, away from the horde. (Delays the enemies ability to attack.)
>Decloak(-4 defense -2 stealth, Saves 3 Cloak power per turn.)

Marietta
Why does she have the hivehand option?
>Fire at the final hound-eye with the revolver. (3d6+2, kill on a 10, -1/6+6 ammo.)
>Jump back, away from the horde. (Delays the enemies ability to attack.)
>Decloak(-4 defense -2 stealth, Saves 3 Cloak power per turn.)

Guttman
>Stomp on the headcrab. (3d6, kill on a 10.)
>Jump back, away from the horde. (Delays the enemies ability to attack.)
>>
>>4253860
All three, jump back.
The houndeye has a faster movespeed than the rest of the enemies Except a headcrab when it decides to jump; their non-attacking movespeed is relatively low though, meaning we'll be able to isolate it. And we definitely want to get Guttman away from the headcrab.
Also, Marietta should swap to her SMG.
>>
>>4253890
I was posting on other boards and forgot to turn my trip back on. you're right, that was my last post of the night.
>Why does she have the hivehand option?
Because I messed up, and forgot to rewrite the fluff of the prompt when I wrote the roll mechanics behind it.
>>
>>4253891
I agree with the swaping to the SMG option for Marietta
>>
>>4253891
Support
>>
Rolled 6, 2, 5, 1, 5, 1, 3, 6, 3, 3, 5, 6 = 46 (12d6)

>>4253890
>>4253891
>>4253904
>>4254363
All three of you start moving back. The houndeye is quickly pushing through the horde of zombies, but the zombies around it divert their attention, starting to swing at it, delaying their advance and hurting the houndeye.

Each zombie kills the houndeye on a 14.

Marietta pulls out her submachine gun as you all move back. Guttman, tankful for the helmet he pulled off the dead marines jumps enthusiastically back from the cranial parasite.

Meanwhile, as you walk backwards, you fire off shots from your hivehand at one of the zombies.

Four players roll a 1d6. The top three rolls will be added together into a 3d6+2.
>>
Rolled 3 (1d6)

>>4254490
Just managed to catch up after reading through the archives, Good stuff.
>>
Rolled 3 (1d6)

>>4254490
>>
>>4254500
>>4254521
It's been long enough that if anyone wants to roll twice they can.
>>
Rolled 6 (1d6)

>>4254490
Rollination
>>
Rolled 4 (1d6)

>>4254490
wait for me
>>
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>>4254500
>>4254521
>>4254666
>>4254668
I might add an ammo system similar to the games to the hive hand, and in turn make it a little bit more deadly.
>Fire The hive hand at the zombie. (3d6+2, kill on a 14, Every two points reduces the next threshold. -3/8 ammo. Regenerates 1 ammo every turn. If you have a preferred target, please specify. )
Any thoughts or objections?



Your shots pummel and wound the coming zombie. The razor sharp, jagged stingers tear away at the host bodies tendons and muscles as it walks, eliciting a gut wrenching scream as it is compelled to continue its aggression.

Meanwhile, the houndeye is slashed apart by the zombies, its body being slammed into the ground by the weight and left to bleed to death. Soon afterwards, the zombies continue to slowly progress towards you. Still, their pause to kill the final houndeye has delayed their advance.

The headcrab once again rears its body, ready to leap.

(Gabby)
(74/100 health, and 30/50 armor power, and 14/50 cloak power)

>Fire The hive hand at the second, third, or fourth zombie. (3d6+2, kill on an 8, Every two points reduces the next threshold. If you have a preferred target, please specify. )
>Fire The hive hand at the second, third, or fourth zombie. (3d6+2, kill on a 15, Every two points reduces the next threshold. If you have a preferred target, please specify. )

>Shoot the headcrab with the hive-hand. (3d6+2, kill on a 9)

>Move in closer, into melee range.

>Decloak(-4 defense -2 stealth, Saves 3 Cloak power per turn.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unweildy while close and very loud.)
(cont.)
>>
>>4254744
(cont.)
(Marietta.)

(73/100 health. 50/50 armor power, and 44/50 cloak power.)

>Fire a grenade into the group. (The zombies do not have the cognizance to avoid a grenade. -1/4 HEDP grenades. Houndeye will have to roll a 12 to avoid death, and a 15 to avoid all damage.)
>Fire at the first zombie. (3d6, kill on a 7, every point above a 5 reduces the next threshold by 2. -10/50+50 ammo. Please specify if you have a target preference.)
>Fire at the second, third, or fourth zombie. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/50+50 ammo. Please specify if you have a target preference.)

>Fire at the first headcrab with the SMG. (3d6, kill on a 8, every point above a 7 wounds.)

>Move in closer, into melee range.

>Decloak(-4 defense -2 stealth, Saves 3 Cloak power per turn.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have six grenades for.)

(Guttman)
(89/100 health, and 41/100armor power.)

>Fire at the first zombie. (3d6, kill on a 7, every point above a 5 reduces the next threshold by 2. -10/20+50 ammo. Please specify if you have a target preference.)
>Fire at the second, third, or fourth zombie. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/20+50 ammo. Please specify if you have a target preference.)

>Reload your weapon.

>Move in closer, into melee range.

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Shotgun(Close range, reliable.)
>>
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>>4254744
Gabby
>>Shoot the headcrab with the hive-hand. (3d6+2, kill on a 9)
>Decloak(-4 defense -2 stealth, Saves 3 Cloak power per turn.)
Marietta
>Fire at the second zombie. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/50+50 ammo. Please specify if you have a target preference.)
Guttman
>Fire at the first zombie. (3d6, kill on a 7, every point above a 5 reduces the next threshold by 2. -10/20+50 ammo. Please specify if you have a target preference.)
I have no strong feelings one way or the other
>>
>>4254759
Support, but with everyone decloaked and doing a fighting retreat.
>>
>>4254759
>>4254809
You and Marietta fizzle back into reality. As you do, you have the alien creature in your hands spit out bursts of alien hornets. Meanwhile, Marietta and Guttman both spit out heavy bursts of gunfire at the group of zombies.

Four players roll a 3d6. The first d6 is for Gabby, the second d6 is for Marietta, the third d6 is for Guttman. The top three rolls of each will be added together into a 3d6 roll.
>>
Rolled 5, 3, 2 = 10 (3d6)

>>4254865
>>
Rolled 5, 1, 3 = 9 (3d6)

>>4254865
>>
Rolled 1, 2, 3 = 6 (3d6)

>>4254865
>>
Rolled 2, 6, 3 = 11 (3d6)

>>4254865
>>
>>4254866
>>4254876
>>4254877
>>4254896
The hornets easily and quickly incapacitate the head crabs, causing it to simply go limp on the ground.

Meanwhile, Marietta and Dr. Guttman tear at their zombies with 9x19 rounds. Guttman's target goes limp and drops, but Marietta doesn't get the kill shot she needs. Still, with many of the protective bones of both the human host and the headcrab atop broken, it'd be easy to get one final shot off.

From the current range, shotguns would gain a +2.

(Gabby)
(74/100 health, and 30/50 armor power, and 14/50 cloak power)

>Fire The hive hand at the second zombie. (This would be a guaranteed kill with the hivehand. -3/6 Ammo. When not shooting, ammo regenerates 1 per turn.)
>Kick the second zombie. (3d6+2, kill on a 7. )
>Fire The hive hand at the third, or fourth zombie. (3d6+2, kill on a 15, Every two points reduces the next threshold. If you have a preferred target, please specify. -3/6 Ammo. When not shooting, ammo regenerates 1 per turn.)
>Kick the third, or fourth zombie. (3d6+2, kill on a 12, stun on an 8. Every point above a 7 wounds. If you have a preferred target, please specify. )

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)

>Try and drag attention to yourself, have them hit you first.

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unweildy while close and very loud.)
(cont.)
>>
>>4254970
(cont.)
(Marietta.)

(73/100 health. 50/50 armor power, and 41/50 cloak power.)

>Fire a grenade into the group. (The zombies do not have the cognizance to avoid a grenade. -1/4 HEDP grenades. Houndeye will have to roll a 12 to avoid death, and a 15 to avoid all damage.)
>Kick the second zombie. (3d6+2, kill on a 7. )
>Fire at the second zombie. (3d6+2, kill on a 5, every point above a 5 reduces the next threshold by 2. -10/40+50 ammo.)
>Kick the third, or fourth zombie. (3d6, kill on a 12, stun on an 8. Every point above a 7 wounds. If you have a preferred target, please specify. )
>Fire at the third, or fourth zombie. (3d6+2, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/40+50 ammo.)

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)

>Try and drag attention to yourself, have them hit you first.

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have six grenades for.)

(Guttman)
(89/100 health, and 41/100armor power.)

>Fire at the second zombie. (3d6, kill on a 5, every point above a 5 reduces the next threshold by 2. -10/20+50 ammo. Please specify if you have a target preference.)
>Smack the second zombie with the butt of your gun. (3d6. Kill on a 12, every point above a 9 wounds.)
>Fire at the third, or fourth zombie. (3d6, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/20+50 ammo. Please specify if you have a target preference.)
>Smack the third, or fourth zombie with the butt of your gun. (3d6. Kill on a 12, every point above a 9 wounds.)

>Reload your weapon.

>Try and drag attention to yourself, have them hit you first.

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Shotgun(Close range, reliable.)
>>
>>4254970
Gabby
>Kick the third zombie. (3d6+2, kill on a 12, stun on an 8. Every point above a 7 wounds. If you have a preferred target, please specify. )

Marietta
>Fire at the fourth zombie. (3d6+2, kill on a 14, every point above a 5 reduces the next threshold by 2. -10/40+50 ammo.)

Guttman
>Fire at the second zombie. (3d6, kill on a 5, every point above a 5 reduces the next threshold by 2. -10/20+50 ammo. Please specify if you have a target preference.)
>>
Will you be making a Half-Life after Black Mesa once this is over? Since you know Combine attack and defeat world in 7 hours.

>>4254991
+1
>>
Is this being archived anywhere?
>>
>>4255039
Nevermind, found it
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Black%20Mesa%20Black%20Ops%20Quest
>>
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Rolled 2, 5, 4 = 11 (3d6)

>>4254991
>>4255006
Prepare for, un-forseEen consequences.
>>4255044
Apologies for that, I usually include the last post in the original post, but I forgot, so it's a bit further down the thread.

You move in closer, running in quickly and projecting all of your mass into your leg. Your boot swings up into the air, hoping to kill the enemy with a smack from the harder, unpadded toe.

At the same time, Guttman fires to finish off Marietta's zombie, while she redirects her fire to another zombie.

Four players roll a 3d6. The first d6 is for Gabby, the second is for Marietta, the third is for Guttman. The three best rolls for each will be added into a 3d6, with applicable modifiers added.
>>
Rolled 3, 2, 5 = 10 (3d6)

>>4255103
>>
Rolled 5, 4, 1 = 10 (3d6)

>>4255103
What's the 3d6 you just rolled?
>>
Rolled 3, 2, 5 = 10 (3d6)

>>4255103
>>
>>4255124
>un-forseEen consequences
>>
Rolled 2 (1d6)

>>4255103
Watch this devil digit
>>
Rolled 1, 4, 2 = 7 (3d6)

>>4255153
Oh, it’s 3d6. My bad.
>>
>>4255110
>>4255124
>>4255132
>>4255157
Your boot rapidly swings around your center of mass. The hard tip collides with the zombies broken ribcage. The free floating bones easily buckle from the force, sending waves into the exposed internal organs of the headcrabs host. The intense pain elicits a wretching scream of agony as the last remaining human parts of the host's brain shuts off, causing it to collapse, and finally die.

Meanwhile, Marietta and Guttman fire off controlled bursts from their MP5's, peppering the zombies with nine by nineteen rounds. The zombies scream, but they still continue forwards, pushing the two into the wall as they grow closer. They raise their arms in the air, swiping at both of them.

The third zombie hits guttman on a 12, and does 13 damage. The second zombie hits Marietta on a 12, and does 13 damage.

(Gabby)
(74/100 health, and 30/50 armor power, and 14/50 cloak power)

>Fire The hive hand at the third zombie. (This would be a guaranteed kill with the hivehand. -3/6 Ammo. When not shooting, ammo regenerates 1 per turn.)
>Kick the third zombie. (3d6+2, kill on a 7. )
>Fire The hive hand at the fourth zombie. (This would be a guaranteed kill with the hivehand. -3/6 Ammo. When not shooting, ammo regenerates 1 per turn.)
>Kick the fourth zombie. (3d6+2, kill on a 7. )

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)

>Try and drag attention to yourself, have them hit you first.

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unweildy while close and very loud.)
(cont.)
>>
>>4255240
(cont.)
(Marietta.)

(73/100 health. 50/50 armor power, and 41/50 cloak power.)


>Kick the third zombie. (3d6, kill on a 7. )
>Fire at the third zombie. (3d6+2, kill on a 5, every point above a 5 reduces the next threshold by 2. -10/30+50 ammo.)
>Kick the fourth zombie. (3d6+2, kill on a 7. )
>Fire at the fourth zombie. (3d6+2, kill on a 5, every point above a 5 reduces the next threshold by 2. -10/30+50 ammo.)

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)

>Try and drag attention to yourself, have them hit you first.

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have six grenades for.)

(Guttman)
(89/100 health, and 41/100armor power.)

>Fire at the third zombie. (3d6, kill on a 5, every point above a 5 reduces the next threshold by 2. -10/10+50 ammo.)
>Smack the fourth zombie with the butt of your gun. (3d6. Kill on a 9.)
>Fire at the fourth zombie. (3d6, kill on a 5, every point above a 5 reduces the next threshold by 2. -10/10+50 ammo.)
>Smack the fourth zombie with the butt of your gun. (3d6. Kill on a 12, every point above a 9 wounds.)

>Reload your weapon.

>Try and drag attention to yourself, have them hit you first.

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Shotgun(Close range, reliable.)
>>
>>4255240
Gabby
>Fire The hive hand at the third zombie. (This would be a guaranteed kill with the hivehand. -3/6 Ammo. When not shooting, ammo regenerates 1 per turn.)
Marietta
>Kick the fourth zombie. (3d6+2, kill on a 7. )
Guttman
>Try and drag attention to yourself, have them hit you first.
>>
>>4255240
>Fire The hive hand at the third zombie. (This would be a guaranteed kill with the hivehand. -3/6 Ammo. When not shooting, ammo regenerates 1 per turn.)
>Kick the fourth zombie. (3d6+2, kill on a 7. )
>Smack the fourth zombie with the butt of your gun. (3d6. Kill on a 9.)
>>
>>4255240
Were we supposed to see a roll on that post?
>>
Rolled 6, 4, 3, 5, 3, 1 = 22 (6d6)

>>4255240
>>4255242
I forgot about the zombie's roll.
>>
Rolled 2 (1d2)

>>4255248
>>4255262
You
>>
>>4255248
>>4255262
By firing a few hornets, you quickly finish off the zombie as it follows through with its slash on Dr. Guttman.

At the same time, both Marietta and Guttman take their own melee swings on the shambling, wounded creature.

Four players roll 2d6. The first d6 is for Guttman, the second is for Marietta. The top three rolls for each will be added together into two 3d6.
>>
Rolled 2, 6 = 8 (2d6)

>>4255318
>>
Rolled 1, 6 = 7 (2d6)

>>4255318
>>
Rolled 1, 5, 5, 1 = 12 (4d6)

>>4255318
>>
>>4255321
>>4255329
>>4255331
Damn Mari, you are falling behind. I guess the shade we threw at her really put her off.
>>
>>4255318
>The first d6 is for Guttman, the second is for Marietta.
Oh, nevermind.
>>
Rolled 3, 1 = 4 (2d6)

>>4255318
>>
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>>4255321
>>4255329
>>4255331
>>4255362
(Guttman)
(85/100 health, and 32/100armor power.)
Guttman attempts to smash the butt of his gun against the parasite atop the creatures head, but as it slashes him, he's staggered, and pulls away. Abusing the distraction however, Marietta cracks the zombie directly in the head.

"Mother-fucker!" Guttman says as he watches the creature drop, and checks over himself. He takes a moment to drop one extra burst of rounds into the zombie. Partially to ensure that it might get back up, and for the most part to get revenge for slicing at him with its long bony fingers.

"God damn." He says as he inspects himself. "I understand why you're such a patriot now. The government seems a lot cooler when they give you bullet proof armor."

He pulls up the armored sleeve, where below lies only bruises.

"God bless Dick Cheney's America." He mutters.

>"You haven't seen the half of it. Literally, I get to turn invisible."
>It's less fun when they're also wearing those suits.
>Let's just get moving.
>Just don't get too comfortable. Some bullets will treat that like tissue paper.
>"You should've heard what Reilly said, we could've had space guns if it weren't for this whole incident."
>Write in a quip.
>>
>>4255392
>"You haven't seen the half of it. Literally, I get to turn invisible."
>>
>>4255392
>>"You should've heard what Reilly said, we could've had space guns if it weren't for this whole incident."
>>
>>4255392
>"You should've heard what Reilly said, we could've had space guns if it weren't for this whole incident."
>>
>>4255392
>"You should've heard what Reilly said, we could've had space guns if it weren't for this whole incident."
>>
>>4255392
>"You haven't seen the half of it. Literally, I get to turn invisible."
>"You should've heard what Reilly said, we could've had space guns if it weren't for this whole incident."
>>
>>4255392
>"You haven't seen the half of it. Literally, I get to turn invisible."
>”And Reilly said we would've had space guns if it weren't for this whole incident.”
>>
>>4255392
We also saw a bipedal tank go toe to toe with a giant fire breathing alien. It was epic. Life and death problems aside, this stuff is awesome.
>>
>>4255397
>>4255399
>>4255435
>>4255609
>>4255921
>>4255941
>>4255960
"You haven't seen the half of it." You say. That goofy smile develops under your mask, and you flick on your cloak, letting you fizzle out of reality for a second. "Literally." You click the small buttons on your fingers and you hear the cloak turn off again, letting you return to reality. "And Reilly said we could have had space guns if it wasn't for this whole incident. Magnetic weapons that needed liquid nitrogen."

"See that would be all be really cool, and I'd be taking pictures of it to show my kids if most of it weren't shooting at us." Guttman responds.

"I guess You're right, but when you put aside the fact that all parties involved were also shooting at me, It was really cool seeing a tank fight an alien with flame throwers for hands."

"I guess we've become immune to mid-life crises. Probably gonna have PTSD instead though." Guttman covers his eyes as he looks up at the sky. "That guy's got the right idea." He says. The bright sun prevents you from making out what he's pointing at. "Biggest guns here, and way above the battlefield." His eyes adjust for a second, and then he continues "...and getting lower."

Your eyes finally adjust to the bright light of the sky, straining in the heavy light as the migraine pulses. The helicopter is getting lower, coming to investigate the scene below.

You should move, fast. That thing's guns are far higher caliber than yours. It won't immediately shoot at you, being that you're wearing military style gear, but you'd need some quick thinking if it did, being that it'd quickly try to figure out if it was its own.

>Everyone hide! It won't get you away from the helicopter, but it'll give you more time to think.
>Everyone run! Immediately get away from the helicopter. (Wythoff and Reilly will have to roll a 3d6. They both get away on a 12, but Reilly may also exacerbate her own injuries below a 14.)
>Have the more physically capable carry Reilly and Wythoff away. (The whole party rolls a 3d6+2, pass on an 11. If the roll is below an 11, the whole party is spotted, otherwise, everyone is fine.
>Write in any clever solution.
>>
>>4256110
>Everyone hide! It won't get you away from the helicopter, but it'll give you more time to think.
Sneak into the helicopter if it's mostly there to drop off soldiers.
Now we have the biggest guns.
>>
>>4256110
>Everyone hide! It won't get you away from the helicopter, but it'll give you more time to think.
>>
>>4256286
>>4256361
It's an attack helicopter, and none of you would know how to fly the thing.

"Shit!" You shout, looking up at the sky. "Everyone, take cover, get underneath something!"

"What's going on?" Wythoff says.

"Military! Hide under the pipes!" You respond, quickly pointing him to somewhere he'll stay concealed. He just nods, and crawls among the pipes. You ensure everyone stays spread out, so one person spotted doesn't damn everyone, and wait. The sound of the rotors chopping grows louder and louder, until its the only thing you can hear anymore. The helicopter flies just above the vats, scanning the area. It slowly above the tanks and pipes, where you had killed those marines. For a few moments it simply hovers in the air. Its gun swivels below, turning in a circle. It sees clearly the dead and unconscious men you fought.

>Find its frequency on the radio. Talking to it might lead to slipping information, gaining suspicion, or leaving a method of being tracked, but might also allow you to avoid any armed conflict.
>It's mostly still for the moment. Pull out your AT rifle, and see what shots you can make on it. The main defense of these things is usually being too high up to be shot at, but now it's rather close.
>Try and get its attention, then run off. Make yourself a distraction so the rest of the team can get away, you'll have to meet up with them later. It will be dangerous for you, but it gets the wounded and elderly out of the way.
>Write in a clever solution.
>>
>>4256407
we'd still technically have the biggest guns. I was thinking more along the lines of taking the keys out of the ignition or taking some vital component out of it so they couldn't fly it. I was hoping we'd find someone that could fly it later.

