[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: nazi moon gun.jpg (380 KB, 890x1200)
380 KB
380 KB JPG
Last thread:
https://suptg.thisisnotatrueending.com/qstarchive/2023/5734517/

The moon has always been a fascinating place.

Earth’s great gray companion has caught the notice and attention of humanity ever since there have been humans to acknowledge it. From using it’s phases to measure and record time, to taking inspiration from it for a wide variety of religious and mythological entities. For as long as humanity has existed, people have looked up into the night sky, and wondered what it would be like to reach up and touch the earth’s celestial partner. Hell, you had similar dreams. Back when you were a young boy, and the newspapers were hailing Luna-2 as the momentous achievement that it was.

It’s such a shame that you’re up here purely to kill people.

You are Senior Lieutenant Aleksei Volkov, of the Military Air Forces of the Union of Soviet Socialist Republics. It’s been around six or so hours since you first set foot on the moon, as part of the Soviet Union’s contribution to the UN combined battalion. The entire force assembled, and you were soon heading out to bring retribution to your foe. The remains of a failed empire that had once come close to bringing your glorious union to a savage end. The last echoes of the third reich.

You still can’t believe the fact that the Nazis somehow managed to make it all the way up here. But hey, they’re here, and they’ve been dropping lumps of moon rock and metal kinetic rounds across earth for the past few years. So the UN finally came together to put a permanent end to the problem. Soldiers from America rub shoulders with their Soviet counterparts, while brothers from East and West Germany come together to put down the last legacy of their country’s greatest mistake.

Your journey here hasn’t been easy, and the Nazis have taken any opportunity they could to attack the UN force. From missile strikes as you mustered, to an ambush in the shadow of the crater that you were traveling across. They were trying their best to bleed the force dry, to try and save themselves from the inevitable sledgehammer of Earth’s might.

The simple plan of attack hadn’t changed. The entire UN force would advance towards the small sub-crater that the Nazis had occupied, attack over the ridge, and assault the base with supporting fire from the assorted walkers and moon hoppers. Once you entered the base, you were basically on your own, and were expected to try and seize the base.

Of course, you and the rest of the Soviet contingent had a few… additional objectives. And no doubt the Americans and their NATO stooges would probably have their own too. And trying to find out what they were planning was your secondary mission. Killing the Nazis came first though.

>Cont
>>
>>5777646

Your mind is brought back to the present as your vehicle jostles you in the stool-seat that you were occupying. You’re less than an hour away from the crater now. If the enemy had spotters, they would have already seen the force approach. The rest of the vehicle commanders seemed to agree, as your vehicle’s radio system clocked in around a dozen or so ongoing transmissions between vehicles. You still had time to make some checks.

>Check in with your squad. You need to make sure that their heads are in the game.
>Check in with Captain Isayev. Have there been any last-minute changes to the plan?
>Check in with the Americans. You’ve got nothing better to do.
>Check yourself. You know the plan, your squad knows the plan, you just need to do your part.
>Other (write in)
>>
>>5777649
>>Check in with the Americans. You’ve got nothing better to do.
>>
>>5777649
>Check yourself. You know the plan, your squad knows the plan, you just need to do your part.
What if we killed and American with a Rock? Wouldn't that be fucked up or what?
Also, can we pick up a sidearm
>>
>>5777649
>Check yourself. You know the plan, your squad knows the plan, you just need to do your part.
Go clean your suit joints or something

>>5777681
Get back to your timeline, Nikandros
>>
>Check in with your squad. You need to make sure that their heads are in the game.
>>
>>5777649
>>Check yourself. You know the plan, your squad knows the plan, you just need to do your part.
>>
You’ve heard the plan already. And outside of some misgivings about recent force changes, specifically personnel transfers, you’re fine with your part in it. Just follow the captain’s lead, and shoot Nazis whenever possible.

And at the same time, you’ve also made sure your squad -six men and women, including yourself- is ready to go. All of them report that their equipment is ready, and all of them bar your XO have had time to rest and get ready for the battle ahead. Unfortunately, your XO hasn’t had the chance to rest before the battle, due to also being assigned as the driver for your vehicle. But if she’s feeling the fatigue, she’s not showing it in her voice. The last time you talked, she sounded the most awake out of all of you.

That only leaves you to tend to your own pre-battle checks and rituals.

You run through a checklist in your head, one that starts with your suit. Said suit -one of the bulky American sets- is intact. It’s a bit dirty, with lunar dust sticking in random areas across the suit. But the dust shouldn’t impede you in any way. Your biggest concern is the sheer size of the suit. Sure, it’s a lot more comfortable than the suits that the rest of the Soviet contingent are wearing, and the extra layers of insulation does give mild shrapnel protection. But moving in confined spaces in the suit is going to be a problem. Of course, you could ditch it as soon as you enter the base, but that would be risky in certain areas.

You next check your personal, non-combat equipment. Thankfully, most of that equipment was already integrated into your suit, like the radio and the IFF system. You know that the radio is fine, you’ve been flicking through channels for the past few hours. And the IFF system is working as intended. Outside of that, you have basic stuff like the emergency suit repair patches, which you’re meant to use to seal up puncture damage to your suit so that you don’t die from loss of air and pressure before your wound can be treated. And aside from that, you make sure that your various magazine and grenade pouches are all secure.

Finally, you check your weapons. And you have quite the arsenal at your disposal.

>Cont
>>
>>5777968

Like most of the Soviet and Warsaw Pact forces, your main weapon is a Kalashnikov rifle, specifically modified for combat in space. Outside of the visible changes, like the oversized controls for use with gloves, and the white and chrome finish to reflect as much light-induced heat as possible, it’s still the same old kalashnikov design. Backing that up is your pistol, a required item for any officer, even if you’re not sure how much utility you’d get out of a 9mm out here. Still, the little stetchkin gives you a few more options, especially in burst or automatic. And rounding out your issued kit is a combat knife and a brace of grenades. All in all, a perfectly capable kit, good for all ranges.

But thanks to the generosity of the people, those aren’t the only weapons at your disposal. Strapped to one of the supporting members of the turret basket that you sit in, is a double-barrel hunting shotgun. And in a nearby storage bag is a large and nasty looking axe. Both of them were probably privately owned by the people who loaded up your unit’s supply crate, and readily donated in the hopes that they would taste fascist blood. You hoped that they would serve you well in the close confines of the base, even if there was a good chance that you’d have to leave them behind if you needed to evacuate your vehicle early.

A light thud against your leg catches your attention before you can start checking your vehicle’s weapons, and you look back into your lunar IFV’s passenger compartment just in time to see one of your squadmates tap the side of his helmet. Youtube the hint, and tune into the squad frequency.

“Everything alright sir? That’s the third time you’ve checked your gear.” Feliks Kalisz, one of your squad’s two Polish members, asked with a smile. But from the fact that his rifle was already slung to his chest, you knew that he was just as worried about the upcoming fight as you.

>Write in
>>
>>5777970
>"It's nothing. You can never be too prepared soldier."
>>
>>5777970
>>5778141
Support
>>
>>5777970
Have some small talk with Polack
>>
>>5778141
Support.
>>
>>5778141

Supporting
>>
"It's nothing. You can never be too prepared soldier." You shrug as you undo the strap on your stetchkin’s holster, and give it a quick inspection. Thankfully, the holster protected it from the majority of the lunar dust, but there’s still some bits of dust that have stuck around the hammer.

“That may be so, but our weapons aren’t those weak, over-engineered western things. They’re not going to fall apart on us.” Kalisz points out as you take the pistol by the front and shake some of the dust off. Most of it sticks tight, but any little bit helps.

“Hah, I guess so. Since when did you get so wise?” You ask as you return the pistol to its holster, and drop your seat so that you can look into the passenger compartment.

Kalisz grins at you from behind his helmet, but it’s his fellow pole -Kacper Tomczyk-who answers first. “Who said he was being wise? Lazy is more appropriate.”

“Me? Lazy? What did I do to deserve such defamation?” Kalisz favors his fellow countryman with a dramatically shocked expression.

Tomczyk replies with an innocent smile, before twisting the knife a bit. “Do you want a list?”

Another one of your squadmates huffs at the display, before Alin Lupei tries to diffuse the situation before it gets anywhere close to confrontational. “Ladies, please, you’re both pretty.”

“Why am I not surprised that the Romanian is the one to call us pretty.” Tomczyk huffs, but favors the man next to him with a friendly smile.

>Join in with the banter. It’ll help to get everyone relaxed before the mission.
>Check in with Captain Isayev. Have there been any last-minute changes to the plan?
>Check in with the Americans. You’ve got nothing better to do.
>Other (write in)
>>
>>5778820
>Check in with Captain Isayev. Have there been any last-minute changes to the plan?
>>
>>5778820
>>Check in with the Americans. You’ve got nothing better to do.
>>
>>5778820
>>Check in with Captain Isayev. Have there been any last-minute changes to the plan?
>>
>>5778820
>>Check in with Captain Isayev. Have there been any last-minute changes to the plan?
>>
File: moon hopper.jpg (324 KB, 1524x1100)
324 KB
324 KB JPG
Well, the squad seems in good spirits. And as all of your gear appears fine, there’s only one more thing for you. As such, you disconnect from the squad frequency, and punch in the number for the platoon command frequency. You announce your presence as soon as the static clears. “Vehicle three three to platoon command, come in command.”

“Good copy three three, what do you need?” Your new commanding officer, Captain Isayev replies. You still don’t know much about the man, other than the fact that he used to be the second in command for the first platoon, and was moved over to your platoon when your previous commanding officer -major Chekov- was killed during a Nazi ambush.

“Nothing in my end. Just reporting that my squad is combat effective, no issues on my end.” You inform your ersatz officer as you turn around in your seat, and press the button to elevate it back up into the turret. “Any changes to the plan?”

“As it stands? No. But those hopper units are getting sent up first to give us some basic reconnaissance of the base. If things have changed significantly since the last orbital reconnaissance pass, we’ll have to adapt to it.” The captain replies, reminding you of the last-minute reconnaissance mission done by the force’s closest equivalent to attack helicopters. Of course they weren’t actually the same, the hoppers couldn’t hover like a helicopter, hence the name. But they were close enough.

“So basically, we’re waiting on the fly boys again?” You groan, rolling your eyes before you look out of your viewing periscope. You were under strict orders to remain within your vehicle during the approach to the base, and during the assault. So that left you reliant on the vehicle’s viewing systems alone.

The captain instead just laughs at your complaint. “Oh cheer up Volk. We’ll be getting suck in before you know it.”

