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/qst/ - Quests


“The Krieger Corp is the life for me,
A gun, bed and funeral for free.
That’s my lot in the Black Company.”


It took the Earth 10 long years to die. Like every planet afflicted by the pervasive sentient plague that swept the galaxy at the turn of the 23rd century, aptly named The Rot, Earth’s demise was slow and agonising at first then violent and sudden by the end. The seas boiled and the air turned to ash in the wake of the continent-shattering orbital bombardments that cleansed her and a hundred other worlds.

20 years later, the dust of the Purification Wars has settled and the surviving xenos empires have finished carving up the remaining colonies of those less fortunate races between them, including those few left from Earth’s initial phase of expansion. Just rewards for the victorious alien’s part in saving the galaxy. The surviving human population, once many billions, now numbers in the mere millions. An entire race of refugees, vagrants and backwater outcasts begging, stealing and labouring as second-class citizens, servants or slaves under uncaring alien masters.

A lifetime of backbreaking work for stale recycled oxygen units and a handful of credits is the best fate most humans can hope for. Little wonder then that the violent but lucrative life of a mercenary holds such appeal. As the novelty of peace wears off and the rival alien nations rattle their sabres once more, human mercenaries are in high demand for their crude effectiveness and affordable prices.

And of all the human mercenary firms, there are none so infamous and so highly sought after as the services of the Black Company…

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

Twitter: https://twitter.com/BlackCompany666
/qst/ Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=2230AD
2230AD Annal Entries: https://pastebin.com/zBic3fPQ [incomplete]
Recorded Xenos Species: https://pastebin.com/vdG01RzG
The Last Human Colonies: https://pastebin.com/VA3nHbTm
Advanced Firefight Rules: https://pastebin.com/NATmyFSw
>>
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>>4653072
>>4653072
>>4653072

+++XENO QUOTE OF THE DAY+++
>SELECTED: Drax

“What is this? What in all the Seven Scudding Sunken Islands is THIS?! Does that crest coverage LOOK like it fits regulation standards?! Am I training the next generation of the Federation’s Finest or the latest batch in unruly human guns-for-hire? You want pornography by your bunk? Then you rent out a room in Humantown and get frag out of my beloved Drax Corp!”-Drillmaster O’Trin of the Drax Republican Academy

TRANSLATOR TEXT
GREEN = translated from Yib Dialect
RED = translated from Savi Speak
BLUE = translated from Federation Trade Tongue
BOLD = Untranslated (or emphasis if human speaking)

[1/2]
>>
[2/2]

Perspira – Federation Academy – 12th Cadet Wing – 4th Cycle January 2230AD

“Your species needs how many hours of sleep?” Cadet Klim’O’Tas warbles in alarm, doing a quick calculation in her head. “That’s, like, a full quarter of a cycle!”

“Actually it’s closer to a third.” The human cadet rubbed his sunken eyes, that probably wasn’t healthy. Or maybe all of his species looks like that, Klim’O hadn’t met a lot of humans. “But I’m making do.”

Breezes bless him, he tries so hard. Klim’O felt sorry for the poor human. “Well your Trade Tongue is getting better. Perhaps you’ll actually pass the exam?”

“Possibility of.” The boy replied despondently. Klim’O knew he was on a rare human scholarship; he really needed this good grade to keep it.

“Okay…” Back on Drax Prime there was a native species that needed a similar rate of sleep. They mostly hung from Judda branches and slept all of the time, half-high on Judda-leaf. Not exactly space-faring civilization material. “Maybe you can play scrumball with us next time?”

“And get a faceful of O’Urim’s crest again? Pass.” The human cadet makes an odd downward gesture with his thumb, but given his tone Klim’O assumes he isn’t insulting her. Probably. “Cheers for checking up on me, Klim.”

“No worries.” Klim’O wouldn’t mind getting a faceful of O’Urim’s crest, that was for sure. “Good luck!”