>Write in a clever solution.
Is there a way to mess with our advanced spy radio to make the audio output sound more masculine? I noticed the military forces being all male (makes sense) so it would be hard pulling off a dudes voice.
If Gabby can change the sound of her voice, then maybe she could bluff and say that she's a marine that's trapped in a room on the other side of the building, whi h would hopefully draw the attack helicopters attention.... iiifff they happen to make a landing to "help" then perhaps that helicopter jacking idea would still be viable?
>>
>>4256407
Something to help cover the bluff: say that some of the aliens knocked out some of his buddies while he made his escape, and suspect the aliens are capturing humans for probing purposes.
>>
>>4256407
>>It's mostly still for the moment. Pull out your AT rifle, and see what shots you can make on it. The main defense of these things is usually being too high up to be shot at, but now it's rather close.
>>
>>4256407
How far is it to proper cover?
>>
>>4256423
You already have a good degree of skill when it comes to modulating your own voice. While you don't have the technical skill or equipment needed to create a voice changer in your radio, if you messed with the setting, you could drop the audio quality to a point where it wouldn't really be possible to tell the difference between a young soldier's voice, and you making your own voice deeper.
>>4256463
There's cover all around you. The place is full of large vats of water, liquid tanks, pipes and industrial equipment. As well, you're not far from a few side entrances to the interior section of the purification facility.
>>
>>4256508
I meant to reliable safety from the helicopter. How many seconds run is it to the facility?
>>
>>4256511
Full sprint? Maybe about 10-20 seconds. But you'd better off ducking from cover to cover. Even though it's hovering, the turret on that thing is pretty precise, you'd be wise to mainly stay unpredictable and out of sight, keep it guessing.
>>
>>4256523
I haven't played HL1 so I can't confirm this ingame but in 1998 the USMC would have been flying the Bell AH-1T+, which has a pilot and a gunner. Both have the capability to do the other's role, but the gunner at the rear should be a fairly easy shot given they're stationary, and I was considering using the time it would take for the pilot to realise his mate is dead, switch the weapons over to him, figure out where we are and come after us while flying the chopper at the same time to buy the critical seconds we need to leg it, though that distance seems a bit too far. I don't have faith we could do enough damage with a shot to the engine and the tail rotor bearing is a valid but very small target.
>>
>>4256531
While all the gunner seat stuff is true, I do intend to use the more video-gamey logic of Half Life one, so do keep in mind the apache's guns aren't going to be the type that fires off a single burst that annihilates you, like in real life. You're going to be able to avoid and fight back even if it does start firing at you.
>>
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>>4256549
>USMC has an Apache instead of an AH-1
Immersion RUINED! (/s)

>>4256407
>Write in a clever solution.
Throw a grenade as far as you can, and then make a dash for the facility while it's distracted with inspecting the explosion. Like the old "throw a rock" trick, but bigger.
>>
It seems we're divided between bluffing on the radio, throwing a grenade distraction before booking it, and outright shooting the helicopter.
>>
>>4256633
Yeah, I'm gonna give it a while longer before rolling for a tiebreaker.
>>
>>4256633
Well then, I'll change to bluffing
>>
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>>4256423
>>4256427
>>4256584
>(/s)
>>4256646

You pull out your radio, swapping it over to lower grade military encryption before you search for the right frequency. While you do this, You quietly talk to yourself, adjusting the sound of your own voice to be more masculine. When you find the frequency, you fiddle more with the settings to be just off what you need for a crisp contact. Now, the sound is filled with static, and occasionally cuts out.

You could always try the nuclear option of dropping your credentials and telling the pilot that this is none of his business, but that of course means revealing a lot about yourself to the department of defense, and eventually, the american public. There's also the option of spoofing a request or command to head elsewhere. If he hears through your crude disguise due to a slip of protocol or your own voice, he'll start looking for you. Then, of course, you could try convincing him to land, possibly by claiming you're wounded inside, and need urgent. Of course, most pilots would be reluctant to step out of their aircraft. It'd take a while to find safe place to land, then he'd be exposed and without support or even adequate weaponry, it might well just end with him calling more marines to help the alleged soldier, bringing only more problems on your part.

(Because of your idea to modulate your voice, you have a +1 to these charisma checks.)

>Drop your CIA credentials. There's nothing to see here.
>Try to spoof a command to get away from here. It will get the helicopter temporarily away from this position, but it might always come back. (3d6+4, pass on a 13, the pilot will investigate below a 10)
>Try to convince the pilot you need help, and that he has to land soon otherwise you'll die out here. If he lands, it opens up heavily, but that's a big if. It would allow to sabatoge the aircraft, the interrogate the pilots, etc. (3d6+4, pass on a 15, they will send additional marines below an 8.)
>Write in any further clever ideas.
>>
>>4256696
>>Try to spoof a command to get away from here. It will get the helicopter temporarily away from this position, but it might always come back. (3d6+4, pass on a 13, the pilot will investigate below a 10)
>>
>>4256696
>Try to spoof a command to get away from here. It will get the helicopter temporarily away from this position, but it might always come back. (3d6+4, pass on a 13, the pilot will investigate below a 10)
We're good, but not that good. At least not yet. If it does come back we can always shoot it down.

We could always try "get the pilot to land" option once we got everyone away, then try to sabotage the helicopter.
>>
>>4256700
>>4256727
You think back. The marines earlier never mentioned a callsign. You pull out your radio, just hoping the pilot won't question it. You pause for a moment, quickly thinking up a name and a story.

"This is Private Patterson, squads held down in the satellite uplink." You add with a slight hint of southern accent. "Somethin' fucking huge is up topside." You pause for a moment, giving heavy breaths into the microphone.

Four players roll a 1d6. The top three rolls will be added into a 3d6+4.
>>
Rolled 6 (1d6)

>>4256892
>>
Rolled 2 (1d6)

>>4256892
rolling

>>4256895
we're off to a good start
>>
Rolled 2 (1d6)

>>4256892
>>
Rolled 2 (1d6)

>>4256892
dice pls
>>
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>>4256903
>>4256916
>>4256936
>all these 2's
Nani the fuck RNG Gods? We got a 14 but holy shit that was cutting it close.
>>
>>4256895
>>4256903
>>4256916
>>4256936
"Fuckin..." you pause again, only breathing. "It fuckin' got 'em man." You continue.

"What?" The pilot responds. "What got 'em?"

"The damn... big blue thing out there." You say. "I don't know."

"Alright, calm down, can you tell me where you are?" He responds.

"I... fuck... I lost my GPS." You respond.

"It's fine, are they any landmarks?" He asks.

"I said... that big satellite dish, with all the boxes nearby." You explain.

"Alright. You stay put, I'll check it out, send word to command, and take it down." He explains.

"Thank you..." You say shakily. "I don't wanna die out here man."

"I promise you won't." The pilot says as his helicopter start pushing up and pulling forward, rapidly gaining speed.

"Thank you man..." You explain.

"You got it. Now let me loose, I gotta focus on flying."

"Alright." You say as you click the radio off. Watching the helicopter fly away, you wait until you're confident it won't be able to see you. Moving out of cover, you mutter, "Alright, let's leave before they realize."

You and the party quickly start navigating the tangled industrial pipes and cleaning vats as you move. Keeping track of the slower members of the party, and without the helicopter in toe, you keep a move on through the surface. Pretty quickly, you manage to find a break in the fence surrounding the area, and you all slip through after you check for a lack of enemies. It's clear that there were marines here at some point, but during the fighting they were bombed out by something unlike human weaponry. The sandbags were burned apart, and the marines bodies scorched.

As you leave the water processing facility, you start to hear a call on your radio. A quick check of the frequency shows it's your handler. You all take shelter in a small security checkpoint building by the side of the road. The security guards were pulled out of the building before they were shot, and have clearly already been looted by desperate marines.

From within the relatively tranquil space of the security checkpoint, you finally open up your radio, setting the encryption to ensure you hear something other than garbled white noise.

"Hey Ms. Oppenheimer!" You hear. It's the voice of Dr. Vance.They finally got him on call. He sounds tired, and slightly confused, but trying hard not to express it. "They said you wanted help with something?" It might be a good idea to start on a more personable level. You're superiors are harsh, and he's probably been dealing with nothing but stern professionalism.
(cont.)
>>
>>4257014
(cont.)
>You're friends here, you told him to call you Gabby!
>First ask him about Alyx. The kid seemed scared when she left, but the CIA is nothing if not expert psychologists. No doubt they've done a million exercises to make the kid trust them, and spill everything.
>Just start by asking if he's feeling alright. He's been interrogated a lot. He's a nice guy, and it'd also be good to know what he's been through so far.
>Get straight into it, ask how much he already knows, then decide what to tell him from there.
>Write in.
>>
>>4257015
>Just start by asking if he's feeling alright. He's been interrogated a lot. He's a nice guy, and it'd also be good to know what he's been through so far.
>>
>>4257015
>Just start by asking if he's feeling alright. He's been interrogated a lot. He's a nice guy, and it'd also be good to know what he's been through so far.
>>
>>4257014
>Just start by asking if he's feeling alright. He's been interrogated a lot. He's a nice guy, and it'd also be good to know what he's been through so far.
>>
>>4257015
>Just start by asking if he's feeling alright. He's been interrogated a lot. He's a nice guy, and it'd also be good to know what he's been through so far.
>>
>>4257015
>>First ask him about Alyx. The kid seemed scared when she left, but the CIA is nothing if not expert psychologists. No doubt they've done a million exercises to make the kid trust them, and spill everything.
>>Just start by asking if he's feeling alright. He's been interrogated a lot. He's a nice guy, and it'd also be good to know what he's been through so far.
>>
>>4257014
>You're friends here, you told him to call you Gabby!
>Just start by asking if he's feeling alright. He's been interrogated a lot. He's a nice guy, and it'd also be good to know what he's been through so far.
>>
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>>4257023
>>4257090
>>4257194
>>4257256
>>4257676
>>4257933
"Are you feeling alright Dr. Vance?" You ask. "I know you've probably been interrogated. Have they been treating you alright?"

"Don't worry about me." He responds. "I think they know I'm not cut out for subterfuge. I've been telling them what I can but they are relentless. I don't think they understand just how little Black Mesa really tells us."

"I think they do know." You respond. "The CIA just likes to ask these questions anyway. If you don't know anything, just tell them straight. It isn't like movies."

"I think I can see that, but it is a little strange how they kept me." He responds. "At first they had me in this cold cell, sleeping on bedspirings. They wouldn't even let m,e see my daughter. Then this man came in, his name was Rutherford I think. Anyway, he immediately started offering me all these things, warm meals, coffee, a change of cell to be with Alyx."

"Yeah." You say, before he can express any conclusions. "The administration sets up the lodgins. They don't really care about the people inside, so they just cheap out. The interrogators are usually a lot more personable, but they don't get control over treatment of people until they actually meet them."

"Hmmm..." Vance responds. "Damn administrators. They always seem to cause all the messes."

"Yeah." You respond with a light chuckle.

What you said was a total lie. The cold cell, and the interrogator bringing in amenities is a common tactic used by the CIA. It creates a feeling of trust between the prisoner and interrogator. It makes you see your interrogator as someone who's just simply trying to do their job and doesn't want to hurt anyone. You don't like lying to people like this, but if Vance knew that the man who brought him blankets and toys for his daughter treats the constitution as a document only for the civilians he wouldn't give up valuable information as easily.

"So what have they already told you about my current assignment?" You ask.

"Well, they said that you were going back to the Anomolous Materials labs." He says. "They didn't really tell me why."

>Ask what Ground Zero might look by now like in theory.
>Ask what Ground Zero did look like last time he saw it.
>Ask about any alternate routes through the area that wouldn't show up on a map.
>Ask about where any important documentation would be stored.
>Ask about important staff that might still be in there by now.
>Write in any possible questions you might have.
>Save the questions for when you get to the lab, no need to interrogate the guy right now.
>>
>>4257959
>Ask about important staff that might still be in there by now.
People are dying and the Military are being asses about it. REEEEEE.
>>
>>4257959
>Ask about important staff that might still be in there by now.
>>
>>4258044
"Would you know about any important staff that might have been left in there?" You ask.

"By god, I don't wanna think about that." Eli responds. "But..." he sighs as he thinks. "I think Dr. Keller... Rosenberg... might still be down there, I didn't see them in the infirmary that's for sure. I still wouldn't count on it. Most people would have probably either moved or died down there. You saw how bad it was when you moved through the facility. If anyone is still alive down there, they're either crazy, or military."

"Well, if they are still alive down there, what might they be trying to do?"

"I guess, maybe trying to find a way to shut down the system? I wouldn't suggest trying anything like that. The thing could kill anyone who comes near."

"Would they be studying it?"

"I guess if they're crazy enough." He explains. "If it's not destroyed yet, it's a ticking time bomb.The system never managed to turn off after the resonance cascade. That damn thing hit some sort of a feedback loop when this all started, and it might very well still be running."

>Ask what Ground Zero might look by now like in theory.
>Ask what Ground Zero did look like last time he saw it.
>Ask about any alternate routes through the area that wouldn't show up on a map.
>Ask about where any important documentation would be stored.
>A ticking time bomb? How so? What might happen to it?
>Is there any chance that it's just shut off naturally somehow, and people can return?
>Write in any possible questions you might have.
>You've asked enough questions, it's time to move on.
>>
>>4258324
>Ask about any alternate routes through the area that wouldn't show up on a map.
>Ask about where any important documentation would be stored.
>>
>>4258324
>Ask about any alternate routes through the area that wouldn't show up on a map.
>>
>>4258345
>>4258390
"Where would I find useful scientific documents?" You ask. "Is there any centralized database?"

"Nothing centralized anymore that would work. The computer room would have been the closest thing, although that's all numbers and math. It's probably broken anyway."

That would be the computer bank that you conveniently chose to give the CIA backdoor access to just before the resonance cascade.

Dr. Vance continues, "If you want to understand what the numbers mean, you should probably raid the individual offices. Rosenberg pretty much designed the whole damned thing, so you he'd probably have the papers you'd need to figure out how it works, if you want to do that. Kleiner was leading in the theory aspect though, so you might also want to check his office."

"There's probably gonna be a lot of locked doors. Do you know of any alternative routes through the facility?" You ask. "Anything will do, maintenance shafts, airvents."

"You should talk to Freeman about that." He says, chuckling lightly to himself. "That boy could go anywhere in the world through the air-vents. Him and Barney would always try to get in through the air-vents everytime one of us locked ourselves out of our office."

"So, the place has air-vents that I could use to navigate?" You ask.

"It has to." He explains. "We bring dangerous, possibly poisonous substances through it all the time, we need to keep the area ventilated."

Dr. Vance pauses for a moment, and you hear another voice, away from the microphone.

"They're telling me I have to get off Gabby." He says. "Could you just give me another minute please?"

The distant voice says something sternly, that you can't make out.

Vance responds, "Of course." Before he returns his attention to the call with you. "Gabby, have you been in contact with any of the other surviving members of the science team? I've already lost too much over the past few days. I'd hate to lose Kleiner, Rosenberg, or hell, even Dr. Magnusson."

Now that you think about it, you haven't talked to anyone in the infirmary in quite a while. They said they were gonna seal themselves off.

>Lie to him to keep him calm. You've kept in contact with them, and they're still doing okay.
>Tell him that you haven't kept up with them, and that you're unaware of how they're doing.
>"I hope I don't have to speak to Dr. Magnusson."
>Write in a response.
>>
>>4258581
>>Lie to him to keep him calm. You've kept in contact with them, and they're still doing okay.
When did we last talk to Kleiner? I think it was before Eli escaped so yeah it's been a while.
>>
>>4258581
>"I hope I don't have to speak to Dr. Magnusson."
>>
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>>4258593
>>4258612
"Yeah, I've been keeping an eye on the infirmary. They're all still hunkered down." You explain, lying easily. "It's not a good situation to be in, considering what's outside there doors, but I'm working on a way of getting them out of there."

"Thank god for some peace in all of this." He responds. "I had a bad feeling. It's good to hear that they're okay."

"Although," You say with a heavy tone of sarcasm, "I've been trying to avoid speaking to Magnusson."

Vance chuckles, than says "I can't blame you. Stay safe out there Gabby, and tell Guttman and that other spy the same."

You reciprocate, saying "Good bye," as someone pulls him away from the call. The frequency goes dark, turning back to static and leaving you sitting there. Looking around, Marietta has clearly shuffled the civilian members of the group away from your call, having them search the room for ammo, batteries, or medical equipment. The only one still in your section of the small security building is Reilly, who is sprawled on a desk chair to let her injuries rest. She ponders for a minute, lost in thought.

Rather spontaneously, she starts talking, with a slight slur leftover of the rather large dose of Tramadol that is still leaving her system. “You know, I used to wonder why I didn’t have any friends as a kid, but now that I’m a spy…” she pauses for a moment, bobbing her head slightly as she thinks, “God damn are we all a bunch of manipulative bitches.”

>It’s all about how you manipulate people. You lied to Eli for his own safety.
>It’s all for the greater good. Sure, that logic is used to justify atrocities, but you're using it to prevent atrocities.
>It's not like you conned Eli for his credit card. Sure you've done that in the past... but that was a middle eastern dictator.
>You don’t really care.
>Write in a response.
>>
>>4258850
>It’s all about how you manipulate people. You lied to Eli for his own safety.
>>
>>4258850
>It’s all about how you manipulate people. You lied to Eli for his own safety.
>>
>>4258850
>It’s all about how you manipulate people. You lied to Eli for his own safety.

Getting to shoot alien guns is nice but then you have situations like this that make you wander if it's worth it
>>
>>4258850
>>It’s all about how you manipulate people. You lied to Eli for his own safety.
"His wife is dead and he's separated from his daughter. Telling him 'Oh you're co-workers and friends are probably dead' wouldn't have helped him any."
>>
>>4258873
>>4258934
>>4258945
>>4259127

"We're manipulative, but we're not all bad." You say. "What am I supposed to tell the man? His Wife just died, and he can't see his daughter. I can't just tell him all of his coworkers are probably dead, he'd just break down. I'm just trying to protect him."

"It's not just that. You've got him convinced the CIA cares about him." She responds.

"Well it's for his own safety. They'll throw him out or hurt him if he doesn't think he can trust them."

"Yeah, but people tend not to care." She says, nodding her head slightly, with a sullen half-frown below her mask. "And then they find out how the game works, and they never want to talk to us again."

You can't argue with that, regardless of intentions, people don't trust you after you manipulate to them the extent expected of you. "I guess, yeah." You respond. "Turning invisible and shooting alien weaponry is great, but then you have to lie to someone who trusts you or steal someone's private information. Makes you wonder if it's all worth it."

"We're like lawyers." Reilly responds.

"What?" You say, unsure of how she could have possibly made that connection.

"This girl I knew was learning to be a lawyer." She says. "She always talked about how great it would be to just go to trial and argue about the specifics of law. You know something crazy like ninety percent of cases never go to trial? It's all just paperwork. She spent all her time prepping witnesses, doing loads of paperwork, and figuring out how to stretch the truth."

She stops for a moment and gathers her thoughts while staring into a random corner of the room. Just as she's about to say something, Guttman interrupts her. "Hey, I found some medical supplies." He says as he holds up one of the strange medkits that black mesa seems to have lying around. "Pull up your sleeve."

As he administers further medical care to Reilly, Marietta tosses something to you. As you catch it, it pulls your arms down with it. It's a rather large, but surprisingly light battery that black mesa uses. Inside is some sort of blue, glowing fluid.

(74/100 health, and 30/50 armor power, and 14/50 cloak power)

>Charge your cloak. (+15 Cloak power.)
>Charge your PCV (+15 Armor power.)
>Save the battery for later.
>>
>>4259141
>Charge your cloak. (+15 Cloak power.)
>>
>>4259141
>Charge your cloak. (+15 Cloak power.)
>>
>>4259141
>Charge your cloak. (+15 Cloak power.)
>>
>>4259141
>>Charge your cloak. (+15 Cloak power.)
Yummy, Powerade!
>>
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We are done for today? Sleep well OP, it's been a long day...
>>
>>4259141
>Charge your cloak. (+15 Cloak power.)
We’ll probably be using the cloak much more than the PCV, what with using it in both combat and non-combat situations. It’s the most useful application.
>>
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>>4259145
>>4259151
>>4259158
>>4259170
>>4259779
(74/100 health, and 30/50 armor power, and 29/50 cloak power)
You plug the battery into your cloak, letting it charge surprisingly quickly. In only a few seconds, the battery is drained and all of the power enters your cloak.