>Find out how the captain is doing. How is he adapting to his new duties?
>Find out how the new personnel are doing. You had to transfer some people around to make up for first platoon’s losses.
>Check in with the Americans. You’ve got nothing better to do.
>Other (write in)
>>
>>5780409
>>Check in with the Americans. You’ve got nothing better to do.
>>
>>5777646
I have always wanted to believe that, if we ever colonize the moon, we will not bring our political conflicts with us. But I suppose that's too much to ask of our combative species.
>>
>>5780409
>>Check in with the Americans. You’ve got nothing better to do.
>>
>>5780409
>Find out how the captain is doing. How is he adapting to his new duties?
Offer help if needs it
>>
>>5780409
>Find out how the captain is doing. How is he adapting to his new duties?
>>
>>5780409

>Check in with the Americans. You’ve got nothing better to do.

Our nonstandard lines of communication with the Amerikanskis is an asset, gotta keep it alive
>>
>>5780409
>Check in with the Americans. You’ve got nothing better to do.
>>
>>5780409
>>Check in with the Americans. You’ve got nothing better to do.
"Brotherly socialist greetings once again to you and yours, o sneering Yankee imperialists. Please advise, how are your mission readiness and cholesterol levels?"
>>
File: moon marines.jpg (199 KB, 1920x960)
199 KB
199 KB JPG
“Looking forward to it, sir.” You assure the captain, the prospect of both delivering righteous justice to the hated enemy of the people, and getting to stretch your legs after so long being very appealing to you. “Is there anything else?”

“Not really. Is there something you need to do?” The captain asks, his voice belying more interest than accusation. If you had to guess, he was just asking out of boredom.

“Yes. I need to have a chat with the Americans.” You say in a tone somewhere between joking and serious, out of interest for how the captain might react.

You get exactly what you want, as the line goes dead for a good couple of seconds as your new officer mulls over what you just said. Before chuckling over the line, and going along with what he assumed was a joke. “You sound a lot happier about that than you should be. Should I get the commissar?”

“I didn’t know we brought one! I’ll talk with you soon sir.” You assure the captain, before disconnecting from the line. You have to look back through your radio’s recent frequencies in order to find the one that the Americans had contacted you on, hoping to catch them by surprise.

Unfortunately, the American proved to be a lot more attentive to their radio than you’d hoped. “Well shucks, Ivan. Here I thought that the moon krauts got to ya. What’s on your mind?”

"Brotherly socialist greetings once again to you and yours, o sneering Yankee imperialists. Please advise, how are your mission readiness and cholesterol levels?" You reply, egging up your accent as you speak.

“Oh it’s perfect, these here moon burgers are just dripping in capitalist grease. And you know all this expensive western gear, it just loves to work. Say, how’s that diet of soup and vodka doing for ya?” The American matches your over-emphasized accent, seeing the challenge for what it was.

“Soup he says, you spoiled westerns wouldn’t know a good borscht if it was served between two slices of bread.” You let a hint of mock outrage creep into your voice, just to emphasize the point.

“You know, I’m not a soup expert. But I always thought that you put the bread in the soup, not the other way around.” The American points out, adding an annoyingly confused tone to his voice. And a little bit of you wonders if there’s a bit of truth behind his confusion. Were these westerners so opulent to have never had soup before?

>Keep talking with the American. This is fun!
>Keep talking with the American. You want to find out something (write in)
>Leave the conversation here. You’ve had enough fun.
>Other (write in)
>>
>>5781309
>Keep talking with the American. This is fun!
Outrageous. When (if) we're back groundside, he is being introduced to borscht. This is non-negotiable. Not having to take a sleeper train across the country and stand in a queue for ten hours to get a string of sausages only to find the person before you got the last of them has clearly corroded the fine art of culinary improvisation.
>>
>>5781309
>Keep talking with the American. This is fun!
>>
>>5781309

>Keep talking with the American. This is fun!

Obviously this is pure meming but there’s a good operational reason to have a set of injokes with the American squads - we build rapport and have a built-in verification system for later if we can start trading real intel
>>
>>5781309
>>Keep talking with the American. This is fun!
>>
>>5781309
>Keep talking with the American. This is fun!
>>
>>5781309
>Keep talking with the American. You want to find out something (write in)
Where can I get some strategically deployed burgers amerikani?
>>
>>5781309
>Keep talking with the American. You want to find out something (write in)
Let's see what they found out about the enemy in the battle, eg from searching corpses. What their capabilities are, their gear, anything strange that might give a hint on how they got up here.
>>
“A surprise indeed, the American knows what soup is! There is hope for you yet my friend.” You chuckle as you feel the LCV shift underneath you. The incline of the crater rim is steadily increasing, you can’t be too far from the lip.

“You really are focussed on our food, aren’t ya? Are they not feeding you right over there? Do you keep asking about our burgers because the premier wouldn’t let you go to McDonalds while you were at Space City?” The American homes in on your food-related line of questioning. To be honest, the only reason why you keep sticking to it is because you can’t really think of anything else to go off. But if it’s working and keeping him talking, then there’s no reason to stop.

“*Did I go to the McDonalds* he says. My friend, did you really slack off from training just to get something to eat? We didn’t really have that much time to spare at your space center.” You truthfully point out. The training regime after you flew in had been fairly fast, as the Americans trained your squad and a few other people on how to maneuver in your suits. You had been undergoing training at Moscow Cosmonaut Training Center, but a failure in an early batch of suits forced the suits assigned to your platoon to be redistributed, while you were set to use American units.

“Aw come on red, they can’t be expecting you to work hard on that canteen food all the time.” The American complains, leaving you to wonder what was wrong with the food you had been served at the center. You’re about to ask him why he would take greasy fast food over healthy and well prepared canteen food, when he presents you with an offer. “Tell ya what. Once we’re back dirt-side, how’s about I show you and your folks some real food? There’s a neat place near Jacksonville that’s got a really good spread. You’d love it.”

“I would not mind that, my friend.” You assure the American as you rack your mind for military bases named after this Jacksonville place. It’s likely that your American counterpart is a soldier of some sort, and if you know which bases are nearby, then you might be able to figure out which branch he’s from.

“But there’s no such thing as a free lunch, ya hear? If you want our hospitality, then you’re gonna have to earn it out there.” The American continues, putting a price in blood over the offer as a set of lights appear on the radio console. The UN commander is trying to get everyone’s attention for an announcement, probably to order you all ‘over the top’ as it were.

Still, you think you have time to respond to your yanke friend’s offer.

>Cont
>>
>>5782662

>Accept the challenge! What’s a bit of harmless competition between allies?
>Decline the challenge! You’re not going to risk your men over a meal with the enemy.
>Other (write in)

ALSO:

>Reply boastfully! If a competition is what he wants, then you’ll show him what the VDV can do!
>Reply confidently! Asking the Russian if he can kill Nazis, who does he think won the war?
>Reply modestly! There will be enough fascists to go around, you think.
>Reply dismissively! They don’t need to bribe you to get the job done.
>Other (write in)
>>
>>5782664
>Accept the challenge! What’s a bit of harmless competition between allies?
>Reply confidently! Asking the Russian if he can kill Nazis, who does he think won the war?
Uraaaaaaaa
>>
>>5782664
>Decline the challenge! You’re not going to risk your men over a meal with the enemy.
>Reply confidently! Asking the Russian if he can kill Nazis, who does he think won the war?
>>
>>5782851

Backing!
>>
>>5782664
>Accept the challenge! What’s a bit of harmless competition between allies?
We're not committing to actually risk anything, just a bet with no stakes.
>Reply confidently
>>
>>5782664
>Accept the challenge! What’s a bit of harmless competition between allies?
>Reply boastfully! If a competition is what he wants, then you’ll show him what the VDV can do!
>>
>>5782664
>Accept the challenge! What’s a bit of harmless competition between allies?
>Reply confidently! Asking the Russian if he can kill Nazis, who does he think won the war?
>>
>>5782664
>>Accept the challenge! What’s a bit of harmless competition between allies?
>>Reply confidently! Asking the Russian if he can kill Nazis, who does he think won the war?
>>
“My friend, are you forgetting who got to Berlin first? This will be no challenge at all!” You laugh as you answer. It was Soviet lives and Soviet blood that won the war, though you phrase it in a far more diplomatic manner, rather than just saying it outright.

“We’ll see about that one Ivan.” The American echoes your laugh, before tiredly sighing to himself. You couldn’t tell if it was due to general fatigue, or something else, and you don’t have time to think about it as the American bids you goodbye. “Fight well, buddy.”

“Die well, comrade.” You reply, before disconnecting from the channel. You take a quick sip from your suit’s water bladder as you punch in the frequency for the one-way command channel, where everyone waits to hear what the commander of the multinational mission has to say.

“Everyone here? Good.” The British commander of the whole UN force asks a few seconds after you tune in, before giving a quick pep-talk. “We’re here today to kick these buggers back where they belong, and I know that all of you can do it. Be careful, and disengage if you start getting overwhelmed. We all know how dangerous this op is, let’s not make it any worse by taking stupid risks. Any questions?”

When nobody speaks up, -or more specifically, none of the company commanders, as everyone else was only able to listen and not speak- the commander continues. “Stick to the plan lads, this’ll be over in no time. Armour, lead off.”

With that, the entire UN force begins to break apart. The small contingent of heavy walkers, resembling French light tanks on legs, scramble ahead. They are the first to approach the lip of the crater, squatting lower to the ground to avoid skylining against the top as the rest of the force gets into position. The LCVs fan out, breaking up into two separate armored companies. Meanwhile, the bipedal light walkers range between the two, looking for places where they can best lend their firepower.

Your platoon forms up on the far-right of the Soviet company, perfectly positioned in order to push towards your objective…

>A rush towards the hub! The honor of being the first troops inside MUST go to the Soviet Union, no matter who.
>Screening the first! The first platoon has the honor of entering the hub, you have to cover their flanks.
>A mad dash to the gun! That massive cannon is why you’re here, you can’t leave it operational.
>Dash for the outlying structures! Your platoon will seize the outlying structures, either for another path into the base, or for the loot.
>>
>>5784551
>Dash for the outlying structures! Your platoon will seize the outlying structures, either for another path into the base, or for the loot.
Whoever goes for a frontal assault on the base is going to get absolutely lit up and bogged down. I imagine the outbuildings will be connected to the main base - let's kick in the back door!

There's a high chance that one or both of us won't come back to collect on the wager, or that we'll come to blows over the spoils. I think we both know that
>>
>>5784551
>>A mad dash to the gun! That massive cannon is why you’re here, you can’t leave it operational.
>>
>>5784551

>Dash for the outlying structures! Your platoon will seize the outlying structures, either for another path into the base, or for the loot.