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

Xeno Quote of the Day (select one for the next thread)

>Asandi
>Auxl
>Belcossan
>Chorkrum
>Coryx
>Drax
>Faenwedhe
>Kroll
>Pect’Max
>Quexi
>Savis
>Yibrak
>Vesh
>>
>>4653083
>Yibrak

Considering we are going to be fighting them this thread, maybe the quote will be in reference to our upcoming hijinks.
>>
>>4653083
>Faenwedhe

sic semper xenos
>>
>>4653083
>Faenwedhe
>>
>>4653083
>Yibrak
For the same reason as >>4653092
>>
>>4653083
>Yibrak

>>4653092
Pretty much this
>>
>>4653083
>Yibrak
Yeah, it's a good point.
>>
>>4653083
>Yibrak
Down with this reasoning: >>4653092
>>
>>4653074
>“What if you win?”
>"You are in a position of authority to these men. Look at them."

Someones been watching Band of Brothers

>>4653083
>Yibrak

Anon makes a good point
>>
>>4653120
Caught out.

Though you probably already figured that from the Band of Brothers end-tier camaraderie boons.
>>
>>4653083
>Yibrak
>>
>>4653083
>Yibrak
>>
>>4653083
>>Yibrak
>>
>>4653083
>Asandi
>>
>>4653083
Also, Klim is nice. Awww.
>>
>>4653083
>Kroll
any other words apart from exterminatus does this handsome bastards know
>>
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>>4653125
Great bit of media to take inspiration from
>>
>>4653083
>>Pect’Max
>>
>>4653083
>Yibrak

I still long for the time when arcane measures where unneccessary
>>
>>4653083
>Yibrak
>>
>>4653083
>Savis
>>
>>4653083
>Yibrak
>>
>>4653083
>Kroll
it is always Kroll.
>>
>>4653083
>Yibrak
>>
>>4653083
>>Faenwedhe

Just because it looks interesting.
>>
>>4653218
Kroll, pull the genocide lever.
>>
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>>4653152
Saved, this is great.

I mean, Snake Eyes head is a tad big but the meme stats are stonks.
>>
>>4653152
And I love the little Andrei shoulder patches!

>>4653190
Fear not comrade, I think we can drop the constant link backs beyond the first 24 hours. If your IP changes still link to your OG vote, but for the most part I think we're set. I've upped the autism on my end, believe me.
>>
>>4653235
Haha yeah I was going to make it a bit smaller but decided its funnier this way. Aaayyy STV 2230AD is my work too, shout out to Paint 3D and my complete lack of photoshop skills
>>
>>4653083
>Yibrak
Gotta squish those bugs brah
>>
>>4653083
>Yibrak

Know the enemy
>>
>>4653083
>Yibrak

Let's get this bug smashing thread going. "The only good bug is a dead bug"
>>
>>4653083
>Belcossan
>>
>>4653083
>Asandi
>>
>>4653083
>Kroll

Because why not?
>>
>>4653083
>Yibrak
>don't make the fraggin clicking noise at me bug face
>>
>>4653083
>Belcossan
>>
>>4653083
>Yibrak

O'Urim sounds pretty Chad.
>>
>>4653083
even if i mostly lurk, i'll drop a
>yibrak
just in case a particularly interesting vote happens

btw, which member of our group of misfits should i portray next?
I'm' thinking Boot
>>
>>4653083
>Yibrak
>>
>>4653441
Do our best man Nines! I personally can't draw for shit, but I figure an Android is actually easier to draw than a human because of the straight clean lines.
>>
>>4653083
>Yibrak
Forgotten is back, hell yeah!
>>
>>4653083
>Yibrak
>>
>>4653083
>>Yibrak
On the spaceship keeps on going
Dust.
>>
>>4653083
>Yibrak
>>
>>4653083
>Belcossan
Welcome back Forgotten
>>
>>4653083
>Yibrak
>>
>>4653083
>Yibrak
As others said it fit the current theme.
>>
>>4653083
>Vesh

Here we go! Hated that I missed the cutoff point for valid voting last thread, but I made it this time.
>>
>>4653078
>Pect’Max
>>
>>4653083
>>Kroll
>>
>>4653083