Guttman's medical care is rather expedient as well. He simply removes a few vials of stange green liquid.

Reilly groggily asks, "What is that stuff?"

"They don't tell me." Guttman responds. "Don't worry, I'm a doctor."

He injects it into the wounded areas, and judging by the sound she makes, the medicine provides an instant relief even better than twice the recommended dose of painkillers.

In the distance, you can hear the helicopter returning to its old position. It would probably be a good idea to move out before the military starts investigating the fake call.

Looking out the window, there's a hill between you and the infirmary. The lobby to the hospital is built in to the rocky hill, so if you simply went over it, you'd probably avoid a large amount of marines at only a small cost of a slightly more arduous hike. The fatigue of walking uphill is nothing compared to the fatigue of being shot.

Then Dr. Guttman, with his goggles equipped, tackles you.

>He's probably got a good reason for it. Let him pull you to the ground.
>What the hell is he doing? Just try and stay upright. (3d6+2, stay up on a 14.)
>Reflexes kick in, punch him in the face. (3d6+2, hit on a 10, do 10 damage to Dr. Guttman. Damage ignores armor on a 16+)
>>
>>4259265
Thanks man. I should get more into the habit of telling you guys when I'm done for the day.
>>
>>4259808
>He's probably got a good reason for it. Let him pull you to the ground.
A CIA spy learning to trust again is a story arc I am 100% for.
>>
>>4259808
>He's probably got a good reason for it. Let him pull you to the ground.
>>
>>4259815
>>4259892

The mass of Dr. Guttman and his armor could easily pull you off balance, but you decide to let him pull you all the way to the ground. While he thumps onto the ground, taking the fall the best he can and well protected by his armor, you take care to deftly catch yourself. You're not looking for a second concussion.

Marietta reached for her pistol, but as she does, Guttman shouts "Away from the windows!" Marietta's eyes go wide, then she quickly moves Dr. Wythoff away from the window. Reilly complies as well, slipping off the office chair towards the ground, with surprising flexibility considering her injuries.

Get away from the windows, hit the deck. You don't need to be told that Guttman somehow detected a sniper, likely out on the hill you were looking at. Still, you're well trained. A laser dot or scope glint would've been spotted by the three CIA assassins with classified years of collective experience in the room well before a civilian neurologist.

>"You know Guttman, you could have just said "Hit the deck." and you wouldn't have to tackle me."
>"It's a sniper right? Where did you see it, and how?"
>"What the hell is out there, and why didn't we see it? Do the aliens have snipers now?"
>Put your optical goggles on, peak out, and try to spot the sniper yourself.
>Just take the goggles from Guttman, and try to take a look yourself.
>Write in any ideas or responses.
>>
>>4259808
Bow I feel dumb for not looting the marine bodies for battery packs in addition to PVC parts to replace some of our own damaged armor.

>>4259910
>"It's a sniper right? Where did you see it, and how?"
>Write in any ideas or responses.
Mirror fragments, a camera, something we could use to verify the location of the sniper so we can combat them. Go ask to borrow Guttman's goggles before going invisible and trying to spot the sniper.
>>
>>4259952

>Bow I feel dumb for not looting the marine bodies for battery packs in addition to PVC parts to replace some of our own damaged armor.
The marines didn't have any external power sources on them, and you can't just plug straight into their PCV. Also, your PCV is of a different model and fit to work with your suit and movement. It would take quite a lot of time and expertise to adapt parts from one to the other.
>>
>>4259968
Would Marietta know how to adapt the power sources?
>>
>>4259910
>>"You know Guttman, you could have just said "Hit the deck." and you wouldn't have to tackle me."
>Just take the goggles from Guttman, and try to take a look yourself.
>>
>>4259975
If you really wanted to you could, but it would take up to a few hours. Marietta's skill lies mainly in mechanics, so while we she would know enough about electronics to rewire a battery it would take a while and wouldn't be particularly elegant.
>>4260007
"You know Guttman, you could have just said "Hit the deck." You say, pulling yourself out from beneath him. "I would have gotten the point."

"Sorry, but we're not all secret agents here." He responds.

"So I'm assuming you spotted a sniper?" You say.

"Yeah." he responds. "Up on the hill."

"How? I didn't see anything."

"I had the goggles on." He says, pointing to his multi-spectrum optics. "They were in infrared mode and it spotted a dot on your chest."

They were aiming for center mass instead of the head, like most soldiers are trained. That or they decided to spend a part of their precious window of time to kill you to instead look at your breasts.

Either way, it's a soldier up there and not an alien, and most certainly not someone as professional as a covert operative. However it seems out of character for the HECU marines to be using infrared sights. You use those when you want to be covert, and the marines you've encountered have been loud.

It also means that he'll see you even with your cloak.

Not wanting to immediately jump to poking your head into the snipers sightlines, you scan the room, looking for anything you could use to look out. Feeling around, a small mirror is on the desk. You try looking through it, but it simply have the resolution to make anything out. Looking closely at the mirror with your optics simply reveals the blurriness of the mirror caused by he millions of tiny imperfections, rather than any unnoticed details.

"Alright, Guttman, give me your goggles."

He obliges, pulling them off of his head so you can swap yours out. At first, you scan the room, and do in fact find the small little dot that would come from an infrared sight.

Very carefully, you peak your head out of the window. Much of the ground outside is already incredibly hot, but still a human should stick out on the rocky hill.

>Look longer. If you can spot him, you can kill him. (3d6, pass on a 14. The sniper will also roll to see if he spots you. The sniper passes on a 12.)
>Pull back, you can't see anything, and its not worth risking your head.
>>
>>4260062
>Pull back, you can't see anything, and its not worth risking your head.
We don't even need to look.

Just hold the optics or googles out for a few seconds then reply what was recorded on the labtop.
>>
>>4260062
>>Look longer. If you can spot him, you can kill him. (3d6, pass on a 14. The sniper will also roll to see if he spots you. The sniper passes on a 12.)
The enemy track record has been excesively good but I don't want to miss our chance.
>>
>>4260062
>Pull back, you can't see anything, and its not worth risking your head.
If he's using thermals then maybe we can trick him. Sneak around out of line of sight and look for anything that can produce heat. Maybe we could use those as decoys long enough to confuse him and pull off a shot.
>>
>>4260074
>>4260079
>>4260095
Deciding not to risk it, you pull yourself back out of the sniper's firing line. You quickly pull back behind cover as the snipers dot traces towards where you just where. Whoever this sniper is, he's definitely not a regular old grunt with a long rifle. He's been given better equipment, and likely doesn't have a spotter, considering how visible spotters typically are.

You don't have an exact position, which takes sniping him out of the question. If he has an infrared laser and sight then he most likely is using a silencer as well.

At the moment, you have a few options. You know the general direction of the sniper. You could attempt to suppress him, and use the opportunity to move in closer. You all have submachine guns, and it's a common tactic. Still, you might not land any shots close enough to scare him into cover.

Then there's of course the option of blanketing the rockface with grenades. If it works, it'd deal with the problem quickly, but loudly, and probably take all of your grenades in the process. There is still a very suspicious helicopter not far away.

You could try just running to further cover. It would catch him by surprise, and if you're running fast enough, he might miss.

If you did want to get a better look, you could hold up the infrared sights. He could still shoot those goggles though, and you do need them for when you get to the anomalous materials labs. Without them, your task at ground zero is going to become a lot harder.

Finally, you could always think up some clever distraction. He's using thermals and is not a heat seaking target system so you'd need something not only hot but human shaped.

Or, you could have Guttman draw the snipers fire. You'd have to talk him into it, but it would be a very good distraction, and he is wearing armor that would be able to take a hit better than any of you.

(By default, the sniper hits on a 10.)

>Have the rest of the team suppress the sniper while you move out. (3d6, every point above a 10 reduces the snipers chance to hit by 1 while you move out. On a 16+, one of the shots hits the sniper.)
>Carpet the area in HEDP grenades. (Four players roll a 3d6. If any of the rolls is higher than a 15+, the sniper is neutralized. Will attract a lot of attention, and marietta will be out of HEDP grenades.)
>Have Guttman draw his fire. (The sniper will roll to see if it's bait, passing on a 14. If he fails, he shoots at Guttman, if he succeeds, he shoots at you. Gutman already has 85/100 health, and 32/100armor power.)
>Fortune favors the bold. Run out there. (The sniper will take a shot with a -2 to hit.)
>Write in a clever method of distracting the sniper.
>>
>>4260253
>>Have Guttman draw his fire. (The sniper will roll to see if it's bait, passing on a 14. If he fails, he shoots at Guttman, if he succeeds, he shoots at you. Gutman already has 85/100 health, and 32/100armor power.)
>>
>>4260253
>Write in a clever method of distracting the sniper.
Your standard helmet on a stick tactic. We'll as far as we can while getting a decent firing sight of the sniper. He'll hopefully go for the bait and shoot the helmet, which would hopefully buy us enough time to shoot him while he has to calibrate his shot to try and shoot Gabby, in addition to manually reload if it's some sort of bolt action sniper rifle.
>>
>>4260253
When I mean shoot him, I mean with the sniper we have. Roughly how far is he?
>>
>>4260324
We don't know where he is aside from a general direction, and given that he's got a thermal scope he's likely using something fancier than a bolt-action.
>>
>>4260342
We know he's on the hill, and we could probably spot him with the advanced thermal goggles. There's still the amount of time he's need to adjust and line up his shots between Guttman and Gabby. Perhaps we could look around some office water dispenser to dispense hot water and pour it inside the helmet to make it look like a head for a time?
>>
>>4260253
If we beat the sniper, would ther a chance we could run up there, cloak up while we strip him of his loot + armor, then decloak before running back into cover? Having another sniper rifle would be cool.
>>
>>4260324
>>4260360
You don't have any warm water. It's not a full on office, just a security checkpoint, and in the middle of the dessert. There's plenty of room temperature waterbottles.
>>4260410
Yeah, you'll be able to loot him.
>>
>>4260253
>>4260285
>>Have the rest of the team suppress the sniper while you move out. (3d6, every point above a 10 reduces the snipers chance to hit by 1 while you move out. On a 16+, one of the shots hits the sniper.)
Thinking it better, ammo is cheap but life isn't. Also pretty funny how everyone here gets stage fright every time there's trouble, which is most of the time.
>>
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>>4260285
>>4260456
>>4260324

You quickly and quietly pull the group together, keeping them out of the sniper's sight. All of them coordinate into a line, even Dr. Wythoff standing ready, shakily holding his submachine gun. They're all ducked behind doors and windows, and you stand behind a partially opened door. When you're sure they're all ready and watching you, you count down on your fingers one by one. When your index finger drops, all of the party members start firing, while you make a break out of the door.

Four players roll a 1d6, the top three rolls will be added into a 3d6.
>>
Rolled 1 (1d6)

>>4260514
>>
Rolled 2 (1d6)

>>4260514
>>
>>4260517
>>4260525
awe fuck
>>
Rolled 4 (1d6)

>>4260517
Excellent start
>>
Rolled 2 (1d6)

>>4260514
FATE FAVORS THE BOLD
>>
Well, let's hope Lazlo botches the roll. Who am I kidding, he never does.
>>
Rolled 5 (1d6)

>>4260514
>>
Rolled 5, 6, 1 = 12 (3d6)

>>4260517
>>4260525
>>4260530
>>4260535
I apologize in advance.
>>4260544
Sorry man, you rolled too late.
Bullets patter into the rocks, spraying wildly around with little precision. Confident, or perhaps arrogant in his position, cover, and armor, the sniper calmly lines up a shot as the sand and stone along the rockface is kicked up into the air by nine by nineteen rounds. Watching you, the white silhouette on a background that radiates a dull grey, he leads his target, and lets you run into it.

The sniper hits on a 10, and does 38 damage.

(74/100 health, and 30/50 armor power, and 29/50 cloak power)
>>
>>4260556
His ass is grass.
>>
>>4260556
This is bollocks. I have declared war on all dice. I propose we use bits of metal to change the odds of the eternal war in our favour.
>>
Current thread theme
https://youtu.be/gwJVaVwMrsE
>>
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>>4260556
(54/100 health, and 11/50 armor power, and 29/50 cloak power)
Okay, now that I think about it, I might consider lowering that damage.

You're running, uphill. The sniper is suppressed, all you need to do is reach the boulder. You're not trying to be silent when you run this time, each step is hitting the ground with a strong force, the energy going up your legs.

Then you hear a crack, and then a burning pain in your hip sears into the rest of your body. Your small but lightweight PCV hardens the best it can, and tries to take the brunt of the impact but the heavy, supersonic round still bores through. Still, the pain cuts down through your leg, and causes you to yelp in pain. The force of the shot, and sudden onset of pain causes you to nearly fall over, and you slid into your cover behind the bolder.

There's a hint of genuine fear in your eyes when you check your bloody leg, but the bullet only half penetrated, still stabbing into the muscle. Blood seeps around it, slowly leaving. A sigh of relief leaves your chest when you see this. It didn't hit an artery. If it had, you'd already be saying your goodbyes.

The CIA better give you one hell of a vacation when this is through.

You put aside your pain for a moment. You're an assassin, you've been shot before, hell, you've been tortured before. You are going to deal with this sniper like the assassin you are.

The angle you are to the rock-face would be far more awkward to take a shot from. You could use that to your advantage, and abuse the time he'd need to adjust his rifle to spot him. Now that you're closer, your goggles will give better resolution.

You could also possibly get a flashbang close enough to blind him, or a grenade close enough to really throw him off.

Finally, there are paths around the cliff face that could let the drop on the enemy. However, any lone sniper trusted with the equipment he's carrying would be smart enough to set off some traps near the routes he fears could be used to flank him. Still, you've dealt with plenty of occupational hazards in your line of work.

(Now that you're in cover, the sniper shots hit on a 12.)

>Fire your last HEDP grenade in the general direction of the sniper from you SMG grenade. (3d6+2, hurts the sniper on a 15+, distracts him on a 12+ -1/1 HEDP grenades.)
>Throw a flash bang in the general direction of the sniper. (3d6, Blinds the sniper on a 12+. -1/3 flash bangs. )
>Try and spot the sniper again. (3d6, the sniper sees you on a 14, you see him on a 12.)
>Try and sneak around the side of the mountain. Be careful, a clever sniper may have set up traps around the area. (3d6+2, pass on a 14. You will have an opportunity to get to cover and avoid getting shot at if you fail the roll.)
>Write in any clever ideas.
>>
>>4260664
>Throw a flash bang in the general direction of the sniper. (3d6, Blinds the sniper on a 12+. -1/3 flash bangs. )
>>
>>4260664
>>Throw a flash bang in the general direction of the sniper. (3d6, Blinds the sniper on a 12+. -1/3 flash bangs. )
>>
>>4260639
Personally, I've been listening to the sniper elite soundtrack while I write.
>>
https://en.wikipedia.org/wiki/Counter-sniper_tactics
Just thought I should share this. Basically it says that the best way to beat a sniper is with flanking attacks, artillery or another sniper, two of which we don’t have.
We may, however, have flanking attacks.
How are our psychic abilities right now? Good enough to call for vortigaunt-based assistance?
>>
>>4260664
>Use a reflective object to reflect light in the sniper's direction, in order to relay a message to the sniper in Morse Code - some kind of message that could potentially cause him to let his guard down, or trick him into thinking you're on the same side...
>>
>>4260706
1.) He shot us
2.) He might not know morse cose
3.) He wouldn't have much of a reason to consider the message
4.) If we're on the same side we'd use the radio

>>4260664
We're going to the hospital after this right?
>>
>>4260757
He shot at targets wearing clearly military-grade gear.
He's a military sniper. He knows morse code.
He would if the message's contents were good enough to consider.
Radios are unreliable in this engagement, and for all he knows this could be a special-operations team.
>>
>>4260763
What about the part where people fired a hail of 9x19 bullet in his general direction and the agent that tried running towards his general direction?
>>
>>4260704
>How are our psychic abilities right now? Good enough to call for vortigaunt-based assistance?
You could call for something right now. You don't have any way to encrypt or even simply direct a message sent by your mind. There's definitely things out there, you don't know what, but they'll probably respond and almost certainly change the fight.
>Basically it says that the best way to beat a sniper is with flanking attacks, artillery or another sniper, two of which we don’t have.
You do have your own rifle. Granted, while it's probably more deadly than his, it's got a lower rate of fire, and you are at a height disadvantage.
>>4260706
This could work, he's a marine and friendly fire does happen in the heat of combat. The sight on your anti-material rifle would reflect light. Of course, you'd need to have a lot of charisma to convince the sniper to just stand down, especially after firing suppressing fire at him, but simply recognizing a message in Morse code would throw him off, if only because of how strange it is.

I'm gonna throw these options down here as extra, to provide rules to these guys suggestions, and give some time in case anyone wants to support them. If not, then as always majority rules, and the vote goes to >>4260676 and >>4260681
>Try to communicate with the sniper using morse code and the glint of your rifle scope. (Roll 3d6+2, confuse him on a 10, buying you a few seconds to act. On a 17+, he'll stand down.)
>Send a message beyond the migraine, where the alien communications lurk. (Roll 3d6+3, above an 11, something will hear you.)
>>
>>4260789
>Send a message beyond the migraine, where the alien communications lurk. (Roll 3d6+3, above an 11, something will hear you.)
interesting
>>
>>4260789
>>Try to communicate with the sniper using morse code and the glint of your rifle scope. (Roll 3d6+2, confuse him on a 10, buying you a few seconds to act. On a 17+, he'll stand down.)
I like this one, and Charisma is kind of our forte
>>
>>4260789
>Send a message beyond the migraine, where the alien communications lurk
MYSTERY BOX!
>>
>>4260789
>>4260789
>Send a message beyond the migraine, where the alien communications lurk
>>
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Rolled 3 (1d3)

>>4260704
>>4260706
>>4260795
>>4260816
>>4260822
>>4260867


From behind the rock, you take a second to get yourself into a position where you're comfortable, in cover, and confident you won't concuss yourself if you have another seizure. From there, you close your eyes and focus on your thoughts, looking out into the migraine, you track it, looking for a breach in its security. As you do this, you prepare what you want to say, knowing that beyond it lies an entire alien network that you will be shouting into.

Four players roll a 1d6. The top three rolls will be added into a 3d6+3. If the total exceeds an 11, something will hear you.
>>
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Rolled 6 (1d6)

>>4260873
'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO 'ERE WE GO BOYZ
>>
Rolled 5 (1d6)

>>4260873
Here goes nothing
>>
Rolled 3 (1d6)

>>4260873
We already did it, but let's see if we can do it BETTER!
>>
>ME ARE HERE TO SAVE GABBYHEIMER!
>>
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Rolled 2 (1d6)

>>4260879
>>4260886
>>4260902
HEEEREEE IIIITTTT COOOOOOOOMMMMEEESSSS!!!!!!!!!!!!!!

>>4260873
It has been 45 minutes. Did you mean 45 minutes since the call to make rolls, or 45 minutes since the last roll?
>>
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>>4260879
>>4260886
>>4260902
>>4261004
I'm gonna say 45 minutes since the call.
In a moment of desperation, you hoped something helpful would be waiting on the other side of the migraine. He put a bullet in your leg, and in these strange times you thought you might be able to use the odd symptoms that manifested in you to help you deal with him.

You deftly track the migraine, quickly finding a breach that you quietly squeeze through, pushing through the migraines sharp pain. Now out in the dark inky black space that surrounds your mind, you're free to shout your message.

As you're about to call for help, hoping one of the vortigaunts you heard earlier hears, you stop. That thing you felt earlier while you were breaking into the water-treatment facility, you feel it again. This time, outside of the migraine, it watches you more easily.

In a vast empty blackness, you see entities you can barely make out. It's as if they're swimming around you, observing you. They start coming towards you, and you shout out your message. The sniper, the need for help, or a distraction, or flanking. It doesn't change anything, they're still coming towards you.

You consider whether or not you should leave, stay, or even approach it. Before you can make a decision you hear distant alarms, and a searing pain in your head pulls you back away.

Back in the New Mexico dessert, just beyond the rock you're using as cover, flashes of green electricity fill the air, and a loud crackling sound tears through the area. As the energy dissipates, you see a Xen Controller surrounded by strange, orange alien energy, and a group of vortigaunts.

This is the alien intelligence team you saw in the videos, or at least one of them. You have no doubt in your mind.

The sniper is most certainly distracted.