Going for the flank is always a good choice
>>
>>5784551
>>Dash for the outlying structures! Your platoon will seize the outlying structures, either for another path into the base, or for the loot.
>>
>>5784551
>Dash for the outlying structures! Your platoon will seize the outlying structures, either for another path into the base, or for the loot.
>>
>>5784551
>Dash for the outlying structures! Your platoon will seize the outlying structures, either for another path into the base, or for the loot.
>>
File: nazi moon base hub.jpg (272 KB, 750x563)
272 KB
272 KB JPG
A small cluster of outlying structures. More specifically, a series of domed, bunker-like buildings that NASA had identified as possible entrances into subterranean structures. The combat would be tough, and would likely involve blowing through prepared defensive choke points, and hoping that one of the tunnels led back to the main hub structure at the center of the crater.

That being said, it was still probably one of the safer jobs you could be doing. At the very least, there was a good chance the Nazis would keep the internal sections of the base pressurized, so a suit puncture wouldn’t be immediately lethal.

You’re only half listening to the radio as the various officers report that they’re ready to move, hell you barely hear the UN commander order the advance in his crisp Oxford accent. Instead, your eyes are stuck to the commander’s viewing screen, mounted directly in front of you in the turret. It’s one of the main benefits of having the main gun offset to the side, instead of in the center of the turret as usual. You’re not having to constantly strain your neck and twist around in order to look through viewing blocks.

It’s through this screen that you watch the heavy walkers raise up on their hydraulically actuated legs, and fire over the lip of the crater. The quality of your viewing equipment is so high that you can clearly make out the haze of lunar dust being kicked off each vehicle’s upper hull as they fire, and the computer-controlled recoil compensation rockets doing their work. Their barrage is soon joined by paired firing teams of light walkers, with the smaller vehicles expending their longer ranged munitions before joining you in the assault. Unfortunately, they burned through their ammunition too fast for your liking, and you’re thrown back into your seat as your armored company charges over the top, and into the crater.

For a second, you’re taken aback by the view before you. From the massive swastika-shaped hub building, to their doomsday cannon, the sheer scale of the enemy base left you speechless. A few years back, the largest lunar bases proposed had essentially just been tubes landed on the moon and covered in regolith, only enough for a dozen people at most. Were it not for the goals of the lunatics in charge, it would have been hailed as one of humanity’s greatest achievements. Even if you still can’t understand why the Nazis would waste time and effort fashioning the uplifted center of the crater into a swastika that could be seen from space, the fact that it had been done at all still impressed a small part of you.

That small part of you promptly dies as the first bullets bounce off the hull of your vehicle. The small impacts aren’t enough to slow your advance, but it’s more than enough to put your head back in the game.

>Cont
>>
>>5785723

The nazis hadn’t waited for your assault to arrive before preparing their defenses. Rushed trench lines had been carved into the lunar surface by excavation machines, with one of the machines blown into a twisted pile of scrap by one of the first shells. And many of those defenses were obviously manned, even as the various walkers did their level best to sweep them clean. Rockets, and shells dance in the void above the armored force as they race towards their objectives.

The majority of the force -the Soviet first and second platoons, and their western counterparts- made directly for the cannon. That damn thing was why you were all here, and the most recent reconnaissance passes had shown that the Nazis had put a lot of effort into reinforcing the gun from external damage. As such, the only way to knock it out would be by killing it from within.

But that was not your destination. Instead, the third platoon was in the process of splitting off, and charging towards a network of outlying buildings. Three semi-domed structures, which NASA believed to be small semi-underground facilities, that they also believed were among the first structures to have been built given how relatively simple they were compared to the rest of the base. Still, it wouldn;t surprise you if there was more to those buildings than met the eye.

But one very obvious new addition were the sub-site’s defenses. The Nazis obviously valued the structures, and had put some effort into their defense too, digging earthworks -or rather, regolith works- around the structures, and making some attempt at building some bunkers for the personnel to man. They were rushed, but they would still be a problem.

Please roll 1d20 with each vote, best of 3 for each vote wins.
>Slow down and shell them! If you destroy a bunker or two with your cannon, the assault will be in your favor from the start.
>Maintain speed and advance! You’ll engage the defenses alongside the rest of your platoon, rather than singling yourself out as a notable threat.
>Accelerate and outflank them! If you can clear those trenches, you can put rockets and grenades into them from behind.
>>
Rolled 10 (1d20)

>>5785725
>>Accelerate and outflank them! If you can clear those trenches, you can put rockets and grenades into them from behind.
>>
Rolled 13 (1d20)

>>5785725
>>Slow down and shell them! If you destroy a bunker or two with your cannon, the assault will be in your favor from the start.
>>
Rolled 8 (1d20)

>>5785725
>Accelerate and outflank them! If you can clear those trenches, you can put rockets and grenades into them from behind.
>>
Rolled 4 (1d20)

>>5785725

>Slow down and shell them! If you destroy a bunker or two with your cannon, the assault will be in your favor from the start.

Better to pound them and soften up for the advance, I think
>>
Rolled 4 (1d20)

>>5785725
>Slow down and shell them! If you destroy a bunker or two with your cannon, the assault will be in your favor from the start.
>>
File: buran and energia.jpg (1.52 MB, 2862x2046)
1.52 MB
1.52 MB JPG
“Driver, slow us down and keep us stable!” You bark over your internal radio net as your platoon races towards the lone fortifications. You’ll never be able to aim properly with your vehicle bumping and bounding across the crater, and with only five shots, you can’t afford to miss.

Even still, your radio almost immediately crackles to life as your new commanding officer spots your vehicle slowing down. “Vehicle three, what are you doing?”

“Aiming.” You answer calmly, before settling your sights over one of the bunkers and calling you shot. “Firing!”

Firing such a large cannon in an airless environment is an odd experience. You feel the shot more than you hear it, and even then it’s dampened as the shock is transferred into the turret. Nonetheless, you see the shot sail down range, and slam into the face of one of the bunkers. The structure still stands, but the round landed right in the middle of the structure, and you’re pretty sure that a lot of the dust and debris is coming from behind the structure, so you’re pretty sure the liquid copper penetrator has successfully punched inside. With any luck, the occupants would have been killed. And if not, then knocked off balance long enough for the two other squads to get a leg up in the fight.

Unfortunately, no good deeds go unpunished, and the Nazis quickly return fire, slinging a barrage of bullets and rockets at your vehicle. The former you don’t care about, but the latter could kill or disable your vehicle with just one or two hits.

>Roll 1d20
>>
>>5787047
We only brought five main gun rounds?
>>
Rolled 16 (1d20)

>>5787047
forgot to roll
>>
>>5787067
You've got more than that elsewhere, but you've only got 5 in the autoloader and reloading it under fire is not really viable.
>>
Rolled 16 (1d20)

>>5787047
>>
Rolled 9 (1d20)

>>5787047
>>
File: soviet assault.jpg (1.16 MB, 2145x1161)
1.16 MB
1.16 MB JPG
“Driver, incoming!” You shout a warning over the radio, but Vera is already responding as the words leave your mouth. She hits the accelerator, and throws the vehicle to the left, trusting in the powerful electric motors to accelerate your vehicle as much as possible.

The rockets continue on their ballistic arc towards your previous position, but the Nazi missile tracks unerringly towards you. The weapon’s operator accounts for your speed, and leads his missile to where he expects you to be when the missile reaches you. Vera waits until the last second, before throwing the vehicle to the right, back towards the Nazi structures. The operator tries to correct for the sudden move, but over-corrects in his rush, and the wire-guided missile streaks past the right-hand side of your turret.

In the few seconds that exchange took, the rest of your platoon and their escorts return fire at the Nazis. Two LCVs and a pair of light walkers light walkers start slinging 73mm HEAT rounds and auto-cannon rounds at the Nazi emplacements. Some of the rounds sail over the trenches and hit the structures, and some miss completely and fly into the void. But enough land nearby that the Nazi troops duck for cover, and their return fire abates for just a second.

It’s all the time that the captain needs for the two LCVs to slow down, and their infantry sections to clamber out behind them. The four-man squads stay behind the LCVs as they advance towards the Nazi defensive lines at a bounding pace. Roughly equivalent to a light jog on earth. It’s not a textbook tactic, but you can’t afford losses with such tiny squads.

>Join the assault! The captain is gonna need all the help he can get in those trenches.
>Hang back and provide fire support! If you can break the enemy’s lines now, the captain’s attack will be much easier! (roll 1d20)
>Other (write in)
>>
Rolled 10 (1d20)

>>5788331

>Hang back and provide fire support! If you can break the enemy’s lines now, the captain’s attack will be much easier! (roll 1d20)

More importantly, we’re a big target and can draw fire away from the boys in the process
>>
Rolled 18 (1d20)

>>5788331
>>Hang back and provide fire support! If you can break the enemy’s lines now, the captain’s attack will be much easier! (roll 1d20)
>>
Rolled 6 (1d20)

>>5788331
>>Hang back and provide fire support! If you can break the enemy’s lines now, the captain’s attack will be much easier! (roll 1d20)
>>
Rolled 6 (1d20)

>>5788331
>>Hang back and provide fire support! If you can break the enemy’s lines now, the captain’s attack will be much easier! (roll 1d20)
>>
File: spg9 round.jpg (81 KB, 1024x434)
81 KB
81 KB JPG
With the rest of the platoon opening up on the Nazi defenders, you have a few precious seconds to look for an important target. Hitting bunker complexes is all well and good, but you trust in your platoon to hit big, stationary targets like that. Thankfully, you don’t have to search too far, as the Nazis soon get their wits about them and start returning fire.

Most of the fire comes from poorly aimed, and wildly inaccurate rockets. Weapons probably none too dissimilar to the Panzerfausts that they developed back in the last world war, which in turn had been the inspiration for the early RPGs. Yet another example of a bad design being simplified and improved by the Union’s wise engineers.

Unfortunately, the Nazis were apparently of the same opinion -that their rockets were terrible weapons- and you easily pick out a pair of guided rockets being fired from some part of the trench. The weapons don’t fly very well, and last-second evasive maneuvers saves one of the LCVs and a walker, but a second walker is hit in the leg as it tries to dodge. The single-man chicken walker is sent careening away by the blast, and falls agonizingly slowly in the low gravity.

You won’t let that weapons team have another chance. And you slew the turret over towards the section of trench where you saw the missile launch from. The prepared section -from a technical standpoint, at least- makes sense. The launch site is in an extension behind the trench line, with only the launch rail poking out of the alcove. It allows the backblast to be freely expelled behind the launcher without endangering any troops in the trench, while also allowing them to reload the device.

But that doesn’t really protect them from a high-explosive anti-tank round.

“Driver, slow down.” You crow as you adjust the gun, the LCV screeching to a stop just as you get your range. You don’t bother calling the shot, instead letting the felt recoil speak for you. The shot slams into the lip of the launcher site, and sprays molten copper across the back. They must have been storing spare reloads there, as the ensuing explosion destroys the alcove entirely, and knocks down the separating wall between it and the rest of the trench.