>Asandi

I'm curious how the old-ass birds view things. Especially since we're really unlikely to run into one.
>>
>>4653078
>Chorkrum
>>
>>4653083
>>Pect’Max

Lets see more stuff from other races.
>>
>>4653083
>Faenwedhe
Their mystery makes it more interesting
>>
>>4653083
>Asandi
>>
>>4654761>>4653301

Well that's weird, please only count the first vote.
I don't want to screw up that persons posts.
>>
>>4654766
Genuinely curious, how did you manage this? Unless this is some sort of vogue-samefag Avantgarde deal
>>
>>4654799
>tfw roommates discover they both independently read Black Company 2230 AD
>>
>>4654833
>tfw it really is an avant garde samefag

either or really.
>>
>>4654799
Same uni campus or something maybe.
>>
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>SELECTED: Yibrak

Realspace – Several clicks out from Praxis Minoris – Prince of Meggido Bridge – 12th Cycle March 2230AD

https://www.youtube.com/watch?v=wYqWU4N88E4&ab_channel=GameOSTz2 – The Prince of Megiddo attacks

With a silent scream the Prince of Megiddo ripped out of Voidspace in a flash of black and violet light, her two escort frigates trailing closely in her wake. Behind them, space seemed to ripple and flicker as the line between the Void and realspace was made all the more tenuous with their passing. It would be some days before another Voidjump could be safely attempted, from here at least.

“Yibrak ship in system, two clicks from objective. Cruiser class.” The slightly raised tone of the bridge officer is the only indication to any outside observer that a Mandate Cruiser being present in system was at all unexpected. “Identified as the ‘Audacious Sunset of Oxx’Ar’. There is one frigate class vessel in support.”

It had often been said, always out of earshot, that Commodore Holden’s default expression was a frown. That frown was now all the more accentuated. Not in alarm, never in alarm. But with a Voidstorm behind them, one Yibrak Cruiser was still one more cruiser-class hostile than he was expecting. One-on-one the Prince of Meggido battleship could outgun the finest Yibrak Cruiser, even without her two Company frigates in escort. But Commodore Holden did not achieve his rank in the Company for lack of caution. “Engines to full stop, escort frigates to take a screening position.”

“Belay that order.” The Prince of Megiddo’s commodore stiffens to attention at the gravelly voice of command and the familiar clack of wooden cane upon steel deck. “Continue our approach.”

“Captain on deck!” Commodore Holden, nominally in command of the battleship during normal operations, salutes the leader of the Black Company. “I cede command to you, sir.”

“Thank you, Holden. I accept the command.” The Captain nods to one of his bridge staff. “Get me the escort commodores on the line.”

Technically, according to Republic of Earth military hierarchy a man in the Captain’s position should hold the rank of Admiral or some equivalent. But the Black Company has its own traditions. Unknown centuries of warfare have come and gone but always, whether those who have taken the black and still breathe numbered in the mere dozens or many thousands, always the leader of the Company has held the rank of Captain and no other.

[1/4]
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“Captain, Mandate Cruiser on intercept approach and hailing.” The Captain ignores the hails, other than commanding that a broadcast demanding immediate surrender be issued. “Sir, the commodores are online.”

“Wolf of Rome and Sword of Damascus. This is the Captain speaking.”

“++The Wolf of Rome is yours to command, Captain.++”

“++The Sword of Damascus stands ready to smite the infidel, Captain. ان شاء الله.++”

“Engage standard flanking manoeuvre in support. Prepare for hostile course change at 90-45 degrees.”

“++As you command, Captain. حاول مواكبةنا ، أيها الذئب الصغير. Damascus out.++”

“++Big talk from a little ship, Al-Amin. Let the hunt begin. Wolf of Rome out.++”

If the competitive banter of the frigate commodores amuses or annoys the Captain he gives no indication of either, instead turning his attention to his Gunnery Officer. “Get me a targeting solution, Nguyen.”