>Now's your chance, run around the hill and get out of the snipers sight.
>Stay and fight. You originally wanted to kill the sniper, but this changes things.
>>
>>4261031
That's gonna be my last post of the night. Goodnight guys.
>>
>>4261031
>Stay and fight. You originally wanted to kill the sniper, but this changes things.
Turn on cloak and stay hidden. Get the concussion grenades ready and make sure the SMG is loaded with rubber bullets. Can we whip out the SMG and "Take aim" at it?
>>
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>>4261031
>>Now's your chance, run around the hill and get out of the snipers sight.
>>4261033
Goodnight. *smooch*
>>
>>4261048
Scratch that. I forgot that cloaks are useless.
>>
>>4261031
>Stay and fight. You originally wanted to kill the sniper, but this changes things.
>>
>>4261031
>>Stay and fight. You originally wanted to kill the sniper, but this changes things.
we can kill 2 birds with 1 stone if we kill the controler and free the vortigaunts
>>
>>4261031
>Stay and fight. You originally wanted to kill the sniper, but this changes things.
>>
>>4261031
>Now's your chance, run around the hill and get out of the snipers sight.
The entire reason we called them was to create an opportunity to flank the sniper. Besides, if we fight them then we’ll be in danger from both them and the sniper.
>>
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Rolled 1 (1d2)

>>4261204
I'm assuming you're changing your vote to "use your chance, run around the hill." Is that right?
>>4261697
I'm gonna start getting into the habit of calling votes before I write. I only have myself to blame for the fact that I wrote an entire update before another vote was put in and it became a tie.
>>4261094
Vortigaunts are the best, especially in virtual reality.
>>4261048
>>4261094
>>4261204
>>4261356
>>4261513
>>4261639
>>4261697
Tie-breaker roll, 1 for stay and fight, 2 for getting around the hill to flank. I'll put the update up in an hour if all goes well, and if anyone wants to put a last vote up to break the tie, then I'll ignore this roll.
>>
>>4261715
FOIGHT
>>
>>4261048
>>4261094
>>4261204
>>4261356
>>4261513
>>4261639
>>4261724

This may have been a mistake. Originally you just had to deal with a sniper, but now more inter-dimensional creatures have come to earth, and they're looking for you. Sill, you have to roll with the punches and fix it.

Quickly, you pull your submachine gun as the creatures just stare at you. The orange energy is rapidly building between them, arcing from them to the xen controller in the center. The five vortigaunts make the strange motions of charging their energy bolts, but this time rather than the green lighting arcing from the ground, they charge balls of a strange orange color.

Through your goggles, you see an infrared dot line up over the Xen controller's large head. The dot recoils, and over the near deafening sound of static is the cracking sound of a bullet breaking the sound barrier.

The xen controller either doesn't notice, or doesn't care. The bullet doesn't even seem to reach him. Perhaps the sniper missed, but it did seem like a solid bead, especially on a distracted target.

That blaring scream like alarm from the migraine is filling your head once again.

(cont.)
>>
>>4261762
(cont.)
(Because of the bright desert sun and the open area around you, you will have a -3 to all stealth checks. )
(54/100 health, and 11/50 armor power, and 29/50 cloak power)

>Load rubber bullets into your sub-machine gun.

>Throw a grenade at the group.(Specify between Frags(1), damage or wounds, concussion(2), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)
>Fire an HEDP grenade at the enemies. (All vortigaunts will have to roll to avoid, killing below an 11, avoiding all damage above a 14.)
>Fire at the xen controller, maybe you'll have more luck.
>Fire at the first vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+114 ammo.)
>Kick the first vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, all vortigaunts will try to slash you.)
>Fire at the second vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+114 ammo.)
>Kick the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, all vortigaunts will try to slash you.)
>Fire at the third vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+114 ammo.)
>Kick the third vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, all vortigaunts will try to slash you.)
>Fire at the fourth vortigaunt. (Kills on a 10, every point over a 5 reduces threshold. -10/50+114 ammo.)
>Kick the fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, all vortigaunts will try to slash you.)
>Fire at the fifth vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+114 ammo.)
>Kick the fifth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, all vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)

>Reposition quickly, and away from sight.(3d6-1. Above a twelve, enemies lose sight of you. Avoids all incoming AOE attacks regardless of roll, including those being cooked by an enemy this turn. )
>Attempt to spot the sniper. (Roll 3d6, pass on a 12.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unweildy while close and very loud.)
>>
>>4261763
>Flashbang
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)

>Reposition quickly, and away from sight.(3d6-1. Above a twelve, enemies lose sight of you. Avoids all incoming AOE attacks regardless of roll, including those being cooked by an enemy this turn. )
>>
>>4261763
>Throw a grenade at the group. (Concussion)
>Duck in cover. (+2 defense from any attacks rolled this turn.)
>>
>>4261763
These are vorts we want at least one capture of.
The controller seems to handle the teleporting. He needs eliminating now before rubber is used. Maybe the sniper rifle at close range will work. That or shotgun buckshot.
>>
>>4261763
>Throw a grenade at the group. (Concussion)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>>
>>4261841
Blinding them with the Flashbang and letting the Sniper distract him while we retreat to bring the sniper rifle to bear would be a good idea. It would buy us time to look for the sniper before shooting him, then the Xen Controller, or we let the Zen controller kill the sniper before we kill the Controller.
>>
Rolled 2, 1, 5, 5, 5, 4, 1, 5, 6, 3, 1, 1, 2, 1, 4 = 46 (15d6)

>>4261765
>>4261769
>>4261841
>>4261847
>>4261863
For future reference, by "attacks this turn," I mean if an enemy rolls to attack in the update the option is given, ducking will retroactively increase its threshold.

Thinking quickly, you pull the concussion grenade from your belt, clicking the small button in your glove as you do. As you fizzle into invisibility, you flick the pin from the grenade away and release the lever. After counting down, you flick the grenade away, towards the group of aliens.

Less than or equal to an 11, the vortigaunts fall unconscious, less than or equal to a 14, the vortigaunts are knocked totally unconscious.
>>
>>4261899
Two unconscious. Not bad. Still gotta do something about the Xen Controller and the Sniper, but at least the Xen will have a harder time hitting us. Except for the AoE that's gonna be an issue.
>>
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Rolled 1, 6, 1 = 8 (3d6)

>>4261917
Less than or equal to, so three unconscious.
>>4261899
>Out
>Stunned
>Stunned
>Out
>Out

The vortigaunts, focused on their strange act of alien energy manipulation barely even notice the small explosive device as it flies into the center of their group. When the grenade bursts with a loud bang many of the strangely proportioned beings are fully knocked off of their feet, and the ones that aren't are knocked around, losing their balance as though they had just been punched in the chest.

The first, fourth, and fifth vortigaunts are unconscious. The second and third are stunned, and cannot perform any actions this turn.

The infrared dot, deciding not to bother anymore with the creature in the center, moves to one of the stunned vortigaunts.

The sniper hits on a 10.

The xen controller releases a seething high pitched cry as it floats above the ground. For a moment, you expect it to attack. Instead, it simply performs one of its strange motions, and some of that orange energy grows dimmer, to the point of being hard to see under the desert sun.

From that pinhole you felt at the edge of the migraine, the one that flood of data couldn't numb in that strange dream you had, and the same one you've been using to escape the migraine, you feel another presence. Something is trying to enter your head.

(cont.)
>>
>>4261970
(cont.)
Ignore that bit of greentext, I didn't mean to include it, it's just the vortigaunts status, I was using it while writing.

>Load rubber bullets into your sub-machine gun.

>Fire at the xen controller. (3d6+2, kill on a 20. Every point above a five reduces the next threshold by 2. Above a 12, the xen controller loses focus temporarily. -10/50+114 ammo.)
>Focus, and get it out of your head, whatever it is. (The xen controller will roll a 3d6+5, you will roll a 3d6+3. If you are at least three points below the xen controller’s roll, you will succed.
>Time to take a big risk, fire a grenade at it. (3d6+2, kill on a 15.)

>Throw a grenade at the vortigaunts.(Specify between Frags(1), damage or wounds, concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire an HEDP grenade at the vortigaunts. (All vortigaunts will have to roll to avoid, killing below an 11, avoiding all damage above a 14.)

>Fire at the first vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+114 ammo.)
>Kick the first vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)
>Fire at the second vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+114 ammo.)
>Kick the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the third vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+114 ammo.)
>Kick the third vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the fourth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+114 ammo.)
>Kick the fourth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)
>Fire at the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+114 ammo.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)

>Reposition quickly, and away from sight.(3d6-1. Above a twelve, enemies lose sight of you. Avoids all incoming AOE attacks regardless of roll, including those being cooked by an enemy this turn. )
>Attempt to spot the sniper. (Roll 3d6, pass on a 12.)

>Line up your weapon. (3d6+2, Every point above an 11 gives a +2 to your next shot. -2 defense. If you are covert, rolling below a 13 will reveal you.)
(cont.)
>>
>>4261975
(cont.)
(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unweildy while close and very loud.)
>>
>>4261975
>Fire at the xen controller. (3d6+2, kill on a 20. Every point above a five reduces the next threshold by 2. Above a 12, the xen controller loses focus temporarily. -10/50+114 ammo.)

>Fire at the xen controller. (3d6+2, kill on a 20. Every point above a five reduces the next threshold by 2. Above a 12, the xen controller loses focus temporarily. -10/50+114 ammo.)
>>
>>4261975
>>Focus, and get it out of your head, whatever it is. (The xen controller will roll a 3d6+5, you will roll a 3d6+3. If you are at least three points below the xen controller’s roll, you will succed.
>>
>>4261975
Switching to
>Focus, and get it out of your head, whatever it is. (The xen controller will roll a 3d6+5, you will roll a 3d6+3. If you are at least three points below the xen controller’s roll, you will succed.
>Rifle(Powerful, but unweildy while close and very loud.)
He's just going to keep shooting at the vortigaunts if we dont do something about it.
>>
>>4261977
>Attempt to spot the sniper. (Roll 3d6, pass on a 12.)
Could this be done while trying to mentally fend of the xen controller and swapping guns?
>>
>>4262001
>Could this be done while trying to mentally fend of the xen controller and swapping guns?
You can swap guns without taking up part of your focus, but you'd have to actively focus on spotting the sniper, making it nearly impossible to pay attention to the xen controller.
>>
Rolled 3, 5, 1 + 5 = 14 (3d6 + 5)

>>4261982
>>4261983
>>4261997
Ducking back behind cover, you return to focusing on the migraine. You stalk the creature as it tries to enter your mind, watching for an opportunity to kick it back out of your head.

Four players roll a 1d6. The top three rolls will be added into a 3d6+3. If your roll is greater than the above roll minus three points, then you succeed.
>>
Rolled 3 (1d6)

>>4262015
I guess we focus on the Xen then. Could we call Marietta to throw in a distraction at the sniper before ducking out?

>>4262092
rooooolllll
>>
Rolled 3 (1d6)

>>4262092
>>
Rolled 2 (1d6)

>>4262092
>If your roll is greater than the above roll minus three points
So greater than 11? Or 17?

I think this is just a wasted action, we're not going to do it.
>>
>>4262098
We already did.
>>
>>4262100
Whoops, you're right. Read that as having to be three higher than its roll, which would have been very hard.
>>
Rolled 1, 4, 3, 1, 6, 1 = 16 (6d6)

>>4262096
The sniper is already mainly focused on the aliens at the moment.
>>4262096
>>4262097
>>4262098

(54/100 health, and 11/50 armor power, and 29/50 cloak power)

Focusing on the being inside of your head, you quickly shut off the pinhole in your mind, working with the migraine for a second to cut off the tendril from your mind. For a millisecond, to short to really process, your entire mind goes blank. When you return, the creature has left your mind.

The Xen controller screeches again, realizing he missed his first opportunity. Stripped of his power source, the controller uses the last of the orange energy surrounding him, blasting it into the three unconscious vortigaunts.

The first three d6 is for the first, fourth and fifth vortigaunts respectively. On a 4+, the vortigaunt wakes.

The two still standing vortigaunts ready to cover their master, charging up blinding bolts of lightning as it arcs from the ground.

The sniper takes aim once again, firing off another shot at the firs vortigaunt.

The second half of the above roll is for the sniper, who hits on a 10.

(cont.)
>>
>>4262165
(cont.)
>Load rubber bullets into your sub-machine gun.

>Fire at the xen controller. (3d6+2, kill on a 20. Every point above a five reduces the next threshold by 2. Above a 12, the xen controller loses focus temporarily. -10/50+114 ammo.)
>Time to take a big risk, fire a grenade at it. (3d6+2, kill on a 15.)

>Throw a grenade at the vortigaunts.(Specify between Frags(1), damage or wounds, concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire an HEDP grenade at the vortigaunts. (All vortigaunts will have to roll to avoid, killing below an 11, avoiding all damage above a 14.)

>Fire at the first vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+114 ammo.)
>Kick the first vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)
>Fire at the second vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+114 ammo.)
>Kick the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the third vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+114 ammo.)
>Kick the third vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the fourth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+114 ammo.)
>Kick the fourth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)
>Fire at the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+114 ammo.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)

>Reposition quickly, and away from sight.(3d6-1. Above a twelve, enemies lose sight of you. Avoids all incoming AOE attacks regardless of roll, including those being cooked by an enemy this turn. )
>Attempt to spot the sniper. (Roll 3d6, pass on a 12.)

>Line up your weapon. (3d6+2, Every point above an 11 gives a +2 to your next shot. -2 defense. If you are covert, rolling below a 13 will reveal you.)
(cont.)
>>
>>4262170
(cont.)
(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unweildy while close and very loud.)
>>
>>4262170
>Fire at the xen controller. (3d6+2, kill on a 20. Every point above a five reduces the next threshold by 2. Above a 12, the xen controller loses focus temporarily. -10/50+114 ammo.)
Brrrt
>>
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>>4262172
>Rifle(Powerful, but unweildy while close and very loud.)
>Attempt to spot the sniper. (Roll 3d6, pass on a 12.)
HE'S TRYING TO KILL THHE VORTS REEEEEEEEEEEE
>>
>>4262172
>Fire at the xen controller. (3d6+2, kill on a 20. Every point above a five reduces the next threshold by 2. Above a 12, the xen controller loses focus temporarily. -10/50+114 ammo.)
Where's the chopper? One would think he might have noticed all the commotion.
>>
But fellas. The Vorts.
>>
>>4262193
It's fine, his aim is lousy so long as he's not shooting at us.
>>
>>4262170
>>Fire at the xen controller. (3d6+2, kill on a 20. Every point above a five reduces the next threshold by 2. Above a 12, the xen controller loses focus temporarily. -10/50+114 ammo.)
>>
>>4262202
But he has a decent chance of shooting the Vorts with that "the sniper hats on a 10" part. The Vorts are getting lucky, but that's not going to hold out.
>>
>>4262175
>>4262176
>>4262182
I am not going to bring it in, just for the sake of keeping this encounter from getting too complex.
>>4262219
(54/100 health, and 11/50 armor power, and 23/50 cloak power)

As one of the Vortigaunts is awoken by it's masters energy, you gladly use your opportunity to punish the creature, firing off multiple short bursts of nine millimeter rounds towards the Xen Controller.

Four players roll a 1d6. The top three rolls will be added into 3d6+2.
>>
Rolled 6 (1d6)

>>4262275
Now it'd be a good time to throw 6
>>
Rolled 2 (1d6)

>>4262275
Sniper plz
>>
Rolled 5 (1d6)

>>4262275
Snipin’s a good job, mate.
>>
Rolled 3 (1d6)

>>4262275
>>
Rolled 4, 3, 6, 2, 3, 6 = 24 (6d6)

>>4262279
>>4262294
>>4262315
>>4262320
Your bullets pummel the alien, pattering against its body even as they’re slowed down by the orange energy. With reduced velocity, many of them still just barely penetrate, reducing the effect on the next coming bullets.

Seeing this, the sniper’s dot trails towards the large creature's head, hoping to cut out his piece of the kill.

The alien creature pulls from its minions once again, and the orange glow visibly radiates once more. Again, the sniper’s dot recoils, but the round fails to penetrate.

Somehow, it’s pulling energy from the vortigaunts, mostly it seems the recently awoken one, who has materialised an orange orb in his hands as his brothers finish with their electric shots.

Hoping to punish you back and save their master, the two vortigaunts fire off their electric shots towards you. They both hit on a 12.

(cont.)
>>
>>4262356
(cont.)
>Load rubber bullets into your submachine gun.

>Fire at the xen controller, maybe you’ll be more lucky than the sniper.

>Throw a grenade at the vortigaunts.(Specify between Frags(1), damage or wounds, concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire an HEDP grenade at the vortigaunts. (All vortigaunts will have to roll to avoid, killing below an 11, avoiding all damage above a 14.)

>Fire at the first vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+104 ammo.)
>Kick the first vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)
>Fire at the second vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+104 ammo.)
>Kick the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the third vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+104 ammo.)
>Kick the third vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the fourth vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+104 ammo.)
>Kick the fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+104 ammo.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)

>Reposition quickly, and away from sight.(3d6-1. Above a twelve, enemies lose sight of you. Avoids all incoming AOE attacks regardless of roll, including those being cooked by an enemy this turn. )
>Attempt to spot the sniper. (Roll 3d6, pass on a 12.)

>Line up your weapon. (3d6+2, Every point above an 11 gives a +2 to your next shot. -2 defense. If you are covert, rolling below a 13 will reveal you.)
(cont.)
>>
(cont.)
(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>>
>>4262357
>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Attempt to spot the sniper. (Roll 3d6, pass on a 12.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>>
>>4262378
+1, if it's not too much
>>
>>4262378
>>4262381
You won't be able to duck while looking for the sniper, as that would involve actively leaving cover, but you could do the other things.
>>
>>4262388
I'm fine with declining on the duck in cover action.
>>
>>4262378
>>4262381
>>4262392
(50/100 health, and 5/50 armor power, and 20/50 cloak power)
You had caused this because you had hoped it would help to deal with the sniper, so you need to deal with him before the aliens are dead, otherwise all of this is for nothing. Peaking over your cover, you pull your rifle as you search for the sniper.

Four players roll a 1d6. The top three rolls will be added into a 3d6+2.
>>
Rolled 6 (1d6)

>>4262443
>>
Rolled 4 (1d6)

>>4262443
Ah god dammit
>>
Rolled 4 (1d6)

>>4262443
>>
Rolled 2 (1d6)

>>4262443
>>
Rolled 5, 5, 6, 6, 2 = 24 (5d6)

>>4262447
>>4262449
>>4262457
>>4262459

(50/100 health, and 5/50 armor power, and 17/50 cloak power)

As you scan the horizon, you begin to notice something, a small section of rock that, despite being in the sun, is darker than it's surrounding the area. You keep an eye on the spot, with a thought in your head. You've heard of experiments being put into thermal opague substances in warfare, but haven't seen anything. You pull the goggles up, and instead decide to watch through the vision of your sniper scope. Soon enough, you see the rock surface itself almost shift, like fabric.

He's under there, covered by some form of thermal cloak. You've got him.

The sniper lines up another shot on the second vortigaunt, and you can just barely make out his barrel moving in the shadows. You see it shift slightly, as he sends another shot flying.

The sniper hits on a 10, rolled in the first three d6 rolls.

Once again, the xen controller attempts to revive more of it’s vortal slaves.

The last two d6 rolls are the first and fifth vortigaunts respectively. On a 4+, the vortigaunts will wake up.
(cont.)
>>
Rolled 3, 1, 3, 5, 1 = 13 (5d6)

(cont)
(Due to current positioning, you have a -1 on shots against the aliens, and a -2 against the sniper. )

>Fire at the sniper. (3d6, kill on a 12. -1/1+8 ammo.)
>Throw a grenade at the sniper.(Specify between Frags(1), damage or wounds, concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, he will have to roll to avoid, taking the major effects below an 13, taking lesser effects below a 15. Avoiding grenades always cancels certain actions.)


>Fire at the xen controller, maybe you’ll be more lucky than the sniper.

>Throw a grenade at the vortigaunts.(Specify between Frags(1), damage or wounds, concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire an HEDP grenade at the vortigaunts. (All vortigaunts will have to roll to avoid, killing below an 11, avoiding all damage above a 14.)

>Fire at the first vortigaunt. (Unconscious enemies are a guaranteed kill. -1/1+8 Ammo.)
>Kick the first vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)
>Fire at the second vortigaunt. (3d6+1Kills on a 12. -1/1+8 Ammo.)
>Kick the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the third vortigaunt. (3d6+1Kills on a 12. -1/1+8 Ammo.)
>Kick the third vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the fourth vortigaunt. (3d6+1Kills on a 12. -1/1+8 Ammo.)
>Kick the fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Fire at the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. -1/1+8 Ammo.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)

>Reposition quickly, and away from sight.(3d6-1. Above a twelve, enemies lose sight of you. Avoids all incoming AOE attacks regardless of roll, including those being cooked by an enemy this turn. If you are not hit by an enemy this turn, it will reset positioning debuffs.)