>Cont
>>
>>5789305

The defenders respond with a barrage of rockets, but Vera responds with the same trick as last time, simply turning away from the attack and accelerating. It’s a bit sketchier this time, but against unguided rounds it’s the most you can do. And from the looks of it, it’s also set to be the most they can do too, as the rest of the platoon finally reaches the defensive line.

The light walkers reach the trenches first, losing one of their number to a direct rocket strike to the crew capsule, before his wingmate hoses the trench down with his machine guns. Both of the LCVs follow them up to the trench line, and the squads behind them run up and into the trenches. Their weapons raised and ready as eight men move up under the cover of at least half a dozen guns.

>Join the captain’s assault! The captain is gonna need all the help he can get.
>Outflank the defenders! You can catch the Nazis as they try to react to the Captain’s attack.
>Find that last ATGM site! If it’s still active, none of the vehicles are safe.
>Enter the structures! While the defenders are distracted, you can make your way in.
>Other (write in)
>>
>>5789308

>Find that last ATGM site! If it’s still active, none of the vehicles are safe.

The vehicles are more valuable than the men
>>
>>5789308
>Find that last ATGM site! If it’s still active, none of the vehicles are safe.
>>
>>5789305
>Find that last ATGM site! If it’s still active, none of the vehicles are safe.
Methodical and thorough does it
>>
File: soviet ATGM team.jpg (378 KB, 1276x900)
378 KB
378 KB JPG
"Driver, swing us around the other side of the platoon. We need to find and kill the other missile team!" You order Vera as you give the stretch of trenchline closer to your vehicle a final sweep. You distinctly remember seeing a second missile get launched from the trenchline, but you don't see another launch emplacement on your side of the trenches. That leaves only one place, and you're out of position for an easy kill.

Vera reacts quickly, slamming your still-moving vehicle into an almost 180° turn so fast that you’re fairly sure that some of your wheels came off the ground. For a second, you fear that you’re about to roll over -she was swinging you around on an incline after all- but the vehicle rolls back onto it’s wheels. Even still, you’re buffeted around inside the turret basket, and you can only imagine what the rest of the squad is feeling.

All that being said, Vera had definitely mastered the vehicle. Your earlier concerns were entirely unfounded.

You swing your CITV camera back towards the embattled trenchline and start looking for the ATGM pit. You don’t have to look too hard to find it, as you see one of the light walkers stop up to it, and vomit a stream of tracers into the pit. From the looks of it, the assault was proceeding fairly normally without you. With both you and two of the walkers missing, the rest of the platoon had broken down into two equal pushes. One four-man squad and a light walker moving along each trench line, under the cover of said squad’s LCV.

One squad -you couldn’t tell which one- was making decent progress along the section of trench line that you’d previously shelled. While the other was facing spirited and determined resistance from the first bunker that you’d shelled. You’re about to line up the crosshairs of your gun on one of the bunker’s firing slits, when the bright flash of an igniting rocket motor catches your eye, and you look over in time to see the missing ATGM team firing point-blank at the light walker.

The shot is rushed, but it still catches the walker in one of the arms, blowing off the vehicle’s brace of machine guns, and leaving it horribly unbalanced. At almost the same time, a series of smaller explosions erupt around -and one inside- the trench.

Hand grenades, the imminent prelude to a counter-attack.

Please roll 1d20 with each vote, best of 3 for each vote wins.
>Suppress the charge! If the Nazis counter attack now, that squad is dead.
>Kill the ATGM launcher! You’re here for that damn launcher, you’ve got to kill it now.
>Charge into the fight! Sometimes, the best way to break a counter-attack is with one of your own.
>Other (write-in)
>>
>>5789505
>Kill the ATGM launcher! You’re here for that damn launcher, you’ve got to kill it now.
Big gun, then the mice
>>
>>5789505
>>Kill the ATGM launcher! You’re here for that damn launcher, you’ve got to kill it now.
>>
>>5789505
>Kill the ATGM launcher! You’re here for that damn launcher, you’ve got to kill it now.
>>
>>5789505
>>Kill the ATGM launcher! You’re here for that damn launcher, you’ve got to kill it now.
>>
Rolled 17 (1d20)

>>5789505
>>Kill the ATGM launcher! You’re here for that damn launcher, you’ve got to kill it now
Where are your rolls anons?
>>
Rolled 2 (1d20)

>>5789505
>Kill the ATGM launcher! You’re here for that damn launcher, you’ve got to kill it now.
shit, we were supposed to roll, right right
>>
Rolled 6 (1d20)

>>5789505

>Kill the ATGM launcher! You’re here for that damn launcher, you’ve got to kill it now.

I would imagine that launching a tank shell into their emplacement would also “suppress” their attack but what do I know?
>>
File: RGO (1).jpg (24 KB, 526x400)
24 KB
24 KB JPG
You make your choice within the blink of an eye, and snap the sights directly over the rear of the nazi bunker, where the tell-tale exhaust plume of a recent rocket launch gives away the position on the launcher. The weapons operators are fast, and are already darting out of cover to grab the launcher to reload behind cover, and maybe relocate for another shot. But they're not fast enough, you wait for a second for the sights to settle, before squeezing the trigger. And with a double-set flash -one from the muzzle of your cannon, and another from the round exploding on impact- the Nazi missile launcher is obliterated.

In those few seconds, the Nazis make their play. A section of three men in slate-gray suits bound out around the front of the bunker, firing wildly from the hip as they dive into the trench. In such close proximity to friendly troops, you can’t engage with the cannon, and your coaxial gun can’t depress low enough to hose them down. You’re about to order Vera to reverse so that you can get a shot, when the Soviet squad’s damaged walker lunges towards the Nazi fireteam, and tramples one of the Nazis before he can find cover. You look away in time to avoid witnessing the scene of the multi-tone vehicle crushing him to the ground and cracking his suit like an egg, but you still catch enough of it out of the corner of your eye.

In response, one of the two Nazis tosses something at the walker, before diving into a dug-out. The device latches onto the underside of the walker’s cabin before detonating, and blowing the vehicle and it’s heroic crew to smithereens. But in death, the walker gives the mauled squad the precious seconds they needed in order to recover, and toss grenades of their own. A pair of RGO grenades are tossed at the remaining pair of attackers as they clamber out of cover, and shreds them in a single blast.

You have time to watch this attack, as the squad’s distant IFV lends its own firepower to the engagement as it peppers the Nazi bunker with a barrage of rounds from its coaxial gun, before cracking the structure with a shell of its own. And -more importantly- because you’re thinking about what to do next.

>Enter the Nazi base! Ok, it’s not the base itself, but it’s close enough.
>Aid the wounded! Your comrades took a hell of a mauling, you need to help them.
>Secure the trenches! While you hope that this particular fight is over, you need to make sure.
>Other (write in)
>>
>>5790845
>Enter the Nazi base! Ok, it’s not the base itself, but it’s close enough.
The other squads are handling the exterior AO already, now it's time to say privyet before they can regroup.
>>
>>5790845

>Aid the wounded! Your comrades took a hell of a mauling, you need to help them.

Activate medevac services
>>
>>5790845
>>Enter the Nazi base! Ok, it’s not the base itself, but it’s close enough.
>>
>>5790845
>Aid the wounded! Your comrades took a hell of a mauling, you need to help them.
>>
>>5790845
>>Aid the wounded! Your comrades took a hell of a mauling, you need to help them.
>>
>>5790845
>Aid the wounded! Your comrades took a hell of a mauling, you need to help them.
>>
>>5790845
>Enter the Nazi base! Ok, it’s not the base itself, but it’s close enough.
>>
>>5790845
>Aid the wounded! Your comrades took a hell of a mauling, you need to help them.
>>
“Squad! Dismount and assist the second squad.” You order your men as Vera pulls up alongside the trench line. The rear personnel ramp drops after a few seconds, and your men snap to their duties as you scan for any remaining targets.

“Vehicle three, this is vehicle two. Do you see any more enemies?” Your radio crackles to life with the voice of the second squad’s commander. Maks Sorokin keeps his voice low and calm, denying you the chance to even guess at his emotional state.

“Negative, I’ve sent my men to reinforce your squad and provide medical aid. Wait for a few seconds and I’ll give you an update on their situation.” You reply, before switching back to the squad channel, and giving an open-ended question. “How bad is it?”

“About as bad as you think it is.” Kalisz answers first, a slight groan in his voice, probably from seeing his first corpses.


“I’m imagining crushed raspberries.” You suggest, before instantly regretting what you’d just said. Way to bring attention back to the probably gory scene, great job idiot.

“Yeah, that’s about right.” The Polish corporal replies with a mix of sadness at the deaths, and disgust at the allegory. He’s silent for another couple of seconds, before making his report. “Two dead from the grenades, the other two have multiple shrapnel injuries. We’re patching them up as best we can, but they’re bleeding.”

“Understood, thanks for that.” You reply, before switching back to the commander’s channel and giving the bad news. “Sorry Sorokin, but you’ve lost half your squad. The others are injured.”

“Volk, you’re the one with medical experience. What do you suggest?” Captain Isayev asks, announcing his presence by asking for your suggestion. Though given that he’s on the other end of the trench line to you right now, it’s more likely that he’s instead asking you to make the decision in his stead. So you take a second to think on your options, and quickly realize that you only have two of them.

If you can get inside the nazi structures, you can probably find a pressurized room. Once there, you can get the wounded out of their suits, and your platoon’s medic can treat them on site. It could be the fastest option if things go your way, and it keeps the wounded with the platoon in case the wounds don’t take them out of the fight. But that assumes that you can easily find and break through an airlock, that cycling the airlock won’t take too long, and that the Nazis don’t have any defenders inside to make the situation more complicated.

>Cont
>>
>>5792183

Alternatively, you could simply extract the wounded back to the UN medical vehicles. You know that the people inside them aren’t going to try and fight you, and they’re just as well equipped as your medic, if not more. While it’s not the fastest option, it’s the most consistent as there shouldn’t be any major complications. But that being said, it wasn’t without risk either. While the heavy walkers had been keeping the defenders around the main hub distracted through a gunnery duel, there was nothing stopping the Nazis from destroying the LCV carrying the wounded as it attempted to flee.

>Get the wounded inside! If you can get a pressurized room, you can treat them here.
>Evacuate the wounded! The wounded will have the best chance of survival back at the medical vehicles.
>Other (write in)
>>
>>5792184

>Evacuate the wounded! The wounded will have the best chance of survival back at the medical vehicles.

Yes, this is a lame, risk-averse strategy, but we’re in a marathon and not a sprint. Once we lock down the exterior AO we can think of a clever way to bust into the moon base.
>>
>>5792195
We landed with only "around 200 other people" so a war of attrition is probably a bad idea, since
They're moon nazis, they probably have CLONING VATS or BREEDING FARMS filled with pure Aryan ubermenschen soldaten or have DER MECHANISCH AUTOMAT in order to staff such a massive moon base! We can't really human wave with only 200 people - we need to get at least a faction of Nazis to surrender and defect to our side - and the way to do that is to demoralize them through constant attacks! Deep battle demands us to maintain constant pressure against the enemy, and deep battle is what crushed the Nazis last time.
>Get the wounded inside! If you can get a pressurized room, you can treat them here.
>>
>>5792184
>>Get the wounded inside! If you can get a pressurized room, you can treat them here.
>>
>>5792184
>Get the wounded inside! If you can get a pressurized room, you can treat them here.
>>
>>5792184
>>Evacuate the wounded! The wounded will have the best chance of survival back at the medical vehicles.
>>
File: armed astronauts.jpg (97 KB, 1200x630)
97 KB
97 KB JPG
“We’ll break into the structure, find a pressurized room, and treat them here.” You reply instantly. While you’d love to send the wounded back for professional treatment, but you just can’t afford to send anyone away. You have no idea what you’re up against, but with only around 200 personnel in the UN force, you just don’t have the ability to sustain losses.

Not to mention that you have no idea what you’re facing up here. While you’re not nearly as imaginative as the Americans you listened to during the first muster, and their dreams of evil Nazi doctors. The simple fact that you have no idea what the strength of the Nazi force is, means that you can’t afford even a single loss.

“Then get your vehicle into cover behind the structures, and get your squad over here. We’ve found what appears to be an airlock. Sorokin, dismount and get your wounded up here too. I want them ready for treatment as soon as we have a suitable room.” The captain orders you, before disconnecting from the line. You take the hint, and relay the orders to your squad. And for just a second, you swear that Vera is actually happy to be walking into an occupied enemy base. Though it could just be her reveling at the opportunity to actually stretch her legs after so long in the driver's seat. Still, she parks your LCV with the structure that you’ll be entering between you and the main Nazi hub, and thus out of the line of fire. You quickly grab your weaponry, and clamber out of the lunar IFV, and bound over to the cluster of IFF signals that marked you platoon commander and his squad.

“This seems very convenient.” You say as you arrive, the door itself seemed like an almost carbon copy of the watertight doors of a ship, all the way down to the massive circular handle in the middle of the door.

“So does that.” Isayev gestures to your slung shotgun as he speaks, a coy smile on his face. “I didn’t know that we were allowed to bring our own gear. I take it that you’ll be taking point?”

“I guess so. Tomczyk, Kalisz and Höffner will be with me, Lieutenant Minkovski and Lupei will stay here with you.” You gesture to the rest of your squad as they arrive. Tomczyk for the second shotgun in the squad, Kalisz for his grenades, and Höffner because he spoke German. While taking both of your squad’s shotguns could be a bad idea. You’ll be the first group in, and you’re not about to take any chances.

“Just the four of you? That doesn’t seem like much of an assault force.” Vera points out with a frown as a member of the captain’s squad opens the airlock hatch. The room inside is dark enough that you have to flick on your helmet lamps in order to make out the combined airlock and suit storage area. The airlock is only a few meters deep, and there’s a couple of benches in the way. But you could probably fit half of the platoon in the airlock at a time, though there wouldn’t be a whole lot of spare room.

>Cont
>>
>>5793204

“Fewer people to walk into the trap. I’ll have one of us come back through if it’s all clear.” You say, before gesturing for your selected squadmates to follow you.

Before you can even take a step, you’re stopped by Vera, as she puts a hand on your shoulder. “Are you sure that you want to go in with so few people? If it is an ambush, you’ll need all the help you can get.”

“If it’s an ambush, a single grenade will wipe us out. I don't intend to throw my entire squad into a meat grinder, junior lieutenant.” You half turn as you speak, fixing your second in command with a disappointed look. You didn’t have a problem with her questioning your orders in private, but doing it in front of the captain was not something that you could allow.

“If you’re so concerned about losses, why take more than half of your squad?” The captain asks, taking your attention away from your second in command, and suggesting the exact opposite of her point. “Take just two men, and leave the other half of your squad under the lieutenant. Hell, if you’re so sure about this being a suicide mission, then why not take the wounded instead?”

You’re about to bring up the wounded, when the frosty voice of the platoon medic speaks for you. “If you take my patients, you’d better hope that the Nazis get to you first.”

>Stick with your selection, just your chosen four. [You, Tomczyk, Kalisz and Höffner. Total of 4 soldiers]
>Leave Kalisz behind and take half the squad. [You, Tomczyk, and Höffner. Total of 3 soldiers]
>Take the full squad, you'll be ready fro anything. [Total of 6 soldiers]
>Other (write in)
>>
>>5793207

>Leave Kalisz behind and take half the squad. [You, Tomczyk, and Höffner. Total of 3 soldiers]

Tough call but with our shotgun, we really count as two
>>
>>5793207
>>Leave Kalisz behind and take half the squad. [You, Tomczyk, and Höffner. Total of 3 soldiers]
>>
>>5793207
>Stick with your selection, just your chosen four. [You, Tomczyk, Kalisz and Höffner. Total of 4 soldiers]
If it's just 3 soldiers, it might be dicey if the Nazis suddenly attack while there's only 2 of us inside while the other 1 guy goes back to call for reinforcements and has wait for the airlock to open again before they can come inside.
Airlock doors open inwards, so it's near-impossible to open one unless the pressure between both doors are equalized and the airlock hatch was opened with no mention of gas escaping, meaning the Nazis kept the airlock depressurized.
The airlock can fit half a platoon, which is like 14 people, and is "a few meters deep" - which makes it a HUGE airlock by space standards, which are usually ~2x2x2m and only fit 2 people. Therefore, these Nazis are probably saving air by recycling air by depressurizing the airlock before the outer door can be opened - which would take a long time. (For reference, the ISS takes 10 minutes to depressurize its ~2m wide 2-person crewlock enough to open the door and 45 minutes for a full depressurization)
We have to wait for the airlock to pressurize (8 minutes - but doable in 1 minute in an emergency - on the ISS) to be able to enter. Then, our runner has to wait for airlock to depressurize (10 minutes on the ISS) so he can exit, and then pressurize (so he can bring the troops waiting outside back in) - which would lead to probably at least 15 minutes with only 2 shotguns inside!
Of course, we could bring the full squad too, but some people might not want to look silly in front of the captain, but you can count my vote as for the full squad if there's a tie I guess.
>>
>>5793207
>>Stick with your selection, just your chosen four. [You, Tomczyk, Kalisz and Höffner. Total of 4 soldiers]
>>
Can I get a tiebreaker?
>>
>>5793207
>>Stick with your selection, just your chosen four. [You, Tomczyk, Kalisz and Höffner. Total of 4 soldiers]
>>
>>5793207
>Stick with your selection, just your chosen four. [You, Tomczyk, Kalisz and Höffner. Total of 4 soldiers]
>>
File: moon cavalry.jpg (692 KB, 3195x4096)
692 KB
692 KB JPG
While you appreciate the suggestions from your fellow officers, you’ve already thought about your decision, and you’re pretty sure that you’ve made the right choice. So you shake your head and give your answer. “Neither of those options would work. Finding cover for four people is not going to be an easy prospect, but it’s barely doable if we stack up around the door. There’s not enough room for two more people. And as we have to send a person back through to give the all clear, holding the other side with just two people isn’t viable.”

“Not to mention that we have no idea how long it’s going to take to cycle the system. For all we know, it could take a quarter of an hour either way. I’m not sure that our wounded can last that long.” The captain points out as your selected men enter the airlock, as you all look back at where the wounded members of the second squad are sat against the side of first squad’s LCV. While your subordinates had slapped enough emergency patches over the areas where the shrapnel from the grenades had punched through, and members of the first squad were keeping pressure on the wounds, there wasn’t much else that could be done in the vacuum.

Still, their squad leader catches your collective gaze, and coughs to get all of your attention. “They’re stable for now, sir. But I’d appreciate it if Volkov looked for an emergency pressurization system once he was through.”

“I’ll ask Höffner to find it, you have my word” You assure Sorokin, before gesturing towards the open airlock. “May I begin, sir?”

“Very well. Good luck, senior lieutenant. ” Captain Isayev bids you, before offering his hand. You shake it, then Sorokin’s hand -as he gives you a look that just screams ‘don’t fuck this up’- and finally your XO’s hand. Vera gives you a small smile and a nod, which you return before turning and entering the airlock. Your squadmates are already checking the room for obvious traps, opening equipment lockers, checking the metal plates that make up the walls, and even looking underneath the benches. You wait for almost a minute as they make their checks, and only close the hatch once they’ve all given you a thumb up.

The thud of the heavy metal door slamming against the frame reverberates through your body, and you work the handle until you feel it unable to turn any further. Without the natural light from outside, you’re forced to rely on the weak light bulbs that the Nazis use for light. Even still, you quickly spot a console next to the hatch into the rest of the base, with one of your squadmates staring right at it. “Höffner, what does that console say?”

“It says that the cycle’s started. So either it’s automatic or they were waiting for it.” Höffner replies, before turning and looking at you with a determined expression. “How do you want to do this?”

>Write in
>>
>>5794268
>Once the inner door opens, take cover and demand whoever's inside surrender. If they refuse or stay silent, grenade the shit out of them.
>>
>>5794268

Are the benches or lockers movable or welded to the floor/walls? Can we rip apart the benches or rip the locker doors off and use them as improvised shields?
>>
>>5794283
The lockers are built into the walls to maximize floorspace, but the doors are attached with simple hinges so you can get them off easily. Meanwhile the benches are only bolted down so they can be ripped up with a bit of effort.

Though both of them are made out of thin sheet metal. You could probably improvise some locker doors into CQC shields. But to have a meaningful chance at stopping a bullet you'd have to stack multiple layers of locker doors over the benches, which would make it immobile.
>>
>>5794315

Okay, so could we stack benches and locker room doors right in front of the airlock door to make an impromptu fortification?