>Line up your weapon. (3d6+2, Every point above an 11 gives a +2 to your next shot. -2 defense. If you are covert, rolling below a 13 will reveal you.)
(cont.)
>>
>>4262528
(cont.)
(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>>
>>4262528
>Throw a grenade at the vortigaunts.(concussion)
Can we reposition right after?
>>
>>4262528
>Fire at the sniper. (3d6, kill on a 12. -1/1+8 ammo.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)
>>
>>4262538
Isnt the Xen controller just going to keep reviving them? The Controller itself seems resistant against concussive grenades like the last time we threw one.
>>
>>4262554
Yes but we should have a narrow window of opportunity to kill it before that. Of course, that would leave us with the sniper but I'm hoping he lands a hit on the Controller. I think this works like Nihilant's battle in the game except in this case, the Vortigaunts work as crystals, protecting the boss.
>>
>>4262562
Sure, that could work, but maybe after we deal with the sniper. After the sniper is dealt with we can spam concussion grenades, because if we use them too early we'll run out if then later on.
>>
>>4262562
>Once again, the xen controller attempts to revive more of it’s vortal slaves.
Theres also the fact that it can or at least is trying to resurrect the dead and dying Vorts. However the sniper is making that difficult. If we cuncuss the Vorts then the sniper will have an easier time picking off the vortigaunt before moving on to shooting at us or the controller. If all the Vorts are dead then we'd be stuck with the sniper still and the Zen controller as it's forced to deal with the both of us. If the controller dies before the sniper then theres no chance of reviving the vortigaunts.
Besides. The Controller's threshold is already at 14. He's soft enough to take down in a round or two, so why not the sniper?
>>
>>4262528
Wait a second. What's the difficulty for throwing a frag grenade at the sniper? I'm assuming he's prone, and if he had to move he'd probably need to move? What about firing the HEDP grenade at him?
>>
>>4262573
Again, I'm expecting the Sniper to aim for the aliens like he's been doing so far. He did try to shoot the controller twice but it was protected. It's easy to deduce that once every Vort is dealt with the sniper will aim for the controller, and then we will aim for the sniper. The controller hasn't attacked in any other way besides mentally so I think the Vorts should be our priority.
>>
>>4262590
But there's no absolute certainty it's going to try to revive them after we deal with the sniper then the controller itself. For all we know it could try escaping or fighting us until we kill it. That would just leave us with a bunch of dead vortigants.
>>
>>4262528
>Fire at the sniper. (3d6, kill on a 12. -1/1+8 ammo.)
This will, if nothing else, suppress him even if we miss.
So call out for our team to move up and focus fire on the Controller as we do this.
>>
File: Spoiler Image (177 KB, 402x505)
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Hey guys, I'm just letting you know that there's not gonna be anymore updates until tomorrow if all is good then.
>>
>>4262720
lazlo what the FUCK is that image
>>
>>4262739
It's half life: Barney.
>>
>>4262962
half life: barneycal
>>
>>4263409
This guy gets it.
>>4262538
>>4262546
>>4262670
You place you heavy anti-material rifle on the rock, finding a good spot to rest the metal bipod. From here, you line up the black spot of infrareds within your scope sight.

Before you pull the trigger, you pull your radio telling the group, "Prepare to move up."

Four players roll a 1d6, the top three will be added into a 3d6.
>>
Rolled 4 (1d6)

>>4263601
Fingers crossed
>>
Rolled 1 (1d6)

>>4263601
>>
Rolled 6 (1d6)

>>4263601
>>
Oh my god I was worried there. Now we just need one more guy to roll a 2 or greater and the sniper is as good as dead. Although, now I'm worried about that 16.67% chance for failure.
>>
Rolled 1 (1d6)

>>4263601
>>4263640
Check my 1
>>
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>>4263645
...God dammit
>>
Awe fuck it. Let's just throw grenades at him until he dies. If he rolls under a 13 a drag grenade will probably cripple him, while a 15 would relatively injured him.
>Throw a grenade at the sniper.(Specify between Frags(1), damage or wounds, concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, he will have to roll to avoid, taking the major effects below an 13, taking lesser effects below a 15. Avoiding grenades always cancels certain actions.)
>>
>>4263613
>>4263619
>>4263635
>>4263645
That was downright impressive lore-dumpanon.

Your scope is perfectly lined up on the sniper as you depress the trigger. Your gun is balanced against the rock, holding on the black spot. When the trigger passes the point of no return, and the thunderous boom of your rifle fills the air, you're sure he's dead.

When you look through the scope, there's a hole in his cloak, and the sniper is moving. You missed him by inches, but you certainly scared the shit out of him.

The xen controller simply performs some form of strange, alien hand movements.

>Reload your rifle. (Will reopen shooting options.)

>Throw a grenade at the sniper.(Specify between Frags(1), damage or wounds, concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, he will have to roll to avoid, taking the major effects below an 13, taking lesser effects below a 15. Avoiding grenades always cancels certain actions.)

>Throw a grenade at the vortigaunts.(Specify between Frags(1), damage or wounds, concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Kick the first vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Kick the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Kick the third vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Kick the fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>>
>>4263653
Is Marietta within range to shoot the controller?

>Throw a grenade at the sniper.(Specify between Frags(1), damage or wounds, concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, he will have to roll to avoid, taking the major effects below an 13, taking lesser effects below a 15. Avoiding grenades always cancels certain actions.)
Frag. Fuck em. Attack of opportunity you cant move now.

If we cant Duck into Cover after lobbing a grenade then pop smokes.
>>
>>4263653
>Throw a grenade at the sniper (Frag)
>Duck in cover
>>
>>4263676
Support
>>
Rolled 2, 6, 5 = 13 (3d6)

>>4263656
>>4263676
>>4263678
I apologize for not keeping consistent track of your health/power stats.
(50/100 health, and 5/50 armor power, and 11/50 cloak power)
Pulling your last fragmentation grenade off of your belt, you flick the pin away in one quick motion, timing the release of the lever, and tossing it from behind your cover. It won't be easy for the sniper to quickly pack up and move from his entrenched position.

As you do, Marietta and Guttman use their opportunity to join into the fighting. They run in while the sniper is still spooked by your near grazing shot with a bullet large enough to remove his head.
(cont.)
>>
>>4263705

The sniper only notices the frag grenade at the last possible moment. Knowing he may have barely enough time to escape, he begins to run, his heavy rifle in hand, but the grenade bursts slamming shrapnel into his back and neck. The chunks of metal knock him down to the ground, leaving him up there to bleed.

As they move in closer, seeing the sniper drop up on the hill, Marietta and Guttman both take shots with their MP5s at the Xen controller, which seem to slow to a halt before they can reach the large headed creature.

As the alien finishes his strange, ritualistic movements, you feel the otherbeing in your head once more. Through that small null point in your mind is something worming its way in.
(cont.)
>>
>>4263714
(cont.)
>Focus, and get it out of your head, whatever it is. (The xen controller will roll a 3d6+5, you will roll a 3d6+3. If you are at least three points below the xen controller’s roll, you will succed.

>Fire at the xen controller, maybe you’ll be more lucky than the sniper.

>Throw a grenade at the vortigaunts.(Specify between concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire an HEDP grenade at the vortigaunts. (All vortigaunts will have to roll to avoid, killing below an 11, avoiding all damage above a 14.)

>Kick the first vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Kick the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Kick the third vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Kick the fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7, All able vortigaunts will try to slash you.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)

>Reposition quickly, and away from sight.(3d6-1. Above a twelve, enemies lose sight of you. Avoids all incoming AOE attacks regardless of roll, including those being cooked by an enemy this turn. If you are not hit by an enemy this turn, it will reset positioning debuffs.)

>Line up your weapon. (3d6+2, Every point above an 11 gives a +2 to your next shot. -2 defense. If you are covert, rolling below a 13 will reveal you.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>>
>>4263717
>Focus, and get it out of your head, whatever it is.
Not again. Fuck off already.

Also I know you lot have a huge aversion to killing vorts, but it's going to get us killed here since we can't win this without removing some from play.
>>
>>4263717
>Focus, and get it out of your head, whatever it is. (The xen controller will roll a 3d6+5, you will roll a 3d6+3. If you are at least three points below the xen controller’s roll, you will succed.
Is this easier since it has to deal with two additional gunners?
>>
>>4263717
How many vorts are dead/alive
>>
>>4263769
You do still have your non-lethal rubber bullets, and another concussion grenade.
>>4263771
>>4263773
The second one is dead, but because I am a retard, I forgot to remove him from the attack options.

You pull back into cover, focusing on the alien sensation as it tries to worm its way into the migraine. The creature has done little to physically attack you, but it seems intent on getting into your head. If that's the case, then you need to focus on stopping it.

Four players roll a 1d6. The top three rolls will be added into a 3d6+3. If the total is more than the roll above minus three, you pass.
>>
Rolled 5, 2, 5 + 5 = 17 (3d6 + 5)

>>4263790
Oops.
>>
Rolled 5 (1d6)

>>4263790
here we go again
>>
Rolled 6 (1d6)

>>4263793
Oh that looks tough
>>
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Rolled 6 (1d6)

>>4263809
AND I'M HERE TO FUCK IT UP
>>
Rolled 2 (1d6)

>>4263793
>>
>>4263841
You stupid plebeian. You utter fool. You buffoon.
I wonder what happens if our roll is higher.
>>
>>4263793
>>4263803
>>4263809
>>4263841
>>4263842
While your head may never have been the nicest thing in your life, often getting concussed or silently telling you that all your friends are plotting against you, it is your goddamn head, and you intend to keep it that way. With the CIA keeping close track of much of your personal life, it sometimes seems like the one damn place in your life where you can leave a secret, and there’s no way in hell you’re gonna let some slimy extra-dimensional communist into your all american cranium.

The migraine seems to agree. It’s surrounding your skull for a reason, after all.

Like an african warlord charging in thinking his half broken down truck is an invulnerable tank, the alien forces its way in with a strong willpower.

With you and the migraine working together, the tendril of the Xen Controller’s massive mind is beaten down just as it begins to grow arrogant. Soon, it seems to be running away, retreating from your brain.

>You're pretty sure it won't be trying that again. Now you should return to killing it in the real world.
>Follow it! You’re not done with him! (Roll 3d6+3, pass on a 14)
>>
>>4263865
If we hit it mentally, it'll lose its shield focus and take a sniper hit.
>>
>>4263865
>Follow it! You’re not done with him! (Roll 3d6+3, pass on a 14)

>>4263873
Assuming the sniper isnt already dead
>>
>>4263865
>Follow it! You’re not done with him! (Roll 3d6+3, pass on a 14)
Try to mindfuck us, will you?! We are the fucker here, and you are the unwilling fuckee!
>>
>>4263873
>>4263884
>>4263906
It wanted your mind, and you're certainly gonna give it a piece. You need to send a message to the aliens not to screw with your head, and now you've got the opportunity. Watching as it slips away, you track the migraine, looking for your opportunity to slip past, into the void.

Whatever the hell is wrong with you, it's been a colossal head-ache, and you want to make sure it stops.

Besides, this creature tried to access classified information, and that means whatever possible "Constitutional RIghts" it's seven eyed lawyer could argue for are now not your problem.

Four players roll a 1d6, the top three rolls will be added into a 3d6+3.
>>
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Rolled 4 (1d6)

>>4263928
now is time for failure
>>
Rolled 6 (1d6)

>>4263928
lezgo
>>
Rolled 1 (1d6)

>>4263928
>>
>>4263934
why do you want failure?
>>
Rolled 6 (1d6)

>>4263928
>>
>>4263949
Because to want success is to result in failure with fuckin qst dice
>>
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>>4264035
That makes way too much sense
>>
>>4263934
>>4263938
>>4263946
>>4263957
Easily, you slip past the migraine, chasing down the entity before it can get far. With the creature quickly in your sights, you try to attack and beat it down just like you did when it tried to invade your own mind. The creature kicks back, and spasms, but you have no intention of letting go. You grip down on it much like how the migraine grips down on your own brain stem. In reality, the creature begins spasming as orange electricity arcs away from it, into the rocky desert land.

The small electrical storm wildly scatters around the creature, smacking into its minions and knocking them to the ground.

In distance, you hear a voice that you're just barely able to make out. They pull your mind's attention away from the now incapacitated creature below you, leaving you to stare out into the distant inky void surrounding you.

"Biotic..." you can't make out the next word, "...stray detected..." more words you can't make out "...measures deployed."

You suddenly find yourself pulled back in by the migraine, followed by an attack of its own. Like before, it clamps down on your brain stem, causing your body to spasm and jerk while a distant screeching alarm fills your ears.

By the time you stop, and your vision is restored, Dr. Guttman is looking over you. Not far from here, you hear Marietta covering you and Guttman, while the still enslaved creatures fire back with bolts of electricity in the fruitless hope of avenging their now incapacitated master.

"Gabby!" He says as you return to reality. He pulls out a small flashlight, and mutters "What the fuck?" as you track the bright light with your eyes. He seems to show some relief as your eyes follow it.

Your head hurts like nothing you've ever felt before. The migraine despised whatever you just did.

>"I really hope you have a lot of painkillers."
>"I want a fucking nap."
>You should just get back into the fight, there are no breaks in the CIA.
>Tell him you have no fucking clue what just happened.
>You're pretty sure you just psychically attacked an alien.
>Write in.
>>
>>4264070
I just psychically kicked an alien!

Goal is to incapacitate one vort. Any more is risky with the sniper.
>>
>>4264070
>You should just get back into the fight, there are no breaks in the CIA.
Concussion! Can Marietta make sure the sniper is dead?
>>
>>4264070
what's our health looking like?

>>4264081
They're here now and the Sniper is almost incapacitated. A grenade or hail of bullets from this close should do the trick. We have enough juice in out suits to avoid a majority of their attacks.
>>
>>4264070
>You should just get back into the fight, there are no breaks in the CIA.
>>
>>4264070
>"I just countermindfucked the controller. It won't be moving anytime soon. Let's make that never again."
>You should just get back into the fight, there are no breaks in the CIA.
>>
>>4264239
dis gutt
>>
Hey guys, just so you don't think I'm dead, I just wanna let you know that I had to tap out early today. Some unexpected shit came up, so there won't be any more updates today. As usual, I'll be taking off tomorrow to get my responsibilities done, so updates will return thursday. Sorry pals.
>>
>>4264490
You already update way more quickly than most. People will usually give QMs around 24h before tapping their feet.
>>
>>4264070
>You're pretty sure you just psychically attacked an alien.
>You should just get back into the fight, there are no breaks in the CIA.
>>
>>4264490
you are way more active than most QMs, a few days off is fine.
>>
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>>4264525
>>4265596
I just like keeping the players in the loop, because you guys are great.
>>
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>>4264081
>>4264082
>>4264112
>>4264239
>>4264596
“I just counter-mindfucked the big headed alien.”

“What?” He responds.

“I think I just psychically kicked that alien.” You continue. “It won’t be moving or playing mind tricks anytime soon. Maybe never again.”

“What?” He says again.

“You remember the brain scans.” You say as you hand him back his goggles. “C’mon, let’s help Marietta. This is the CIA.”

"Hey, slow down, you've just been shot, and had a seizure." He says. "Are you feeling okay? Light-heated, foggy thoughts, can you breathe alright?"

You feel like absolute shit right now, post-soviet Afghanistan was only able to just barely match the last twenty-four hours.

"I've felt worse, and we're gonna have to deal with it all regardless." You respond.

He nods, and the two of you return to the fight. The sniper doesn’t seem active anymore, likely either having retreated, or finished off by Marietta, who is currently laying down covering fire towards the cowardly vortigaunts as you both move to cover.

(Gabby)
(50/100 health, and 5/50 armor power, and 8/50 cloak power)

>Reload your rifle. (Will reopen shooting options.)

>Throw a grenade at the vortigaunts.(Specify between concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Kick the first second third or fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
(cont.)
>>
>>4267438
(cont.)
(Marietta)
(73/100 health. 50/50 armor power, and 38/50 cloak power.)

>Throw a grenade at the vortigaunts.(Specify between Frags(2), damage or wounds, concussion(2, stuns or incapacitates, flashbang(4), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire an HEDP grenade at the group. (all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Load your SMG with rubber bullets. (Doesn’t kill unless firing at unconscious enemies, very poor effect on armoured enemies.)

>Fire at the first second third or fourth vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50+30 ammo. Specify if you have a preferential target.)
>Kick the first second third or fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)
>Fire at the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+30 ammo.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled at the start of this turn. +4 from attacks rolled at the start of the next.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/4 smoke grenades.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have six grenades for.)
(cont.)
>>
>>4267439
(cont.)
(Guttman)
(85/100 health, and 40/100armor power.)

>Fire at the first second third or fourth vortigaunt. (3d6+2 Kills on a 10, every point over a 5 reduces threshold. -10/50 ammo. Specify if you have a preferential target.)
>Beat the first, second, third, or fourth vortigaunt with the butt of your gun.. (3d6+1 stuns on a 12, wounds on a 10, All able vortigaunts will try to slash you. Specify if you have a preferential target.)
>Fire at the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50 ammo.)
>Stomp on the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled at the start of this turn. +4 from attacks rolled at the start of the next.)
>Draw their fire.(Enemies will attack Guttman over other targets.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Shotgun(Close range, reliable.)
>>
>>4267438
Gabby
>Swap to smg with rubber bullets
>Duck and cover
Marietta
>Flashbang
Guttman
>Advance on the sniper’s nest, prepare to engage if the sniper is still kicking.
Don’t want to take chances with it at all.
>>
>>4267438
Gabby
>Throw a flashbang at the vorts
Marietta
>Switch to SMG with rubber bullets (borrow them from Gabby if needed)
>Approach the vortigaunts
Guttman
>Overwatch from cover, especially for the sniper in case he tries anything
Let’s keep Gabby out of harm’s way, she’s the worst off right now. Marietta has higher HP and armour than her, making her the better choice for a confrontation. Also, let’s refrain from having Guttman charge a potentially still active sniper.
>>
>>4267440
Gabby
Throw concussion grenade

Marietta
SMG with rubber bullets at the first, or second, or third should they fall unconscious.

Guttman
>Advance on the sniper’s nest, prepare to engage if the sniper is still kicking.
Shotgun. You get a bonus from close range.
>>
Rolled 2 (1d3)

>>4267453
>>4267466
>>4267496
There's a three way tie on what gabby does, so the above roll is a tiebreaker.

1 is to swap to the SMG and fill with rubber bullets. 2 is to throw a flashbang, and three is to throw a full on concussion grenade.

Also, I'm a moron, so I once again forgot to exclude the second dead vort, who was shot by the sniper, from your options list, sorry.
>>
Rolled 3, 1, 5, 6, 2, 3, 6, 4, 3 = 33 (9d6)

>>4267453
>>4267466
>>4267496
From behind cover, you pull a flashbang from your belt, knocking the pin out of its slot. You release the lever, and allow it to cook before you throw it.

As you do, you signal to Guttman with a quick motion of your free hand, silently stating “Move around and up the hill.” He nods and moves around to flank, pulling his shotgun as he does.

Meanwhile, Marietta loads a clip worth of rubber bullets into her submachine gun.

When your index finger drops, you lob the small grenade over the rock you’re hiding behind.

Less than or equal to an 11, the vortigaunts are completely stunned for the turn. Less than or equal to a 14, the vortigaunts are temporarily disoriented, adding 4 to the thresholds of any attacks they make for the next two turns.
>>
>>4267574
Wait wait wait but we also got to tell him to watch out for traps. Those +2 goggles should help.
>>
>>4267574
A blinding flash of light, and an ear piercing bang ripples through the air, overloading the vortigaunts senses with ringing and white light.

The first and third vortigaunts are totally stunned, while the fourth is simply blinded. Spooked by this, he moves to cover.

Guttman, not being chased as the enemies are occupied elsewhere in the fight, takes his time avoiding any mines or traps throughout the area, an easy task given his multi-spectrum goggles.

While maneuvering around the hill, Guttman will be unavailable for the turn.

(Gabby)
(50/100 health, and 5/50 armor power, and 8/50 cloak power)

>Reload your rifle. (Will reopen shooting options.)

>Throw a grenade at the vortigaunts.(Specify between concussion(1), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Kick the first third or fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
(cont.)
>>
>>4267597
(cont.)
(Marietta)
(73/100 health. 50/50 armor power, and 38/50 cloak power.)

>Throw a grenade at the vortigaunts.(Specify between Frags(2), damage or wounds, concussion(2, stuns or incapacitates, flashbang(4), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire an HEDP grenade at the group. (all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Load your SMG with conventional bullets.

>Fire at the first or third vortigaunt. (3d6+2 Knocks out on a 13, every point over a 8 reduces threshold. -10/50+30 ammo. Specify if you have a preferential target.)
>Fire at the fourth vortigaunts. (3d6-2, Knocks out on a 13, every point over a 8 reduces threshold. -10/50+30 ammo. Specify if you have a preferential target.)
>Kick the first third or fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)
>Fire at the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+30 ammo.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled at the start of this turn. +4 from attacks rolled at the start of the next.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/4 smoke grenades.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have six grenades for.)
>>
>>4267597
Gabby
SMG, switch to rubber bullets. Target the first vort.