Basically something big enough for us to drop behind if there’s hostiles beyond. Our supporting guys would flank the door out of sight to catch any onrushers
>>
>>5794316

Actually now that I think of it, we can start from a prone position with our shotgun ready behind the barrier. The Nazis would presumably shoot center of mass against the barrier
>>
Ok, let's put this up to a vote:

>As soon as the door opens, charge out guns blazing and get in their midst. If you’re fast enough, they won’t have a chance to shut you out.
>Throw a grenade as soon as the door opens, and follow it in once it's gone off. You're not leaving this up to chance.
>Once the inner door opens, take cover and demand whoever's inside surrender. If they refuse or stay silent, grenade the shit out of them.
>>
>>5795559
>Once the inner door opens, take cover and demand whoever's inside surrender. If they refuse or stay silent, grenade the shit out of them.
+the bench and locker door fortification thing
>>
>>5795731

Supporting, sorry I’m late
>>
>>5795559
>>Once the inner door opens, take cover and demand whoever's inside surrender. If they refuse or stay silent, grenade the shit out of them.
>>
>>5795559
>Once the inner door opens, take cover and demand whoever's inside surrender. If they refuse or stay silent, grenade the shit out of them.
>>
>>5795559
>>Once the inner door opens, take cover and demand whoever's inside surrender. If they refuse or stay silent, grenade the shit out of them.
>>
>>5795559
>>Once the inner door opens, take cover and demand whoever's inside surrender. If they refuse or stay silent, grenade the shit out of them.
>>
File: moon beer.png (764 KB, 840x525)
764 KB
764 KB PNG
“Tear everything up and make a barricade, we’ll need the cover.” You order as you set your rifle down, and unsling your axe. The airlock itself is fairly large compared to the airlocks you’re used to -the whole thing is around six meters long, three meters wide, and two meters high-, but it offers precious little in the way of cover. As such, you have to make your own, and you start by knocking out one of the support legs of one of the four sheet metal benches.

“We’re fighting from inside here? Doesn’t that leave us open to being trapped?” Tomczyk asks as he mimics your actions with the butt of his massive shotgun. The huge weapon soaks the impact of each swing with no issues, and soon two of the two-meter long metal benches are resting on only one leg.

“Maybe, but I want to have some cover just in case we’re greeted by a grenade. It gives us more options than just stacking up on the door and rushing into whatever’s on the other side.” You answer as you make your way to the other end of your bench, and make a start on snapping the last leg.

“I take it that we’re not rushing in then?” Höffner asks from one of the walls. You look over in time to see him use the rear of his rifle to knock one of the locker doors up and off its simple hinge, before shoving it into the space that it once covered. As he makes his way towards the next locker in line he turns to face you, still holding the carefully neutral look on his face that he’d put on before the operation began.

You shrug at him, before flipping the axe in your hand, and hacking at the bolted feet of the remaining bench leg as you reply. “No, we’ll offer them the chance to surrender first. If they don’t take it, we’ll follow standard assault procedures. You’ll do the talking, your spoken German is a lot better than mine and your accent should be more palatable to them.”

For a second, an odd series of expressions cross your East German squadmate’s face. A mix of pride, confusion, and a bit of disgust. Still, he keeps his voice carefully neutral as he speaks. “I can certainly try, but do you think they’ll take the offer?”

“I don’t know, but I’d feel better to have made the offer and had it refused, rather than to run in guns blazing.” You admit as the foot finally disintegrates, and the bench comes free. You shove it onto its side, before grabbing the end and starting to shift the bench to fit lengthwise across the airlock. You gesture for Höffner to help you, and he quickly makes his way to the other end, and starts repositioning it.

“I’d have thought that we’re well past the point of surrenders being on the table.” Kalisz mentions as he walks over with a tool kit, and starts removing the sharp remains of the broken post from the floor. “You know, with them dropping city-killers on us for the past few years.”

>Cont
>>
>>5796882

“The people at the bottom are rarely the ones who make big important decisions like that. And who knows? Maybe these people aren’t willing to die for a war that was lost before they were born.” You suggest as you finally seat the first bench section, and move to tear up another one. Of course, there are other reasons why you’re adverse to going in guns blazing. But those would be very unsavory to bring up. Given the sheer number of defenses you’d already seen, you wouldn’t be surprised if the fascists had given every able bodied person a gun and a suit, and had left the internal running of the base to the young and the infirm.

Thankfully, nobody presses the conversation, and your team works quickly to build up some meager defenses. The double-layered bench-and-door barricade wouldn’t hold against a concentrated attack, but against grenade fragments and stray shots, it’d probably do fairly well. And before long, your squad is set and in position. You and Tomczyk on either side of the airlock inner door, Höffner and Kalisz behind the barricade.

And then, you wait. Your double-barrel shotgun in your hands, and your rifle hanging in its straps for you to quickly switch to once you’d emptied both barrels. Tomczyk mimics your approach, but given how he’s got a pump-action, he’s got a couple more shots before he has to switch. And while you can’t comment on any of your squadmates, you have to make a determined effort to keep your nerves from getting to you. Pre-fight nervousness was always a problem of yours, even if it never really lead to anything.

As such, you’re almost happy when you actually hear someone smacking on the inner door from the other side. You nod back to Höffner, who gives you a thumb up as soon as he’s lifted his visor. You then gesture to Tomczyk, who walks over to the door, rotates the handle, and swings the door open before darting back into cover.

“Das sind die Vereinten Nationen der Erde, wir haben diesen Lebensraum umzingelt und bereiten uns darauf vor, von anderswo aus einzubrechen. Geben Sie sofort auf und Sie werden fair behandelt.” Höffner yells past the barricade, and into the open door. Your German isn’t nearly the best, but you’re pretty sure that he introduced you as the United Nations force, and ordered the people inside to surrender.

You take a few seconds to lift your own visor, trying to hear anything on the other side. But you don’t hear anything, and from the look that Tomczyk is giving you, he’s just as uncomfortable at the lack of a response.

Please roll 1d20 with each vote, best of 3 for each vote wins.
>Tell Höffner to give the offer again. He really needs to sell it to them.
>Their time is up, now you do things the hard way. Toss in a grenade before entering.
>Maybe they need a face-to-face introduction. Enter the structure with your weapons ready, but not raised.
>Other (write in)
>>
>>5796884
>Tell Höffner to give the offer again. He really needs to sell it to them.
And if they don't give up then we for
>Their time is up, now you do things the hard way. Toss in a grenade before entering.
>>
Rolled 18 (1d20)

>>5796884
>>5797059
+1
>>
Rolled 11 (1d20)

>>5797059

Supporting. One last attempt and then grenade in the door
>>
Rolled 11 (1d20)

>>5797059
+1
>>
Rolled 20 (1d20)

>>5796884
>>Their time is up, now you do things the hard way. Toss in a grenade before entering.
>>
>>5797059
Support
>>
Rolled 1 (1d2)

>>5797059

Ok, roll to see if they accept the surrender or not.
1. They surrender
2. They don't surrender
>>
You take your hand off your shotgun for a second to undo your visor seals, and lift the whole thing up and away from your face for the first time since you got into your damn suit. Without the thick reinforced glass blocking your hearing, you can just about make out the sound of people muttering to each other from somewhere beyond the door. Between how quiet they are and the rest of the helmet interfering with your hearing, you can’t make out what they’re saying. But you can just about make out the panic in their tones. Regardless of if they’re combatants or not, they didn’t expect you to be on the other side of the hatch.

You look back towards Höffner, and use one of your hands to mime the action of speaking at him. He gives you a confused look for a second before finally understanding that you’re asking him to keep talking.

“Meine Freunde, bitte, warum kämpft ihr dafür, einen Krieg fortzusetzen, der schon vorbei war, bevor einer von uns geboren wurde? Das alles hat keinen Sinn, verstehst du das nicht? Bitte legen Sie einfach Ihre Waffen nieder und wir können auf Augenhöhe miteinander reden.” Höffner pleads with the people on the other side of the door, his tone taking on a tone that you could easily have mistaken for genuine concern as he sees you pluck one of your RGO grenades from it’s pouch, and hook its oversized pin hooked around your fingers that’s holding the shotgun. That way, you can safely pull the pin out of the device without surrendering control of your weapon.

You give the defenders thirty seconds, and start counting in your head as soon as your squadmate has finished speaking. Almost as soon as he goes quiet, the hushed babbling from the other side starts anew, and this time more frantic. Even if your Höffner’s message didn’t give any mention of what would happen if they refused the offer to surrender, they seem to understand that their time to decide is running out.

At twenty seconds, you look back towards the barrier, and shake your head at your squadmates there. They don’t respond verbally, but you hear the distinctive double-click of safety levers being switched from ‘safe’ straight to ‘automatic.’ You’re not sure if the enemy hears it over their concerned babbling, so you try one last hail-mary to save your foe from certain death.

As your internal countdown approaches ten seconds, you let your grenade hang by it’s pin, and use your now free hand to get Tomczyk’s attention. His eyes snap over at you, and watches as you mimic working a pump on your weapon. Unlike Höffner, he gets your meaning immediately, and loudly racks his massive shotgun.

That finally gets your implicit threat across, and just before your internal clock runs out, you hear the clatter of metallic objects hitting the deck, and a voice announcing something in German “Warten! Wir ergeben uns, unsere Hände sind hoch.”

>Cont
>>
>>5798020

“Vielen Dank. Bitte legen Sie alle Ihre Werkzeuge und Waffen auf den Boden und entfernen Sie sich von ihnen.” Höffner lets some of his relief come into his voice as he gives his instructions, before looking at you and telling you what’s going on. “They’ve surrendered, so we can grab them.”

“Very good, Tomczyk and I will take control of the situation.” You say as you return your grenade to it’s pouch, before shuffling your shotgun into your left hand, and peeking around the door.

The people inside are a far cry from what you’d normally classify as the ideal ‘ubersmench’ of Nazi propaganda. Compared to the ideal race of strongly built men and women with fair skin and airer features, these people are very different indeed. They stand ever so slightly too tall and too thin, with elongated limbs that are closer to a child's drawing of a stick person than a normal man. Their hair is mismatched and thin, an indicator of a poor diet with few vitamins. The only remaining indicator of their breeding stock are their sharp blue eyes, which peer at you wide-eyed from behind even wider-rimmed glasses. They both wear what look for all the world like jumpsuits, with the swastika printed over their chests like a bullseye.

They certainly didn’t expect to see themselves staring down the barrel of a gun, that’s for damn sure.

Your lanky prisoners stare at you with a mix of fear and curiosity as you carefully clamber through the airlock door with your weapons at the ready. The room they occupy -and you enter- is some sort of pre-airlock service room, with what you peg as old non-combat pressure suits hanging on racks by the wall. The suits seem like they’d be well sized for your prisoners, but without an obvious way to hook them up to your LCVs, the suits would have a limited available time in the vacuum. Still, you file the information away as you gesture at one of the walls with your shotgun. The prisoners take the hint, and line up against the wall.

“Tomczyk, with me, we’ll check past the door. Höffner, find the door controls. Kalisz watch the prisoners.” You give your orders as you pass the prisoners, and make your way towards the pre-airlock’s exit. From the looks of it, the corridor beyond follows the curvature of the structure, essentially forming an inner ring, with heavy-looking hatches integrated into access doors to seal off sections of the ring. There are multiple rooms within your section of the ring-corridor, but you have no idea what each of them are.