Marietta
Target the fourth vort.
>>
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>>4267601
Pulling your submachine gun out, you drop the magazine, remembering to eject the extra nine millimeter round out of the chamber before after inserting the magazine full of baton rounds and slapping down the action.

At the same time, Marietta takes aim at the fourth vortigaunt, firing off bursts of rubber bullets towards the head of the fourth vortigaunt.

Four players roll a 1d6, the top three rolls will be added into a 3d6+2.
>>
Rolled 5 (1d6)

>>4267725
>>
Rolled 1 (1d6)

>>4267725
>>
Rolled 3 (1d6)

>>4267725
STOP RESISTING ARREST
STOP RESISTING
>>
>>4267725
HE'S PULLED OUT A WEAPON OPEN FIRE OPEN FIRE
>>
Rolled 2 (1d6)

>>4267725
I fucked up my post
>>
>>4267730
>>4267741
>>4267761
>>4267792
>>4267799
I fucked up. In the roll prompt, I accidentally wrote 3d6+2, but the vote prompt said 3d6-2, Knocks out on a 13, every point over a 8 reduces threshold. Sorry for the confusion. It's my bad.

Marietta's rounds barely graze the cowering creature from behind cover. The shots simply skip off the skin like rocks hitting a pond, leaving almost no significant damage.

The semi-blinded vortigaunt begins charging another blast of electricity. Green energy crackles up, as if being drawn from the ground and collected in the vortigaunts glowing hands.

The other two vortigaunts, the first and third, simply continue to hold their head.

(Gabby)
(50/100 health, and 5/50 armor power, and 8/50 cloak power)

>Throw a grenade at the vortigaunts.(Specify between concussion(1), stuns or incapacitates, flashbang(2), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire at the first or third vortigaunt. (3d6+2 Knocks out on a 13, every point over a 8 reduces threshold. -10/50+40 ammo. Specify if you have a preferential target.)
>Fire at the fourth vortigaunts. (3d6+2, Knocks out on a 12, every point over a 8 reduces threshold. -10/50+40 ammo. Specify if you have a preferential target.)
>Kick the first third or fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)
>Fire at the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/50+40 ammo.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)
(cont.)
>>
>>4267965
(cont.)
(Marietta)
(73/100 health. 50/50 armor power, and 38/50 cloak power.)

>Throw a grenade at the vortigaunts.(Specify between Frags(2), damage or wounds, concussion(2, stuns or incapacitates, flashbang(4), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire an HEDP grenade at the group. (all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Load your SMG with conventional bullets.

>Fire at the first or third vortigaunt. (3d6+2 Knocks out on a 13, every point over a 7 reduces threshold. -10/40+30 ammo. Specify if you have a preferential target.)
>Fire at the fourth vortigaunts. (3d6+2, Knocks out on a 12, every point over a 7 reduces threshold. -10/40+30 ammo. Specify if you have a preferential target.)
>Kick the first third or fourth vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)
>Fire at the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. -10/40+30 ammo.)
>Kick the fifth vortigaunt. (Unconscious enemies are a guaranteed kill. All able vortigaunts will try to slash you.)

>Duck in cover. (+2 defense from any attacks rolled at the start of this turn. +4 from attacks rolled at the start of the next.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/4 smoke grenades.)
(cont.)
>>
>>4267956
Gabby
>Fire at the fourth vortigaunts.

Marietta
>Fire at the fourth vortigaunts.
If the fourth get's downed then aim at the first.
>>
>>4267969
(cont.)
(Guttman)

After hiking in heavy, sweaty military in the hot sun uphill while avoiding claymores and trip wires, Guttman slowly approaches the sniper's position from behind. Staying back, Guttman peers out from his cover of desert shrubbery and rocks.

Looking over, he sees a man in clear military gear, camouflaged far better than the other soldiers who for whatever reason are wearing green and white fatigues. It’s clear he’s been hit in the chest with something, judging by the way he’s sitting with his face towards the sky, rather than what Guttman would expect of a sniper. A closer look shows blood seeping from the mans chest.

He seems to be able to move, just in a lot of pain. The adrenaline in a situation like this would mitigate the pain by a large margin.

As well, the sniper appears to have no problem holding his arms up, judging by how he has no problems holding a radio well above his head.

>Sneak in closer. (Roll 3d6-2 Every point above an 11 grants a +1 to your first shot.)
>Just take a shot with your shotgun. (Roll 3d6. Every point above a 3 wounds, kills on a 12.)
>Jump out of the shadows, and yell at the guy to surrender and drop the radio. (Roll 3d6+1, pass on a 12.)
>Write in.
>>
>>4267974
>Jump out of the shadows, and yell at the guy to surrender and drop the radio. (Roll 3d6+1, pass on a 12.)
We're a doctor. He's not. if he so much and reaches for his gun do this
>Just take a shot with your shotgun. (Roll 3d6. Every point above a 3 wounds, kills on a 12.)
>>
>>4267974
>Yell at the guy to surrender and drop the radio. (Roll 3d6+1, pass on a 12.)
Do NOT jump out of the shadows. Keep our exact location hidden.
If he tries anything we’ll be in a better position to retaliate.
>>
>>4267973
>>4267977
>>4268087
Both you and Marietta take simultaneous shots at the blinded vortigaunt as it charges its bolt of lightning. The submachine guns kick significantly lighter, and fire slightly slower as the subsonic baton rounds fly out of them.

Meanwhile, atop the hill, Guttman trains his gun on the sniper, placing the man in the circular sight, and lining the glowing tip in the end of it.

Four players roll a 3d6, the first d6 is for Gabby, the second is for Marietta, the third is for Guttman.
>>
Rolled 3 (1d6)

>>4268158
>>
Rolled 1, 3 = 4 (2d6)

>>4268165
Forgot my other d6s
>>
Rolled 2, 5, 6 = 13 (3d6)

>>4268158
>>
Rolled 6, 1, 6 = 13 (3d6)

>>4268158
>>
Rolled 3, 1, 2 = 6 (3d6)

>>4268158
Witness me
>>
Gabby 3,6,3 +2=14
Marietta 1,5,1 +2=9
Guttman 3,6,6, +1=16

RIP Marietta. Guttman scary as fuck.
>>
>>4268165
>>4268166
>>4268181
>>4268193
>>4268227

(Guttman)

“Drop the radio.” Guttman shouts.

The injured snipers eyes go wide. He’s been spotted.

“I said drop it.” He says. “Or mom won’t be able to have the open casket she wants.”

The sniper complies. He pulls his hand up, placing them clear in the air.

“Alright. Glad to see the feds still listen to the american taxpayer.” He continues, staying hidden in his shrubbery. “Now pick up your rifle slowly, finger off the trigger, and throw it away from you.”

The sniper nods his head, then says “I’ll drop the magazine first, then I’ll throw the sidearm too.”

Slowly, the sniper pulls his rifle from its perch, grabbing it by the barrel and the stock. Not long after, the sniper announces his intentions like a man being questioned by police, then grabs his sidearm, a small silenced pistol, like a less concealable version of your own, then throws it over.

As Guttman slowly leaves his position, he moves forward, out of the shadows and towards the soldier. Then finally, when he’s sure the sniper isn’t going anywhere, he calls in on the radio.

“Got the sniper. I’ll keep watch on the guy. Head up here when you’re all clear.”
(cont.)
>>
>>4268293
(cont.)

Marietta's rounds simply bounce off, bruising the alien skin, but yours pummel it, crashing with a concussive force like repetitive strikes from a hammer, rapidly causing the brain to shut off before it can feel the pain caused by grey matter vibrating inside like gelatin.

The two other aliens, now starting to regain their senses, but still heavily disoriented, see their ally drop, and choose to run, calling out some sort of cowardly alien cry. Still, in this terrain their hoofed legs, designed for some strange extradimensional homeworld, are inefficient. They run as though they were weighed down, unused to this ground and gravity.

(Gabby)
(50/100 health, and 5/50 armor power, and 8/50 cloak power)

>Throw a grenade at the vortigaunts.(Specify between concussion(1), stuns or incapacitates, flashbang(2), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire at the first vortigaunt. (3d6+2 Knocks out on a 13, every point over a 8 reduces threshold. -10/40+40 ammo. Specify if you have a preferential target.)
>Chase after and kick the first vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)
>Fire at the third vortigaunt. (3d6+2 Knocks out on a 13, every point over a 8 reduces threshold. -10/40+40 ammo. Specify if you have a preferential target.)
>Chase after and kick the third vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)

>Duck in cover. (+2 defense from any attacks rolled this turn.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/3 smoke grenades.)
(cont.)
>>
>>4268297
(cont.)
(Marietta)
(73/100 health. 50/50 armor power, and 38/50 cloak power.)

>Throw a grenade at the vortigaunts.(Specify between Frags(2), damage or wounds, concussion(2, stuns or incapacitates, flashbang(4), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire an HEDP grenade at the group. (all vortigaunts will have to roll to avoid taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Load your SMG with conventional bullets.

>Fire at the first vortigaunt. (3d6+2 Knocks out on a 13, every point over a 7 reduces threshold. -10/30+30 ammo. Specify if you have a preferential target.)
>Chase after and kick the first vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)
>Fire at the third vortigaunt. (3d6+2 Knocks out on a 13, every point over a 7 reduces threshold. -10/30+30 ammo. Specify if you have a preferential target.)
>Chase after and kick the third vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on a 7, All able vortigaunts will try to slash you. Specify if you have a preferential target.)

>Duck in cover. (+2 defense from any attacks rolled at the start of this turn. +4 from attacks rolled at the start of the next.)
>Cloak. (-3 cloak power per turn. +4 defense, +2 to stealth. Does not apply when moving.)
>Pop smoke. (+3 to defense, +3 to stealth. -1/4 smoke grenades.)
>>
>>4268297
Gabby
Shoot the first

Marietta
Shoot the second

one does not simply run from bullets
>>
>>4268317
Both you and Marietta choose individual retreating targets, lining their backs up within your sight before you fire. The two of you spray out bursts of baton rounds at the aliens, thankful that they aren't firing back with bolts of electricity.

Four players roll a 2d6, the first for yourself, and the second for Marietta. The top three rolls of each will be added into a 3d6. If it has been longer than 45 minutes since the last roll, and there still aren't four rolls, feel free to roll twice.
>>
Rolled 6, 6 = 12 (2d6)

>>4268595
you're posting a bit longer than usual. Bored or can't sleep?
>>
Rolled 5, 6 = 11 (2d6)

>>4268595
>>
Rolled 1, 4 = 5 (2d6)

>>4268595
>>
Rolled 6, 3 = 9 (2d6)

These are some pretty good rolls
>>
Rolled 6, 6 = 12 (2d6)

>>4268595
>>
>>4268701
We were so goddamn close to getting 6-5-6 and 6-6-6. Only 38 seconds late.....
>>
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>>4268608
I just wanna finish the encounter before sleeping.
>>4268616
>>4268630
>>4268701
I've said it once before, but that was a while ago, so I'll reestablish it. If there is someone putting in their second roll, but also a new roller, I'll choose the new roller. This way more people get to do their part.

Both of your bullets batter the vortigaunts, leaving heavy bruises as the full energy of the slow moving rounds transfers into there spines and ribcages. The bullets bounce off, leaving the vortigaunt's muscle and skin to ripple in their wake. Quickly, both vortigaunts fall to the ground.

It was the kind of thing they showed you in combat training films for non-lethal take downs. Rapid fire, quick, and accurate. The vortigaunts didn't even manage to leave the combat zone in their retreat.

Of course, only the really advanced spies got to watch the VHS tapes with aliens on them.

You spend the next few minutes removing the collars, and consolidating the group.

By the time Wythoff and Reilly have approached, Guttman has returned from the hill with the sniper. As you zip-tie his hands, and pat him down, you notice something that immediately sticks out. This man isn't working under HECU command. With them, sure, but his badges show an eagle carrying a sword with the words "Send Me," and on the other shoulder lies an acronym.

This soldier is working for Intelligence Support Activity, the branch of SOCCOM that cannot act without CIA approval, and for the exact reasons you've seen here today.

Someone, somewhere, is going to do die because this soldier was deployed.

You should be careful with this man, while the ISA lacks the same finesse found in the CIA, he probably knows a degree of subterfuge, and at the very least is a good liar.

The special operative simply holds a blank face as he stares at you. You're not surprised, he's trained in counter-intelligence, and just looking at you're equipment, can probably tell you're trained in intelligence gathering. The best strategy he can use here, is no strategy at all. Nothing to latch on to.

>"Guttman, put your gun down, this was all a misunderstanding, we're all friends here." You should try to build up a report with this guy, make him think this was all a misunderstanding.
>Show him your badge, you don't think you can threaten this man very well, but you're superiors most certainly can.
>He shot you in the leg, you earned this. Punch him in the face. You are not in a good mood right now.
>Just ask him questions straightforward, and with a flat, commanding tone, starting with if he knows who you are.
>Just shoot him right now, don't even bother with questioning.
>Write in.
>>
>>4268824
>Just ask him questions straightforward, and with a flat, commanding tone, starting with if he knows who you are.
>Write in.
Send an image still of this guys face back to our handler and demand to know why this guy is trying to kill us!
Act all pissed off.
>>
>>4268824
Get out of hearing range and ask the girls what they think
>>
>>4268824
>>"Guttman, put your gun down, this was all a misunderstanding, we're all friends here." You should try to build up a report with this guy, make him think this was all a misunderstanding.
>>Show him your badge, you don't think you can threaten this man very well, but you're superiors most certainly can.
The CIA wants us dead now, dont they?
>>
>>4268845
>>4268851
>>4269177
If the CIA wanted to kill you, they'd do it with their own men. The ISA is a separate organization expected to ask the CIA before operating, usually so they don't accidentally shoot undercover CIA operatives.

Tiebreaker roll. 1 is for straightforward questioning, 2 is to talk among yourselves first, and 3 is to try and build a report first.
>>
Rolled 2 (1d3)

>>4269509
Oops.
>>
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>>4268845
>>4268851
>>4269177
>>4269513

"Alright. Guttman, Wythoff, spy work." You say.

Guttman just nods in understanding, stepping back while keeping a weapon trained on the restrained soldier. You, Marietta, and Reilly all pull back, out of earshot. Reilly is slowed down not only by her limp, but by her impulse to take the sniper's rifle before following you.

As she approaches, Marietta starts. "Bureaucracy aside, this is actually a really good find. This guy probably knows a lot."

"Well, he shot at me. Could he be here to kill us?" You ask.

"He might be here to track the strange pitch black alien that turns invisible," Reilly says, "But not the three remaining CIA operatives. If the CIA wanted us died, they would have first tried telling us to take our cyanide pills, and then they would have sent their own assassins, not ask the department of defense for a favor."

"And I really doubt the CIA gave them the go-ahead for that order." Marietta says. "This is the exact reason that the ISA isn't supposed to act without the CIA's permission. This sniper now knows confidential information, and shot at three CIA operatives. Heads will roll."

>You can never wrap your head around federal organizations, whats the relationship between the CIA and the ISA again?
>Is there any reason the CIA might give them the go-ahead to deploy here?
>So, if this guy knows too much, and isn't supposed to be here, should we kill him?
>Would special operations command ever decide to deploy these guys without permission?
>If not to kill you, then what other reasons might this guy be deployed?
>Write in any questions or statements you want to make.
>>
>>4269545
>You can never wrap your head around federal organizations, whats the relationship between the CIA and the ISA again?
So the medic that we're in contact with. If he tries to contact us we'll hear it right? Or do we have to be on that frequency first?
>>
>>4269545
>Would special operations command ever decide to deploy these guys without permission?
>>
>>4269545
>>Is there any reason the CIA might give them the go-ahead to deploy here?
Maybe to kill Freeman?
>>
>>4269547
>>4269551
>>4269601
The medic will call you, he just hasn't chosen to yet.
"Alright, well... remind me again about our relation to these guys? I already have a hard time wrapping my head around bureaucracy and have taken a bit of head trauma today. " You say.

"I can't say I blame you." Marietta says. "They usually don't actually get to do that much. The ISA works for SOCOM."

You know that name easily, Special Operations Comand, a section of the DoD tasked with unified special operations, such as this very mission the marines are on right now.

"But they're heavily limited in what actions they perform, because they need permission from the CIA before they can act. So while they can create their own plans, we tell them whether or not they can act."

"Sounds pretty redundant." You say.

"Yeah," Reilly says, "but the military is always pushing for more independence for when it comes to gathering information."

"Makes sense." You respond, before asking, "Would it make sense for the CIA to allow them in?"

"If we're the only ones left, maybe. If the CIA really is struggling for agents on the ground." She explains. Of course, you're handler already told you about there other plans in Black Mesa, but he likely didn't tell Marietta for a reason. That or of course she doesn't know if you also know.

"Well, would SOCOM ever ignore negative clearance?" You ask.

"I could see it." Reilly responds. "We already know the DoD is in a frenzy, people can't trust their own memories, and the CIA probably isn't working with them either. It was probably a matter of time until the military started doing their own research gathering."

"We should probably get to interrogating the guy now. The more time we discuss, the more time he has to think up a story." Marietta says. She's probably right. Just by talking with each other while holding a gun to his head, you've lost the ability to perform some of the finer methods of interrogation.

>Ask him questions straight, operative to operative. He knows the kind of tactics you'll use, so don't try and bullshit him.
>Remind him your CIA, and threaten to take him to your superiors. If he is here against there will, they'll be the scariest things in this operatives life.
>Questioning can wait, tie him up and take him with you so you can exfiltrate him and have your superiors talk to him.
>He shot you in the leg, you earned this. Punch him in the face.
>Just shoot him right now, don't even bother with questioning.
>Just knock him out right now.
>>
>>4269686
>Ask him questions straight, operative to operative. He knows the kind of tactics you'll use, so don't try and bullshit him.
>He shot you in the leg, you earned this. Punch him in the COCK!
>>
>>4269686
>Have Marietta and Reilly interrogate him.
>Take a seat somewhere behind him, outside of his line of sight, and try to pry into his mind like the xenos have tried to do to you previously. Make sure you're positioned safely in case of a seizure.

This way we can try to expand on our psychic prowess some more and potentially gain more reliable information.
>>
>>4269686
>Ask him questions straight, operative to operative. He knows the kind of tactics you'll use, so don't try and bullshit him.
I’d prefer to refrain from any brain-hacking or CBT.
>>
>>4269742
Why'd we invest 3 points into the migraine if not to use it to our advantage?
>>
>>4269730
I'll support this but only if we get to punch him in the nuts.
>>
>>4269796
No.
>>
>>4269796
We grenaded him, isn't that revenge enough?
>>
>>4269796
Why not? What about a Charlie horse? Can we still try mind probing?

>>4269807
Nope.
>>
>>4269743
I’m just thinking about not spooking our allies. Besides, we did use it when we kicked that Xen controller’s ass.
>>
>>4269828
Our allies aren't spooked yet so they should be fine. Besides, it might not work.

>>4269798
If we're doing the brain thing again we we have someone's lap to lay on?
>>
>>4269828
I think they've seen gabby seize up enough times to know what to expect.
>>
>>4269798
Is the Xen Controller alive or dead? It would make for a good CIA bonus.
>>
>>4269899
Xen controller is very dead.
>>4269729
>>4269730
>>4269742
>>4269743
>>4269796
>>4269807
>>4269812
>>4269828
>>4269837
>>4269892
I had to spend a lot of time thinking about whether or not it would be possible.

Looking towards the sniper, an idea formulates in your head. You finished off an attacking alien with your mind... somehow. Of course, you did also attract those aliens with your mind. Regardless of whether you could call it an ability, a symptom, or just an anomaly, it can present itself as being useful. Without any real knowledge of what it is or how it works, the migraine or more rather, what's beyond the migraine has allowed you to gather useful information. If you could use it on an alien, perhaps you could use it on a human.

Of course, you have no idea what you might find, or how you might find the sniper's thoughts specifically, if that's even possible.

However, given how it's been in the past, if you can get past the migraine, you'll probably find something.

>Tell Reilly and Marietta to interrogate the guy, then ask Dr. Wythoff for his coat so you have something to rest on in case of a seizure.(Roll 3d6+3, pass on a 13. You have no idea what will happen.)
>On second thought, stick with more conventional methods.
>>
>>4269908
>Tell Reilly and Marietta to interrogate the guy, then ask Dr. Wythoff for his coat so you have something to rest on in case of a seizure.(Roll 3d6+3, pass on a 13. You have no idea what will happen.)
Pass on a 13? I like those odds!
>>
>>4269908
Can we loot the sniper's camp sight first? We could probably just just use his tarp as a pillow instead.
>>
>>4269912
Guttman's already got all of the guy's stuff, we'll get to it when we're done with the interrogation.
>>
>>4269919
If he wears the thermal cover like a cloak this is what I think he'll look like.
>>
>>4269908
>Tell Reilly and Marietta to interrogate the guy, then ask Dr. Wythoff for his coat so you have something to rest on in case of a seizure.(Roll 3d6+3, pass on a 13. You have no idea what will happen.)
Im assuming our powers are like those of controlers and vortigaunts, any chance we mind controll him?
>>
Rolled 3 (1d3)

>>4269911
>>4269912
>>4269934

"I need you two to handle this." You say. "I'm gonna try..." you start, then realize just how insane it would sound saying you're gonna "mind probe" a sniper. "I'm gonna investigate elsewhere."

"All right." Marietta says. Even if she does think you're not giving the full truth, fellow spies typically don't ask.

While they approach the sniper, you go up to Dr. Whythoff, politely asking "Doctor, would you mind if I borrowed your lab coat for a minute?"

"Oh, of course, may I ask why?" He responds.

"Spy work." Is all you say.

Dr. Whythoff nods, and leaves it, with a tinge of concern in his eyes.

You walk off, mostly out of sight, but not after motioning to Dr. Guttman, "Keep an eye over here."

He throws a noncommittal thumbs up.

Four players roll a 1d6. The top three rolls will be added into a 3d6+3.
>>
Rolled 2 (1d6)

>>4270016
no brain cancer please
>>
>>4270016
Here come the crit fail!
>>
Rolled 3 (1d6)

>>4270024
>>
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Rolled 2 (1d6)

>>4270016
>>
Rolled 3 (1d6)

>>4270016
Witness me
>>
Alright, we need a 4 or better. As of now it’s 50/50 between success and failure.
>>
>11
we were rolling so well before
>>
>>4270035
Oh shit, we already have 4 rolls.
Fuck.
>>
>>4270022
>>4270024
>>4270030
>>4270032
You close your eyes, focusing once again on that blank point in the migraine, tracking its motions and looking for a path through. It appears to be in a frenzy at the moment, trying to figure things out quickly after the stunt you pulled. Still, you know how to make use of that fact. Perhaps arrogantly you try and move your thoughts through the total mess that is the migraine.

Then it roars into a splitting headache. A pain fizzles around your skull, causing you to lose focus. Hoping that there is still a chance you quickly try and make another attempt out, past the migraine, but instead you hear the same voice that pulled you away from the Xen Controller, and the same voice you heard in the locker room when the resonance cascade started. You can't make out much of it, but you do hear the final few words.

"Contain, anesthetize, condition."

In an instant, your head pounds in agony. Something clamps down onto your brain stem, and you're forced into the real world, where your body is spasming. You black at some point as this happens, and by the time you wake up, Dr. Guttman is checking your head for signs of injury, while Reilly stands over you.

As Guttman checks you, asking you basic medical questions, Reilly temporarily interrupts with a semi-sarcastic remark.

"What the hell were you investigating ghost cop?"

It's not just your head that hurts now, it's your entire body. You feel like you're about to throw up.

>"I need a hug, and some tender loving painkillers."
>"Some freaky psychic shit."
>You were investigating the sniper's mind.
>You don't really know anymore, if you ever did know.
>Just don't respond.
>"Shut up."
>Write in.
>>
>>4270129
>"I need a hug, and some tender loving painkillers."
>>
>>4270129
>”I was looking for the path to your mother’s house. So far this all looks familiar.”
>Throw up
>>
>>4270129
>"Your financial records. You might want to watch out, I have it on good authority that the IRS is going to sick their hitsquad on you for tax evasion. Anyways, brain damage sucks, did you learn anything good?"
>>
>>4270146
>>4270150
>>4270151
Sorry for the delay. Physics is less fun when it doesn't involve space rocks and blowing up the universe.

"I was looking for your financial records..." You say, letting a clever joke about the IRS and a government deathsquad quickly formulate before your so rudely interrupted. Your own stomach, doing backfliips inside of you finally expels the little bit of food you've eaten. Acting quickly, Guttman grabs your head, turning it to be inline with the rest of your body, less your own bodily fluids be pulled back down into your throat and fill your lungs.

Feeling awkward just standing over you while you vomit, Reilly helps by simply moving your hair well away from your mouth.

"Oh shit..." You say as your stomach calms. Quickly realizing you won't be able to manage the length of the first joke with any sort of flow or timing in this state, you swap over to something shorter. "I was looking for the path to your mother's house..." You pause for a minute as your stomach jumps again, but nothing happens. "This seems familiar."

Reilly chuckles slightly, and says "You make me want to throw up with that joke. What was that about financial records?" She asks.

"Nothing." You respond, groaning slightly as the migraine seems to hit you with a hammer once again. "I need a hug, and definitely some tender, loving painkillers."

"Then ask you own mother for some, and stay still." Guttman responds. If Guttman knew you didn't have any parents, you would have been pretty offended, as it stands, its simply a slightly depressing reminder of your own loneliness. "And sit still, follow the light." He says with his flashlight in hand. You manage to follow it as normal. "Good. Here stay still." He says, before picking up a pebble and hitting your knee with it. You instinctively kick.

"Well, you don't have brain damage, but none of this is good for your health."

"Well, that's good... brain damage sucks. Anyway, did you learn anything good?" You ask.

"We didn't really get that far into interrogation before Guttman noticed you had started seizing again." She explains. "We've got a name at least. Agent Hemholtz, and that he claims to have permission to deploy, but we wouldn't know unless we called our handler, and I wouldn't put it past him to lie. He's working in intelligence and backed up to a wall. If you know things, then don't reveal it."

>Tell them to continue the interrogation without you. You're just gonna rest for a minute, you've been shot and had two seizures in the past fifteen minutes. There's a doctor right here who can fix that. (Guttman will have an oppurtunity to heal you.)
>Get up, return to the interrogation. Sure you're in massive amounts of pain, but that's part of the job. As the de facto leader of this team, you need to be able to direct the conversation. (You will get to take part in the interrogation.)
>Write in any other plans.
>>
>>4270562
Are we still on a hill in the open?

How about we get somewhere with cover and a roof before we do anything else.

>Tell them to continue the interrogation without you. You're just gonna rest for a minute, you've been shot and had two seizures in the past fifteen minutes. There's a doctor right here who can fix that. (Guttman will have an oppurtunity to heal you.)
I think we can use this opportunity to see how much we can rely on our team mates, or are they total npc's and need to be micro managed.
>>
>>4270562
>Tell them to continue the interrogation without you. You're just gonna rest for a minute, you've been shot and had two seizures in the past fifteen minutes. There's a doctor right here who can fix that. (Guttman will have an oppurtunity to heal you.)
Since the migraine likes to clamp down specifically on our brainstem, can we have guttman check the general area of our neck for anything unusual?
>>
>>4270602
This, it looks like whatever let us gain these powers was a side effect of something else.
And the object seen in the MRI scan is a supressing object.

Guttman can heal us and see if he can notice something as we describe our issue.

We should also probably get moving.
>>
>>4270786
Also making that radio call won't cost anything. He should also have a sign confirmation/distress word he can use with our superiors to confirm things.

They had no idea we'd take the aboveground route. Plus this could be the result of leaving marines alive.
>>
>>4270592
>>4270602
>>4270786
>>4270791
You've got a team for a reason, you don't need to be at the forefront of every action. They have the same training as you, and therefore you have confidence they can interrogate the sniper without your help. Besides, trying to interrogate someone while woozy and injured will only lose you a lot of the important intimidation factor.

"Let's move back to the security outpost. You guys take the interrogation yourself." You say, adding, "Vomiting during an interrogation is a killer for intimidation."

"Fair enough," Reilly says. She limps off to return to Marietta, who is still holding a gun to the sniper.

You pick up your mask, which had been removed by the time you woke up, and slowly stand up and move with the group back to the relative safety of the security outpost. From there, Reilly and Marietta start asking the sniper questions, while you move to the other side alongside the civilians and get patched up by Dr. Guttman.

Before he gets to your leg, you stop him with a thought formulating in your head. "Hey, Guttman, do you think you could quickly check on my neck? The back part, where it meets the back of my head?" You say.

"Yeah, what's the problem?" He responds.

>Explain to him your full theory about the phenomenons you've experienced being a side effect of some sort of foreign object.
>Tell him about how the migraine you've been experiencing always moves to that area right before a seizure.
>Keep it vague, just say it feels odd, especially right before seizures. He just needs to tell you if anything is there.
>Actually, tell him to forget it. Maybe you should keep this to yourself, and investigate on your own time.
>Write in.
>>
>>4271467
You uh. Seemed to have forgotten your trips and name there.

>Tell him about how the migraine you've been experiencing always moves to that area right before a seizure.
Really hope it's none of those alien leeches, space paracites or alien cancer. You think those goggles will find anything?

Eat the sniper's rations.
>>
>>4271467
>Tell him about how the migraine you've been experiencing always moves to that area right before a seizure.
>>
>>4271481
Oops.
>>4271488
"Well, every time I have a seizure, that migraine I've been experienced moves to that area. It's like its hitting my brain stem." You explain.

"What kind of pain is it?" He asks as he moves your hair out of the way, investigating the back of your neck with a tiny flashlight. You can hear the cahnge in his tone of voice as Guttman goes from viewing you as an acquaintance and into a patient.

"It sort of turns to this shocking feeling." You respond.

"Hmmm..." He responds quietly. "Have you been experiencing odd, indescribable feelings?"

This entire incident has been an indescribable feeling. "Yes, but I think that's to do with the universe exploding."

"Fair enough." He says. "You've been experiencing headaches, migraines?"

"Yeah, nonstop." You respond.

"Are you sure you don't have any family history of epilepsy? If so, it might somehow be triggered by all the strange happenings throughout the invasion."

>Just say you don't know. His theory might have some truth, let him investigate.
>Just say no. There's no way it could be at all related to epilepsy.
>That's incredibly classified information. Tracing agents families leaves opportunities to manipulate them.
>Let him know that you never knew your family, so you have no idea. You might have a history of epilepsy.
>Write in.
>>
>>4271596
>Just say no. There's no way it could be at all related to epilepsy.
Pretty sure she doesnt else she wouldn't make for a good agent.
>>
>>4271596
>Just say no. There's no way it could be at all related to epilepsy.
Although diazepam might help still.
>>
>>4271596
>Just say no. There's no way it could be at all related to epilepsy.
No otherwise we would be relegated to a desk job.
>>
>>4271722
Basically this.
Also even if it was related to a history of epilepsy, the xen controller is proof we can do things with our mind. Let alone vortigaunt communications.

Speaking of, collars and communication.
>>
>>4271608
>>4271686
>>4271722
"I don't have epilepsy." You respond. "I'd be working at a desk scanning documents stolen by someone else if I was."

"Well don't dismiss it so easily. While most cases appear during childhood, it's not unheard of to manifest in adults." He responds.

"There's a dead alien outside that says that this is all a lot more confusing than epilepsy." You respond.

"Alright, I'll drop it." He says, taking one last look at your neck. "There's some scarring from a puncture wound, do you know where that came from?"

You do know where it came from, but he would be shot if you disclosed that information to him. You just say, "Spy work," and he leaves it.

"Other than that, there's nothing. Your neck is fairly normal for a spy." He responds, before moving to the bullet wound in your leg.

"I don't have any painkillers, so this is gonna hurt a lot. If you wanna talk to distract yourself, give me a topic now."

>Guttman's never shot at anyone personally, ask him if he would've been able to shoot the sniper back there.
>You heard him mention that he had kids, ask him about his family.
>Just ask him how he's holding up. He's probably lost some friends during all of this.
>He made that joke about you asking your own mother for a hug earlier, let him know that you never knew your parents.
>Ask him about his personal opinions on the CIA.
>Write in.
>>
>>4271467
>>4271596
>>4271754
Huh, I could've sworn I had turned my tripcode back on.
>>
>>4271754
>Ask him about his thoughts on the xenobiology we've seen so far. It has to be pretty interesting stuff from a medical and biological perspective.
>>
>>4271754
>Just ask him how he's holding up. He's probably lost some friends during all of this.

>>4271782
This too
>>
>>4271782
>>4271785
"So, you're a neurologist." You mention. "What do you think of all the specimens we've seen during the invasion? Surely its fascinating from a biological perspective."

"You're asking the wrong guy." Guttman says. "I'm a medical doctor, not a researcher. They're similar, but I get paid marginally more per year at the cost of drowning debt that I still haven't fully escaped."

"Well..." you pause to wince as Guttman removes a remnant of the bullet from your leg. "You've gotta be thinking something. Those Controlers seem to have massive brains."

"Not necessarily. For all we know, it's full of helium, very smooth, or incredibly inefficient. There's more to brain than size. You should feel relieved, yours looked very small on those scans we took."

For a quick second, you're offended, and focus on saying something witty in return, but then Guttman shows you the large chunk of bullet inbetween his tweezers, and only then do you notice the lingering pain left in your leg.

"Works every time." He says. "But anyway, if I were to research any of these things medically, it'd have to be those little cranial parasites. You gotta wonder if its possible to remove them. Assuming they can reproduce on earth, they could change a lot. The other things can be contained via massive military spending, but these will just end up spreading like vermin. Only instead of rats that just spread disease... it's a fucked up way to go man."

"Yeah." Is all you say, being suddenly reminded of Dr. Vances wife.

>Is it possible that they're even still technically alive under there?
>Don't you think its strange how an alien creature fits a human head so well?
>Let's just hope they can't reproduce then.
>Just tell him not to think about it. If they are still saveable, it won't be possible for a long time.
>Mention Azian, and tell him how you really hope they aren't still alive underneath.
>Write in a response.
>>
>>4271962
>How is it possible for a parasite to mutate the host's body so drastically while still allowing it to function? The hosts have their chests split open, that just seems detrimental for a creature that relies on its host.
>>
>>4271962
>Write in a response.
I think I saw a Vortigaunt eat one of those head parasites. Maybe after all this is said and down we could wrangle up a head pest hunting season. Give everyone a license to kill the little things.
>>
>>4271978
Support.
>>4271774
That’s not a tripcode, OP, that’s a name.
>>
>>4272049
Be honest with me guys, am I retarded?
>>4271978
>>4272019
"Well, what I've got a wonder is how it's possible for them to change their host bodies so drastically. They shouldn't be able to live and walk around with their chests torn open."

"Yeah, you're right about that. The muscles in their arms shouldn't work as well as they do either." He explains.

He's right, you know enough about the human body to locate the pectorals, and with a burst open sternum they don't have anything that can act as a stable base to lift the arms. "Fair point." You say, wincing slightly as the doctor pulls another fragment out of you.

"I'd love to theorize, but with all the crazy shit we've seen out here, it could be anything." He says. "Still though, I've had one pretty scary thought."

"What was that?" You ask.

"You ever see the movie alien?" He responds. You have, and it is a rather disturbing thought to imagine the products of those creatures roaming the facility, but you would have noticed something by now.

After he finishes cleaning your leg, Dr. Guttman interrupts your thought by reaching for the gun he took off the marine. The silenced sidearm is far bigger than yours, a massive version of your USP designed not for concealed carry, but for use by special forces. He shows it to you as he reaches for some of the material he's been using for bandages. As he works, he mentions, "I took this off of our marine friend. Looks like one of your guns but with some extra parts strapped onto it. Is it worth keeping?"

The way he says that, "worth keeping?" sets off an alarm in your head. He intends to pawn the thing off after leaving Black Mesa. You can't blame him, if you were technically a fugitive, you'd do it too.

The special forces pistol has the same stats as the USP, but comes built in with a +2 to hit.

>Tell him to keep it, he captured the sniper cleanly, so he's earned it.
>Tell him that you'll trade, your pistol for that one.
>Tell him to hand it over, it is government property after all.
>Just let him know that if he does take it out of black mesa, it'll look pretty suspicious having an unregistered gun found only in the special forces.
>Write in.
>>
>>4272133
>Tell him that you'll trade, your pistol for that one.
I honestly don't care what he does with it afterwards, but for now we're a better shot. The government is going to have to deal with more than just a single misplace pistol. Getting funds for a replacement is the least of their issues.
>>
>>4272133
>Tell him to keep it, he captured the sniper cleanly, so he's earned it.
If you plan on selling it, be careful. Its Gov property so maybe a friendly and discreet gun enthusiast with money would be his best bet.
>>
>>4272133
>Tell him to keep it, he captured the sniper cleanly, so he's earned it.
>Tell him that you'll trade, your pistol for that one.
We'll borrow it for now If we get out of this alive, we'll swap back and he can do whatever with it. With the health warning of having spec ops gear.
>>
>>4272133
Him having a bonus to hit isn't a bad thing.
>>
>>4272551
Just to be clear, are you voting on not taking it for yourself?
>>
>>4272585
changing my vote to giving him the gun I guess?
>>
>>4272133
>Tell him that you'll trade, your pistol for that one.
>>
>>4272148
>>4272326
>>4272337
>>4272598
>>4272701
There's a good chance this is gonna be the only update today. I'll probably have to take a break so I can keep up with a few incoming due dates. Updates should resume tomorrow if all goes well.

"Alright, I'll trade you." You say. "I'll take the pistol with the laser sights and flashlight for yours."

"Are you treating salvaged firearms like trading cards?" Guttman asks.

"No, because it's government property, which makes me the authority." You say. "Besides, I have better aim."

"Only because of those goggles." He responds as he hands it over. In exchange, you hand over your own, now redundant silenced USP.

The main disadvantage of this larger pistol is its large size resulting in it being very conspicuous, but you're wearing a fully black suit and optical goggles that all scream secret agent, so it's no longer an issue.

Guttman returns to bandaging your leg, a far simpler and less painful task than removing the bullet fragments of a sniper round. As he does, he mentions "I couldn't keep the gun trained on him and carry down the big tarp he was hiding under. It's still up there if you want to retrieve it. None of us could see him with the thermals, so I'm guessing its what he used to hide, right?"

"Right." You say, "The material was just slightly less thermally reflective than the rock, so I managed to spot him by the cooler spot."

Guttman just nods, focusing on the makeshift bandages. As he finishes up, he furrows his brow as a thought forms. He finishes the last part of the bandages, then quickly asks, "Hey, assuming I did manage to escape Black Mesa without the CIA's help, what would you suggest I do afterwards?"

>He should probably leave the country, there's no guarantee that the federal government won't still want him dead.
>Tell him to just go see his family, he's been through a lot.
>Ask him why he would ask a federal agent how to escape the federal government.
>Going against all CIA protocol, tell Guttman, a civilian, to leak what happened at Black Mesa to the press.
>Just tell him that as a CIA agent, you can't say anything.
>Write in.
>>
>>4273586
>>He should probably leave the country, there's no guarantee that the federal government won't still want him dead.
>>Going against all CIA protocol, tell Guttman, a civilian, to leak what happened at Black Mesa to the press.
Get out of town then get loud. Might help him stay alive if he gets picked up by some unaligned country's intelligence service. This is likely typo be enough of a shit show that the federal government isn't going to have enough spooks to deal with problems like him.
>>
>>4273586
Should probably remind him somehow that the suit records stuff. Probably by saying we ain't saying shit as a government agent then suggesting we attempt grabbing data off the snipers equipment using our laptop.
>>
>>4273611
Also by the end of this he's probably a valid spy canidate.
>>
>>4273586
>"Only because of those goggles."
Wait the goggles give better aim? Oh shit we should had gotten him a pair. A didnt know that.

>grab the cloak
>hold a finger to your lip and point to your goggles
Sorry.
>>
>>4273586
>Since teleporting aliens apparently exist and have a vested interest in invading earth? I'd do whatever I could to get heavy weapons and armor. Maybe establish a secret base somewhere stockpiled to hell and back with everything you need to survive. Definitely don't tell anyone other than the people closest to you about it, go off the grid. If all goes well, everyone will think you died at Black Mesa, including your new alien overlords if we lose.
>>
>>4273632
This. Never can start building the resistance too early
>>
>>4273618
>>4273632
Maybe we shouldnt tell him right now since we're wearing the spy recording gear?
>>
>>4273635
It’s fine, this doesn’t breach protocol.
>>
>>4273641
Doesnt it? Telling him to get loud about it could be bad.
>>
>>4273649
My vote tells him to get as quiet as possible bro.
Disappearing and going innawoods to become a prepper.
>>
>>4273632
This. Get ready to fight as a guerilla.
>>
>>4273604
This, but get any recording devices away from us before we say it.
>>
>>4273604
Updates might still be kind of slow today.

"Aliens with the ability to teleport currently have a vested in invading earth. It's only been two days and already they've got a major division of special forces looking for their own ass." You start. "You should probably get somewhere quiet. Get all your savings, buy some prepper's bunker in the woods."

"I don't have any savings." He responds. "In fact I'm still about one-thousand dollars in debt."

"Well then find whatever you can. Prepper's are probably looking for medical doctors to stay out the apocalypse with. Best case scenario, you got a new hobby and a redneck friend to talk conspiracy theories with. Worst case, you got somewhere to hide from the new alien overlords." It's not a totally unsound theory. Alien invasions are often used as a thought-experiment within the pentagon. It's a good way to establish an enemy that outclasses the US military in technology, numbers, tactics, and mobility. By far, the biggest resource one can grant oneself is simply the ability to survive, observe, and plan. Buying oneself time to attack on one's own terms is important when fighting a far larger enemy.