“The controls are simple enough for a child to figure out, everything looks fine. We can get back through the door as soon as you give the order.” Höffner calls out as he makes his inspection of the airlock controls.
>>
>>5798023

>Send Tomczyk back. The sight lines here are more favorable to rifles, you can afford to lose a shotgun, but not the grenades and your German.
>Send Kalisz back. You need both shotguns on the defense, and Höffner on the controls.
>Send Höffner back. You need shotguns and grenades more than someone who can speak German.
>Send a message back. Something that says ‘we’re in’ and doesn’t look like a trap (write in)
>>
>>5798024

>Send Tomczyk back. The sight lines here are more favorable to rifles, you can afford to lose a shotgun, but not the grenades and your German.

Makes sense that some of the moonbase people are spindly lunar-types.
>>
>>5798024
>Send Tomczyk back. The sight lines here are more favorable to rifles, you can afford to lose a shotgun, but not the grenades and your German.
>>
>>5798024
>Send a message back. Something that says ‘we’re in’ and doesn’t look like a trap (write in)
Can we open the outer door from the inside? If we can find some paper and something to write with, we could leave a note to Isayev on the floor in the airlock saying to bring the wounded in. Written in Russian and with details like names and why we came in, it couldn't be a trap from the Germans.
>>
>>5798024
>>Send Tomczyk back. The sight lines here are more favorable to rifles, you can afford to lose a shotgun, but not the grenades and your German.
>>
>>5798024
>Send Tomczyk back. The sight lines here are more favorable to rifles, you can afford to lose a shotgun, but not the grenades and your German.
>>
“Tomczyk, I need you to go back through there. I need Kalisz’s grenades and I don’t trust our prisoners with operating the door.” You order your other ersatz-CQC specialist, who gives you a surprised look for a second, before looking back towards the

“Should we retrieve the barricade? It’ll give you guys some more cover, and we’ll get it done a lot faster if we have these two help us.” Tomczyk suggests, gesturing back towards your improvised barricade back in the airlock, and then the two lanky prisoners, who shuffle on their feet as they notice the gesture.

Still, you shake your head. As much as you’d like the extra cover, you still have to think about the two wounded soldiers outside. The more you mess around in here, the more they’re going to bleed out in their suits. “There’s no time. We’ve got the advantage of stealth on our side, that’s going to be more useful to us in the long term. Let’s get you through as soon as we can, we’ll knock on our hatch once the cycle is complete. Do the same one everyone’s in and we’ll start pressurizing the airlock.”

“Fair enough. Kalisz, keep an eye on these idiots for me while I’m gone.” Tomczyk shrugs, before leaving his post on the opposite side of the door frame, and making his way back to the airlock. You don’t hear Kalisz’s answer, but Tomczyk chuckles as he enters the airlock, and drops his faceplate back into place and closing the door behind himself.

It takes a good minute of poking and prodding for Höffner to figure out the controls, but eventually he turns around and announces his success as you hear the familiar clatter of mechanical vacuum pumps pulling the air out of a room. “There. The pressure readings are falling and the pumps are working, so I’m pretty sure the whole thing has cycled.”

“You think?” You sarcastically raise your eyebrow at your squadmate.

Instead of answering your sarcastic question, Höffner instead turns to one of the prisoners, and enlists their help with a confident smile. “Vergebung. Können sie bitte überprüfen, ob ich die luftschleuse richtig aktiviert habe? Mein dummer sowjetischer Kommandant braucht eine zweite meinung.”

Even though you can’t see the prisoner’s expressions, you quite clearly see them cringe at the mention of your glorious union. The man that Höffner addressed sheepishly steps away from the wall, and approaches the control panel. He looks at the panel, and points out a couple of switches and valves for Höffner to flip and tune. Before long, he turns around and looks you right in the eye and makes his report, his voice just a bit shakier than before. “J-Ja. Sie haben die luftschleuse ordnungsgemäß aktiviert.”

>Cont
>>
>>5799375

If Höffner notices their reactions, he completely ignores it. Instead, wrapping a friendly arm around the prisoner that helped him, and gesturing to him with the top of his rifle. “See, he says it’s all good! Surely you believe both me and the people who work here?”

“Sorry, we don’t all speak loser.” Kalisz points out bitterly as the prisoner worms out of Höffner’s grip, and scarpers back to his spot along the wall.

“Didn’t you get invaded by both us and the union?” Höffner asks innocently, earning him a dismissive grunt from your remaining Polish squadmate as he takes up the empty position on the opposite side of the door to you.

>Keep watching the corridor. You can’t afford to let your guard down.
>Talk with your squadmates. How are they liking breathing something other than filtered suit air?
>Talk with the prisoners. Maybe you can get some info out of them. (roll 1d20)
>Other (write in)
>>
>>5799377
>Talk with the prisoners. Maybe you can get some info out of them. (roll 1d20)
>>
Rolled 12 (1d20)

>>5799377
>Talk with the prisoners. Maybe you can get some info out of them. (roll 1d20)
>>
Rolled 9 (1d20)

>>5799377
>>Talk with the prisoners. Maybe you can get some info out of them. (roll 1d20)
>>
Rolled 3 (1d20)

>>5799460

Supper in, we need intel
>>
>>5799377
>>Keep watching the corridor. You can’t afford to let your guard down
>>
“Höffner, can you act as a translator for me?” You ask as you approach the two prisoners, leaving Kalisz to watch the corridor. Höffner nods in confirmation, and you continue to your questions. “Let’s start with the basics. Ask them what their names are and what they do here.”

“Hey, ihr zwei. Umdrehen.” Höffner says something to the prisoners, and the two of them slowly turn away from the wall and face you. Höffner smiles at them, and asks your questions. “Sehr gut. Nun, wie heißen sie und was machen sie hier?”

The two prisoners are silent for a couple of seconds, before the one who checked the console answers. “Mein Name ist Heinrich, mein kollege ist Albert. Wir sind Techniker.”

“That guy’s Heinrich, that guy’s Albert. They’re technicians.” Höffner translates the technician’s answer, pointing to the speaker first, and then his colleague.

“Heinrich… Albert…” You mutter to yourself, the names sound familiar, but it still takes you a good few seconds to filter through all of the assorted bullshit you were forced to learn during mission preparation before the provenance of the names finally comes to you. “Wait, as in Heinrich Himmler and Albert Speer?”

“Probably, nobody ever said that these types were creative.” Höffner shrugs, before stroking his chin in mock contemplation. “You know, given the number of Josephs and Nikitas I’ve met, I guess it’s a universal thing?”

You grunt dismissively at his joke, before trying to think of some more questions. These two prisoners are technicians. Not smart enough to be proper engineers, and not strong enough to be soldiers. By and large that doesn’t give you much of a well of information to plum, but it did give you some basic topics you can ask about.

Please roll 1d20 with each vote, best of 3 for each vote wins.
>Ask them some basic questions. Why are they here, who do they report to, stuff like that.
>Ask for information on the base. How large is it, how many people are here, stuff like that.
>Ask about the base’s defenses. How many guards they have, where are the main defenses, stuff like that.
>Ask them a specific question. (Write in)
>Go back to guarding the door. You’re not going to learn anything important from these two.
>>
Rolled 12 (1d20)

>>5800583

>Ask for information on the base. How large is it, how many people are here, stuff like that.

They should be able to provide some basic deets here
>>
Rolled 9 (1d20)

>>5800583
>Ask for information on the base. How large is it, how many people are here, stuff like that.
>Ask them how the Nazis got up here in 1945
>>
Rolled 1 (1d20)

>>5800583
>>Ask for information on the base. How large is it, how many people are here, stuff like that.
>>
“All right, ask them what they know about the base.” You decide to start with the basics, something relatively innocuous, which would give you a lot more information than you entered the base with. Your German squadmate nods at you, before putting your question to your captive audience.

“Was können Sie uns also über diese Basis erzählen?” Höffner asks the two technicians, giving his question a casual tone that wouldn’t be out of the ordinary if you asked someone the latest pravda headline. “Dieser Ort ist eine wirklich erstaunliche Leistung. Sicherlich sind Sie stolz auf Ihre Arbeit?”

“Oh, dieser Ort? Eigentlich ist es nichts Besonderes.” The technician that Höffner was speaking earlier -Heinrich- says something dismissively. But if his intent was to try and dissuade your squadmate, he achieves the exact opposite.

“Aber es ist etwas Besonderes! Es ist das erste Zuhause der Menschheit fernab der Erde. Darauf kann man doch sicher stolz sein?” Höffner pushes further, but Hinrich clams up almost instantly and even shrinks back a little.

Ok, asking for a lay of the land didn’t get you anything. But as your uncle always said, there is more than one way to skin a rabbit, so instead you take a different approach. “All right, ask them for some history on the base. Maybe we can get something from that.”

Höffner gives you a slightly confused look, but nonetheless, he still asks the question. “Kannst du uns wenigstens sagen, wie du es gemacht hast? Wie gelang es einer Nation am Rande des Zusammenbruchs, eine Mondkolonie zu gründen?”

And for a second, you think that you might be able to make some progress, as Heinrich almost appears to smile. Unfortunately, it’s wiped off his face as his colleague sharply elbows him in the side, and hisses something at him that you just barely catch. “Erzähl diesen Untermenschen nichts. Du weißt, was sie mit uns machen werden.”

You briefly consider smacking the man for assaulting a fellow prisoner, but you quickly cast the thought out of your mind. Like it or not, you’d given up control of the prisoners to Höffner, and he keeps a smile on his face as he asks a simple question. “Wirklich? Und was würde das sein?”

“Wissen Sie wirklich nicht, was diese... diese kommunistischen Schlächter Ihrem Volk angetan haben?” The indignant prisoner -Albert- asks, gesturing at you when he got to the ’kommunistischen’ part. Your spoken German might not be very good, but you’re pretty sure you know what ‘kommunistischen’ and ‘untermenschen’ translate into. You’re just as sure of what they translate into, as you’re sure that if he were to repeat those words with more of your platoon nearby it’d be the last sentence he’d say with all of his teeth.

>Cont
>>
>>5802723

“Als ich aufwuchs, habe ich viele Dinge gelernt. Der Preis Ihres Bastardreiches ist einer davon. Oder sollte ich praktisch demonstrieren, was das Reich seinen Feinden angetan hat?” Höffner’s voice drops to a threatening growl as the smile falls from his face. Whatever this Albert person asked, it really touched a nerve. And the technician is smart enough to recognise the line for what it is, and also shuts up. Höffner glares at him for a couple of seconds, before turning and looking at you. “Albert is a loyalist, but we might be able to get something from Heinrich. What do you want to play this?”

>Put a hold on the questions for now. You can continue your little KGB act once the captain’s here.
>Seperate the prisoners and continue. Höffner is right, you might still get something from Heinrich.
>Punish Albert for his loyalty. Beat him, tie him up, whatever it is you have to show that there’s a price for not cooperating.
>Other (write in)
>>
>>5802725
>>Punish Albert for his loyalty. Beat him, tie him up, whatever it is you have to show that there’s a price for not cooperating.
KGB time
>>
>>5802725
>Punish Albert for his loyalty. Beat him, tie him up, whatever it is you have to show that there’s a price for not cooperating.
>>
>>5802725

>Seperate the prisoners and continue. Höffner is right, you might still get something from Heinrich.

This is wisest
>>
>>5802725
>Seperate the prisoners and continue. Höffner is right, you might still get something from Heinrich.
>>
>>5802725
>Punish Albert for his loyalty. Beat him, tie him up, whatever it is you have to show that there’s a price for not cooperating.
>>
>>5802725
>Seperate the prisoners and continue. Höffner is right, you might still get something from Heinrich.
Sigh. Nazis.
>>
Can I have a tiebreaker please?
>>
>>5804581
>Seperate the prisoners and continue. Höffner is right, you might still get something from Heinrich.
Beating Albert may not make Heinrich more amicable.
>>
“Kalisz, is the corridor clear? We need to move one of these idiots somewhere.” You call over to your grenadier on guard, who’s leaning up against the side of the door with his rifle at the ready.

“I mean, the corridor’s empty, but you’re on your own as when it comes to finding a room. It’s not very bright in there and I don’t speak looser-hosen.” Kalisz replies as you leave Höffner to guard the prisoners. The prisoners give you one last glance, before shrinking back against the wall as Höffner takes his rifle into a low ready.

Your German squadmate sighs, before answering the indirect insult. “Do you always have to insult my homeland?”

“We’re up on the moon because your countrymen let the tour de france nineteen-fourty let out of hand. I will continue to use your homeland as the butt of my jokes until we’re back home.” Kalisz says with a noncommittal shrug. All of you know that he’s only complaining as a coping mechanism for his own stress, and you’re fine with letting him do it. All things considered, you’d prefer it if he kept going with it, rather than bottling up his stress.

“And if we get stuck here? We still don’t know the damage that was inflicted against the shuttles in that missile attack.” You ask as you reach the door, and lean out. Sure enough, while there are certainly lights in the base, they aren’t very bright. There’s quite a few dark spots where something -or someone- could probably hide. You file that information away, it might be easier to navigate by torchlight in some places.

Kalisz smiles as you lean back into the room, letting some of the tension in his shoulders fall away as he takes a more relaxed stance. “Then you’d both better hope that I catch a couple of rounds, because if not I’m gonna spend our extra time up here practicing my goose-step.”

“Well, you’ll have a lot of people to teach you. I’ll be back to grab one of these idiots once I’ve found a suitable spot.” You assure Kalisz as you walk past your impromptu guard, and make your way into the corridor. The roughly quarter-circular section of corridor that the airlock opens into has maybe six separate doors.

>Cont
>>
>>5805428

The room immediately to the left of the airlock and set against the outer door of the structure is labeled as [i]’pumpraum’[/i], that one is easy to figure out to translate into ‘pump room’. Given it’s location and name, you’re willing to bet that it’s probably the place where the pumping equipment needed to empty and fill the airlock is housed. While it’s probably a self-contained room, you’re not willing to shove one of the prisoners in there if you can avoid it. The last thing you want is one of them fucking with the machinery. On the opposite side of the corridor to the pump room -on the inner section of the base- are two sets of doors, one labeled [i]lagerung[/i] and the other labeled [i]lichtkanal[/i], and both very much locked. You’d have to come back to the doors with your axe, but for now you leave them.

The stretch of corridor to the right of the airlock is only a bit better. The doors against the inner wall are the exact same as before. [i]Lagerung[/i] and [i]lichtkanal[/i], both probably locked. The rooms against the outer wall are slightly better, even if only marginally. One is labeled a [i]treppe[/i] which translates to stairs, which probably gives you access deeper into the facility, though you’re far from ready to crack that door open. But the last room -nestled between the airlock and the stairs- gives you the best results. You’re initially not sure what the room was meant to be used for -the long name of [i]aufbewahrung von raumanzügen[/i] strains your limited understanding of the German language- but the presence of a single, broken space suit helmet inside the room tells you that it was probably used to store space suits.

Either way, it’ll have to do. You walk back into the airlock service room just in time to hear a soft chime from the console. Höffner looks over, and after a few seconds tells you what the chime meant. “The airlock is halfway through its depressurization cycle.”

Albert mutters something to himself, you don’t hear everything that he says, but you’re pretty sure you heard the word [i]undersmench[/i] again, and the thought of smacking him across the face. Instead, you consider just banishing him to the storage room and leaving him there. The option definitely appeals to you for obvious reasons, but it does leave you concerned about what he might do on his own. Best case scenario, he tries to be loud and you have an excuse to knock him out. Worst case scenario, he actually manages to call for help.

That being said, Höffner and Hermann appear to have the better of the relationships. And one of the best advantages in extracting information from prisoners is to have a good relationship with them. It worked in Afghanistan -if not with your unit-, it worked in the Great Patriotic War -at least between the decadent westerners and the fascists-, and it probably worked in the times of antiquity too. But you still need someone to operate the airlock.

>Cont
>>
>>5805430

>Send Höffner and Hermann into the storage room. Höffner may have a better chance of extracting information if it’s just between them.
>Put Albert in the storage room, and keep Hermann out here. You still need someone to operate the airlock, even if that means leaving the fascist fanatic alone.
>Put both of the prisoners into the storage room. With both of them contained, you're free to either start exploring your level or to properly cover the approaches.
>Actually, keep them both in the room with you. Splitting the prisoners when you only have three people to guard them and watch the corridor doesn't make sense.
>Other (write in)
>>
>>5805431
Commit war crimes and execute them both
>>
>>5805431

>Send Höffner and Hermann into the storage room. Höffner may have a better chance of extracting information if it’s just between them.

This is most logical
>>
>>5805431
>Send Höffner and Hermann into the storage room. Höffner may have a better chance of extracting information if it’s just between them
>>
>>5805431
>Send Höffner and Hermann into the storage room. Höffner may have a better chance of extracting information if it’s just between them.
>Also ask Hermann why he suddenly changed his name from Heinrich
>>
>>5805431
>Send Höffner and Hermann into the storage room. Höffner may have a better chance of extracting information if it’s just between them.
>Also ask Hermann why he suddenly changed his name from Heinrich
>Also ask Höffner about a bunch of generic airlock-related German words in case the airlock isn't automatic
>>
QM?
>>
You take a few seconds to consider your options, before eventually realizing that the biggest factor that would affect your decision on who to send into the storage room would entirely depend on if you could figure out how to cycle the airlock yourself. And as Höffner is the only person you can trust to teach you, you immediately walk over and ask him. “Höffner, how do you set the airlock to repressurize?”

“If I’ve read the controls correctly, it should just be the reverse of the depressurisation setting. Let me show you.” Höffner replies, before leading you over to the console, and gesturing to a series of lights, dials, buttons, and switches in turn. Over the next few minutes, he points out the various controls and how to manipulate them. As far as he’s been told, you’re meant to repressurize the system by essentially flipping all of the controls the opposite way, essentially the reverse of how the system was set to depressurize.

Of course, you’d still call the more helpful technician back in order to confirm that everything was in order. Even if the controls appeared relatively simple, there was still a reason why two people were left by this entrance.

“That’s good, I think I can handle this, thank you. Now take Hermann into the storage room next door. Try and ply him for information, but don’t put the screws on him just yet.” You cock your head back towards your two prisoners. You’re taking one hell of a bet, as splitting your already tiny manpower pool would leave you vulnerable in case the Nazis sent some guards over to do a check up. But you have a chance to learn some use information, all you need to do is separate your more pliable asset from his more dogmatic colleague.

Höffner nodds at the orders, wordlessly accepting his new assignment without issue. Instead, he takes issue with something else. “The prisoner is called Heinrich, not Hermann.”

“Hermann, Heinrich, you Germans just love names that start with H.” You shrug, looking back at the two prisoners. Heinrich -the pliable one- was in the middle of carefully inspecting the bulkhead in front of his face, while Albert tried to kill him with a mean glare. Thankfully, you were pretty sure that Albert only had that glare to work with. If he had a knife or something, you’re sure he would have already used it.

“And you Russians love naming every fifth child either Dmitri, Ivan, or after one of your dead leaders. At least we’re more creative.” Höffner chuckles, before barking something in German at the prisoners. Almost immediately Herma- wait no ‘Heinrich’ steps back from the wall, and is pulled away by your squadmate, encouraging him along with the muzzle of his rifle. A few seconds later, they’re out of your room, and entering the storage room next door.

>Cont
>>
>>5812793

“Are you sure that’s a good idea?” Kalisz asks as the door into the storage room closes, his voice level, but tinged with a very genuine concern. “Don’t get me wrong, I’m not doubting Höffner’s loyalty. It just seems like splitting the team right now might not be the best idea.”

“Maybe, but we can’t afford to wait to get information, and I’d prefer to give our new friends a chance to volunteer that information willingly.” You answer as you fix Albert with a glare. He glances over at you for a second, before returning his attention to the wall as you gently swing the muzzle of your rifle in his general direction.

Kalisz follows your gaze, fixing your far less useful prisoner with a look of utter contempt. “And this one?”

“Let’s just let the captain deal with that. It’s not our place to think about prisoner handling.” You reply, but in spite of your words, you can’t help but think about the problem for the next few minutes. Of course, the smartest option would probably be to try and find a room to lock them in, and then move on. But that imposed a lot of risk that the captain -being a more ‘trustworthy’ member of the expedition- may not be willing to take. And if he wasn’t willing to do things the easy way…

You’re knocked out of your thoughts a couple of minutes later as a pair of loud bangs ring out from the airlock door. The prearranged signal that the rest of the platoon was in the airlock, and ready to come through. You give Kalisz a look, and wait for him to have his eyes -and more importantly, his rifle’s sights- on your last prisoner, while you turn around carefully poke and prod at the control panel in the order that Höffner instructed you to do. And sure enough, around a minute or so later, the pressure gauge for the airlock starts to slowly climb.

You just hope that your luck will hold out until your squadmates can open that door.

===================================

And that’s where we’re gonna end this thread.

Sorry for the long delays between updates, originally I had intended for this to be an experiment on how long a thread with only one update per day would go, but over the past couple of weeks I’ve really slipped up. Work has picked up, and that’s had a knock-on effect on this. So it may be a week or so until the next thread is up. Either way, I’ll post about it either on my twitter or on the next /qtg/ well in advance.

If you guys have feedback feel free to tell me. I get the feeling that my attempt at adding written German into the threat didn’t go well, so if you want I can ditch that for next time.

Either way, that's it for this thread, see you guys next time.
>>
>>5812794
Whew, you didn't die, that's good, exciting stuff.
See you next time
I don't mind the German, but it's up to you
>>
>>5812794
Thanks for running



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.