"Alright, I'll consider it, and what about my son?" He asks.

"Well, where is he?" You ask.

"North Dakota, with total custody belonging to my ex-wife."

>Try to convince them both to come with you.
>Convince his son to run away from his ex-wife to come with him.
>Offer to help him retrieve his son if it's ever possible.
>Tell him he has to leave his son.
>Tell him he could always try kidnapping.
>Write in another response.
>>
>>4275060
>Offer to help him retrieve his son if it's ever possible.
>>
>>4275060
>Offer to help him retrieve his son if it's ever possible.
"I'll be honest with you, people are gonna look at you like you just told them to jump off a cliff, and if he disappears you're going to be Suspect #1. Tell you what though, if it all goes south and people need to skedaddle fast, I'll do my best to keep him safe and get him to you, for whatever that's worth"
>>
>>4275060
>Convince his son to run away from his ex-wife to come with him.
>Unless he thinks he can reconcile with his ex-wife, in which case he should try to convince them both.
>>
>>4275072
we ned to establish black mesa west once the combine take over
>>
>>4275062
>>4275072
>>4275076
>>4275083
"If you start talking about black mesa and alien invasions, people will think you just told them to jump off a cliff. Even if your son does run away with you, you'll be the first suspect in a kidnapping investigation."

"That doesn't really help." Guttman interrupts.

"I know, but I'll tell you what. If this all breaks out, and people need to hide, I'll do what I can to get him to you safely. I've only got so much pull, so I'll try my best." You say, shifting your entire tone and body language to be as reassuring as possible.

"Thanks." He says with a tone of his ever present cynicism. He sighs, then says, "I'll be grateful though if we all don't die here." He puts the last touches on your bandage, then finishes with, "You're good to go if you want to rejoin the interrogation."

You nod, saying "Thanks for the help," as you stand up, still feeling a tinge of pain as you walk.

(68/100 health, and 5/50 armor power, and 8/50 cloak power)

As you return to the other room, Reilly first notices you, saying "Ghost Cop yet lives," as she inspects the sniper rifle she pulled from your prisoner, "Is there anything that doctor cannot heal?"

"Good to see your legs still working." Marietta says. "We've finished the interrogation. Before we discuss details, what should we do with him? He's definitely not supposed to be here, I can tell you that."

The sniper seems a bit less quiet, but still not particularly talkative. He seems to have just given up, now with his fist against the side of his head as he thinks, most likely about a way to possibly get out of Black Mesa.

>Kill the sniper. You don't need him anymore.
>Just leave him here, let him go off on his own.
>Bring him with you, you ought to send him to your superiors.
>Try to convince him to fight for your group for now. (3d6+2, He agrees on a 12, you can trust his agreement on a 16.)
>Write in an idea.
>>
>>4275315
>Write in an idea.
Ask him how he intends to get out of the mess he finds himself in.

Work from there and see if we can get him to join us, if not then we turn him over to someone like the marines or whatever.
>>
>>4275360
this sans the part of him joining us. I was thinking we could black bag him and hand him over to the CIA or his group.
>>
>>4275315
>Call it in to the handler, see what your boss would recommend for the situation.
Killing him is likely their answer buuuut it might not be.
>>
>>4275386
Support
>>4275083
>mfw I realise that Black Mesa East was named as such because it’s Europe and therefore to the east of the original Black Mesa.
>>
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>>4275360
>>4275379
>>4275386
>>4275421
"This is more than our team." You say. "Relations between federal departments should be advised by someone with better oversight than us. I'm gonna call our handler."

"Good call." Marietta says.

"Here's hoping they don't put us on hold for an hour waiting for the oval office." Reilly cracks as you pull out your radio.

Setting up the encryption and frequencies, you wait for a minute until a clearly overworked younger operator picks up your call. He puts you through the usual security measures while sounding as though he is physically drowning in the work of the current operation at Black Mesa. In the background you can hear multiple other phones moving around, and people physically running around with documents.

"Agent Oppenheimer." You hear from the more grizzled voice of your handler. Your mind naturally has begun to craft an image of some sort of movie characters as you've heard his voice. "Have you got news for us?"

There are industries dedicated to manipulating the descriptions of events to change opinions. A CIA handler often sees the world entirely through his agents and operatives, and if he hasn't heard of the ISA's presence before your call, it might very well change the way he reacts to this situation.

>Make the ISA seem more malicious, tell them they attack you unprovoked and are here without approval.
>Just tell it to him as flat and straight as possible, you were fired upon by what appears to be an operative of the ISA who is here without permission of the CIA.
>Perhaps it was a mistake, a friendly fire incident occurred between you and a previously unknown member of the ISA.
>Don't even mention the shoot-out. just tell him you have captured an agent of the ISA who was here without permission.
>Write in a description of the events that you feel will garner the kind of reaction you want.
>>
>>4275847
We really should had asked what they learned of him first desu.

>Just tell it to him as flat and straight as possible, you were fired upon by what appears to be an operative of the ISA who is here without permission of the CIA.
>Perhaps it was a mistake, a friendly fire incident occurred between you and a previously unknown member of the ISA.
>>
>>4275868
We really should had asked what they learned of him first desu.
Why didn't they tell us?
I was expecting that in the next post, there wasn't an option to ask the girls it was a pretty much a forgone conclusion that they would tell us....
>>
>>4275996
I dunno. I guess anon's really wanted too call the handler.

>>4275847
Is it not too late to ask them for a tldr of what they learned?
>>
>>4275868
>>4275996
>>4276029
Yeah, that's fair, I should have given it to you before hand. I'm sorry, I'm just not a very organized person.

You tell your handler, "Hold on a minute, I just need to get the full scoop," before, almost like in a business call, you cover the receiver of the radio and ask Reilly and Marietta, "What did you learn in the interrogation?"

"He's not here under CIA approval." Marietta starts. "The pentagon is getting real desperate with this whole situation, and our bosses aren't helping. The ISA is their last ditch, and that they completely ignored the CIA."

"Yeah, and remember what I said earlier, about them tracking the 'mysterious invisible aliens." Reilly adds. "I was half right. This guy specifically was sent to investigate 'possible renegades, friendly fire, or third party involvement.' as he put it. That's us."

"Although you should keep in mind that that's not all there doing here. We don't know specifics, but a lot more of these agents are focused on reconnecting with lost units, coordinating strikes against the aliens, and finding ways through the facility. More general military stuff that the ISA should already be doing, there's not much reason to doubt it." Marietta explains. "But that's all basic stuff they need to function in a situation like this. The marines are getting desperate fast if they're breaking the law to get simple coordination."

"Alright." You say, nodding as you turn back to the radio call.

"So what did you want to say?" Your handler asks.

>Make the ISA seem more malicious, tell them they attacked you unprovoked and are here without approval. This will probably lead to a more hasty removal of operatives like the sniper you just met, but give the aliens more of an advantage.
>Just tell it to him as flat and straight as possible, you were fired upon by what appears to be an operative of the ISA who is here without permission of the CIA. This will probably lead to more CIA pushback against the marines, but slow and carefully.
>Perhaps it was a mistake, a friendly fire incident occurred between you and a previously unknown member of the ISA. It'll still cause some friction, but inevitably won't lead to very much.
>Don't even mention the shoot-out. just tell him you have captured an agent of the ISA who was here without permission. If you just left it at that, they probably wouldn't be able to justify the resources involved in removing the ISA over bureaucracy and politics.
>Write in a description of the events that you feel will garner the kind of reaction you want.
>>
>>4276098
>Just tell it to him as flat and straight as possible, you were fired upon by what appears to be an operative of the ISA who is here without permission of the CIA. This will probably lead to more CIA pushback against the marines, but slow and carefully.
>Perhaps it was a mistake, a friendly fire incident occurred between you and a previously unknown member of the ISA. It'll still cause some friction, but inevitably won't lead to very much.
>Write in
What if we work with the military instead of killing everyone since there are so few CIA operatives that we know of that are left?
>>
>>4276098
Thread looks like it's gonna saige or something in maybe a couple of days.
Would convincing the handler require a negotiation roll? Can we still attempt to negotiate with the general? Nowish seems like a good time to find an outlet to charge our armor.
>>
>>4276098
>Just tell it to him as flat and straight as possible, you were fired upon by what appears to be an operative of the ISA who is here without permission of the CIA. This will probably lead to more CIA pushback against the marines, but slow and carefully.
>Suggest using this as leverage against the ISA and the DoD to force them into performing objectives beneficial to us, perhaps dropping some seriously good equipment our way without risking a black hawk.
>>
>>4276400
That sounds pretty good. Maybe "force" isn't the proper term to use, but the CIA could probably get a lot of favors over keeping this silent.
>>
>>4276111
>>4276121
>>4276400
>>4276452

"Were you aware of the ISA's presence at Black Mesa?" You start.

"No. But I'm not surprised." He responds. "What happened?"

"Less than an hour ago I was fired on by one of their operatives." You explain. "We managed to capture him, and interrogation revealed that they're establishing a larger presence. They're trying to better coordinate the military. The one we captured was reportedly assigned to tracking the presence of us, although he was not aware of our specific affiliations."

"Damnit." He exclaims before sighing. "This is getting even further out of hand. It's good that you captured him. We'll might be able to reel the marines in somewhat."

"I was thinking we could use this to gain some leverage over the department of defense." You say. "If we could coerce them into performing certain objectives on our behalf, we could start getting things in or out of the facility without risking our own Black Hawks."

“That’s not a bad idea, but we still need to save some of the political pull for keeping control over the situation. I’ll try, but it’ll take a few hours. When we can get you something, we’ll contact you.” He explains. “It’ll depend on how the relations go.”

“Alright.” You affirm. “I still have the sniper alive and subdued here, what should I do with him?”

“Well now that you bring up political leverage, it wouldn’t be a bad idea to exfiltrate him.” Your handler suggests. “If we have proof of their presence, that buys us more power over the ISA. For you, that might translate into more power. Of course, don’t risk your own life, or any other agents' lives over him.”

Still in the call, you look to the sniper. Before you hang up, or move on to any other topics, you should probably give your handler an idea of what you intend to do with the sniper.

>Kill the sniper. He’s too dangerous, you don’t want the ISA after you.
>Just leave him here, let him go off on his own. You don’t have the resources for a babysitting job.
>Bring him with you, you ought to send him to your superiors. Political leverage over the DoD could save lives.
>Try to convince him to fight for your group for now. Of course, it’d take a lot to be able to trust any promise he could make. (3d6+2, He agrees on a 12, you can trust his agreement on a 15.)
>Write in an idea.
>>
>>4277085
>Write in an idea.
Are we capable of sending images of him with our CIA equipment and laptop? That might speed things up a bit. More so if we dig up any information regarding the agent and smaller chance he has a family. If he does we could use that to ensure his cooperation.
>>
>>4277085
>Bring him with you, you ought to send him to your superiors. Political leverage over the DoD could save lives
>>
>>4277085
>Try to convince him to fight for your group for now. Of course, it’d take a lot to be able to trust any promise he could make. (3d6+2, He agrees on a 12, you can trust his agreement on a 15.)
If we're going to bring him along, we might as well try to convince him. We could even spin his cooperation as him "continuing" with his initial orders to keep an eye on us. Whether we actually believe him or not, we're still on for ex-filtrating him.
>>
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Rolled 2 (1d2)

Sorry if my updates are still slower than usual.

>>4277100
Tracking the identity of an operative of his organization could take at least a few hours, so if you wanted to make use of that information you'd need to take him with you to make use of it, so assuming you want to make the full use of the information the CIA collects, would you prefer to convince him now, or just leave him cuffed and take him with you?

If no other votes are cast within thirty minutes, I'm gonna use the above roll as a tiebreaker. If the result is a 1, then the vote goes to bringing him with you, if the vote goes to 2, then it goes to convincing him to join you.
>>
>>4277429
Fuck it. Balls to the wall to try and see if we can convince him. Will the other two CIA agents tell us if he seems convinced or not?
>>
>>4277452
They have the same training and information as you.
>>4277100
>>4277383
>>4277398

"Hold on a minute." You say to your handler, deafening the microphone and moving closer to the sniper. "I know what you're thinking about." You start.

"No comment." Is all the sniper says. "I'm uninterested."

You need to be careful here, you're talking to someone with similar deceptive skills as yours. "I know our organizations haven't been friendly towards each-other, but we're both working for the same country, and the same species. There's not many ways you're gonna get out of this without my help. You don't even have any weapons anymore."

Four players roll a 1d6. The top three rolls will be added into a 3d6+2.
>>
Rolled 1 (1d6)

>>4277485
4 Crit fails.
>>
Rolled 6 (1d6)

>>4277485
rolling

>>4277498
damn. looked like it didn't work this time.
>>
Rolled 3 (1d6)

>>4277485
>>
Rolled 6 (1d6)

>>4277485
>>
>>4277533
Oh thank you. We hit the threshold of 15. We did it.
>>
>>4277498
>>4277506
>>4277526
>>4277533
>>4277541

"Fuck off." He responds. "Don't give me any patriotic bullshit, I know the game here. It's your superiors telling our boys to gun down civilians."

Bad move on his part, you have something to latch onto. He continues, "You think my meat-headed bosses care whether or not the experiments of some wack-job mad scientists become public? They barely have the attention span to cover up a friendly fire incident."

"Well I'm not my superiors. I only met my real boss yesterday." You say calmly. You know enough about psychology to understand what he's going through. He's pissed, and has reached a state of angry confusion. If you show yourself as a fellow voice of reason he'll agree. "I've been in nothing but the dark about the intentions of the CIA." You continue, deliberately leaving out what you had learned about the nuclear bomb. "But I agree with you. It's insane what the federal government is doing. I've been trying my best to get scientists out of here, using my own pull to exfiltrate civilians."

He leaks at you, clearly still suspicious, when finally the sniper states angrily, "To where, your bosses?”

“Trust me, the people I exfiltrated were friends of mine, if they hurt him or his child, I’d personally leak all of this to every nation east of Poland.” You say. The two other spies in the room fail to object, knowing the tactics used. You’re establishing yourself as one of “the good ones.”

“They’ll shoot you in the back of the head before that happens.” He responds.

“The marines already tried that.” Reilly says, backing you up.

The sniper says, then eventually says “Fuck it.” With a flat tone. “Take me to your goddamn leader. Don’t worry about leaking information to Russia lass, if they let me live, I’ll make sure your superiors get tried in the fucking Hague.”

There’s a brutal honesty in his words that make it pretty clear there’s no false intentions here. He hates you, but he knows without you he’s either dead, or will have to live through Black Mesa.

“Welcome to the team.” Reilly says, handing back the sniper rifle she took off of him.

(The sniper has 56 health, 66/100 armor power.)

>Start asking the sniper for more personal information. Things like his name and service history. (Roll 3d6+2, it might be false on a 10, above a 14 it will definitely be true.)
>Tell Reilly to keep her gun, you don’t want him to be carrying any large weapons yet.
>Write in any further questions you may want to ask. The sniper may choose to refuse, and you will be given the option to push the question further or drop it.
>Tell the sniper to sit here for a while, you’re gonna have one of the physicians from Black Mesa deal with his wounds. (+20 health, could take another fifteen minutes in a rather insecure position.)
>It’s time to get a move on, you’re not that far from the infirmary.
>>
>>4277654
>Write in
So beyond the whole big headed alien having a seizure and our exchange, you notice anything strange going on here? Well beyond the aliens. I mean something in particular.
>>
>>4277654
>>4277665
This. Ask him about what he's been able to observe so far since his deployment.
In exchange we can tell him about some of the xenos we've seen so far and their general behaviors. He might not have seen all the different types yet.
>>
>>4277665
>>4277758

"Aright. If you're working with us, then I want to ask you what you've seen out in the field so far." You ask.

"Fair enough." He explains. "What you don't know will hurt you." He continues with the tone of someone who's mildly proud of that mantra. "I'll admit I hadn't seen any of the big headed aliens before now, but the parasitic crabs, those giant seven foot tall grunts, and the lanky little cyclops creatures I've seen plenty of. Then finally there's the mindless little alien animals, but you can't go ten feet without running into them." He takes a second to observe your facial features. "Nothing new?" He says. "I've also seen these strange peaces of alien flora that grew out in the desert. Bashed a marine's head in. Other than that, I've only heard reports. There were little spiky things that threw their needles at you. I wouldn't know anything more about those last creatures."

"I haven't heard about those last two. You said you saw the flora yourself right?" You respond. "Did it seem intelligent?"

"I don't think so, more like some sort of giant venus fly trap." He explains. "So is there any recon you'd like to tell me about?" He asks.

>Tell him about the alien intelligence system.
>Simply tell him about the abilities of the Xen Controllers.
>Explain the true nature of the vortigaunts servitude.
> Don't tell him anything.
>Write in.
>>
>>4277908
>Tell him about the alien intelligence system.
>Simply tell him about the abilities of the Xen Controllers.
The Xen Controller we just killed? The big headed alien baby thing? That was pretty much their version of special forces I think.

>the lanky little cyclops creatures
What?

>Write in.
You see any giant aliens bigger than the grunts with claw hands that shoot fire?
There's also stuff in the water, like alien sharks and alien leeches.
>>
>>4277908
>Tell him about the alien intelligence system.
>Simply tell him about the abilities of the Xen Controllers.
>>4277921
>the lanky little cyclops creatures
the vorts
Also backing that write in.
>>
>>4277908
>Then finally there's the mindless little alien animals
The bullshuids, Houndeyes, Barnacles, Gargantuas
>>
>>4277908
>Tell him about the alien intelligence system.
>Simply tell him about the abilities of the Xen Controllers.
>Explain the true nature of the vortigaunts servitude.
>>
>>4277921
>>4277935
>>4278173

The sniper eagerly accepts his gun, and with the way he holds it, you know you'd need to fight him to get it off him.

"Have you seen the giant aliens with hands that shoot fire?" You ask.

"I've heard of them. I know enough to know that they're rare and loud. I figure that if it spots us before we spot it, we're already dead." He explains.

"Alright." You say, not entirely sure if you agree with that assessment. You're pretty sure those things could kill hundreds purely by accident. This nihilistic attitude towards threats gets a person killed. "You said you haven't seen the large headed creatures, right?"

"Yup." He says. "Never heard of the creatures."

"Well it turns out that they're seemingly the alien equivalent of special forces. The creatures, in conjuction with the green cyclopian aliens, seem to be able to manipulate human minds." You say.

"Jesus. Like out of a comic book." He responds.

'Exactly." Marietta.

"Well my expertise is in tracking, not Majestic Twelve work, so I hadn't been briefed on any of that." He responds. "How do they manipulate people? Implanting commands?"

"We're not really sure of the total extent of their abilities." Marietta responds. "But we have seen them alter the memories of a group of fellow agents."

"So... your memory can't be trusted?" He asks.

"No." Is all Marietta says.

"It's part of the reason the marines are in such a disorderly mess." Reilly says.

"Yeah." You say, pulling attention towards yourself. "We've also noticed a few creatures in flooded areas. Alien sharks and leeches. I know we're in a desert, but Black Mesa stores a lot of water here. Some places have been flooded."

"Noted." He responds. "Don't worry, they call us marines for a reason."

>Start asking the sniper for more personal information. Things like his name and service history. (Roll 3d6+2, it might be false on a 10, above a 14 it will definitely be true.)
>Write in any further questions you may want to ask. The sniper may choose to refuse, and you will be given the option to push the question further or drop >Tell the sniper to sit here for a while, you’re gonna have one of the physicians from Black Mesa deal with his wounds. (+20 health, could take another fifteen minutes in a rather insecure position.)
>Make any requests from your handler before you fully shut off the call, and move out. You may have to roll for them, or he may just deny them.
>It's time to get a move on, you're not that far from the infirmary.
>>
>>4278250
>It's time to get a move on, you're not that far from the infirmary.
You know the game. Try not to shoot any civies yourself.
>>
>>4278250
>Ask for his callsign so we can at least communicate with him in combat.
>It's time to get a move on, you're not that far from the infirmary.
>>
>>4278250
Ask him what his skill set is.
>>
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Since it's wednesday, I'm gonna be taking a break to get my regular responsibilities done today. When I come back tomorrow, I'll probably end up starting a new thread.

Thanks once again to all the people who have played so far. It's genuinely marvelous seeing people actually interested in something I've created. Especially when you consider the absolute atrocity that is my organizational skills.

I'd like to hear if anyone has feedback, and of course don't be afraid to be negative, I can't change if I don't know if I'm doing something wrong.
>>
>>4279189
You're doing a good job keeping track of the narrative and longer term consequences of actions.
That's really the important part. Even more important than mechanics
>>
>>4281118
New thread is up.

>>4279556
Thanks man. I try to strike a nice balance between the "Lol wrong choice here's a bunch of grunts." and being so forgiving your choices don't actually mean anything.



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