“Sir. …Mid-range targeting solution locked on.”

“Fire on my mark.” The Captain barely spares a glance at the icons on the holoboard, staring off from the command deck at an enemy ship surely too far away for any unaugmented human eye to see. “Fire.”

“Firing now.” Tense seconds on the bridge pass in silence as the Prince of Megiddo’s main battery fires its volley into the depths of space. The thin ochre glow of Praxis Minor fills the command centre. “Direct hit. Hostile shields holding.”

“Again.”

“Targeting solution confirmed. Firing now.” Another pause. “Partial hit, minimal damage.”

“Johannsen.” The narrowing of the Captain’s eyes is the only suggestion of frustration as he addresses his Navigation Officer. “Change in hostile’s course?”

“Sir… The Audacious Sunset is changing course at 90-45.”

“Change course, maintain pursuit.” The Captain turns his full attention to the holomap, narrowing his eyes at the growing distance between the Yibrak Cruiser and the Company’s objective. Even with their changed course it is rapidly apparent that the Prince of Meggido will pass by the station. “No point in boarding the station with that Cruiser nipping at our heels.”

“Sir?” Commodore Holden asks gently. The Captain seldom pontificates out loud.

“…Make ready to launch Krieger Pods.” And with those six words, the 77th Krieger Platoon is suddenly given the sole responsibility of seizing the orbital station while the Black Company fleet closes for a naval engagement. A decision with hundreds of lives in the balance made in a split-second, for better or worse. If there is a sliver of concern or hesitation, the Captain gives not even the barest hint of it to all present as he walks away from the deck. “The Bridge is yours, Commodore.”

[2/4]
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https://www.youtube.com/watch?v=Je84VupqD58&ab_channel=WolfmotherSongs – Prepare for Helldrop!

Prince of Meggido – Krieger Drop Bay – 12th Cycle March 2230AD

“Hustle up! Hustle up! Hustle up!” SGT Casket stalks down the line of her Squad, CPL Mac trailing behind her with a critical eye. “I want this to go smooth… and by the numbers… No heroics, no frag ups. Do you get me?”

“We get you, sergeant!” Second Squad bellows as they step up to the Pod bays.

“Second Squad in your pods, let’s go! Mount up!” You don’t know how many times LT Boy has done this routine, but the young man appears neither excited nor flustered despite the sudden change in plan. “First Squad, standby.”

“Time for one last prayer then. I say verily unto you, Ntukagire izindi mana mu maso yanjye.” SGT Heavenly is often smiling, but on the even of a Hell Drop his wild grin has a touch of madness. His pre-battle prep talk is a literal sermon, though the line between sermons and daily conversation. “Rejoice! Our most gracious God has seen fit to smite the alien infidels through his vessel the Company, and we are the blade held in the hand of that vessel! Sister Bible, a reading from the Book of Ezekiel please.”

Trooper ‘Bible’ Fatima begins reciting from an actual physical paperback of an Old Faith holy book. “Ezekiel 9, verse 1. “Then I heard him call out in a loud voice, "Bring near those who are appointed to execute judgment on the city, each with a weapon in his hand”…”

“Alright, First squad standing by.” The Lieutenant fixes his eye on you as you make the last of your checks on the squad. “Sergeant ‘Snake Eyes’, status of Third Squad?”

CPL Crane tugs twice on your decompression latch and gives you a thumbs up, final checks are complete. You turn back to the Lieutenant. “Third Squad ready to rock and roll, sir!”

“Make me some music then, Sergeant.” The LT checks the status of your Pods. “Systems green, mount up!”

“Third Squad, mount up!” You snarl, adrenaline already coursing through your veins before you even take the first step to your pod.

“OOH-AH!”

[3/4]
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[4/4]

They fall in line
One at a time
Ready to play


You try to ignore MDC Petal’s jingle, but the cabbage has got a point. Time to get the Krieger’s blood pumping, as if being shot out into the cold dark of space at the speed of a kinetic slug wouldn’t excite them enough. But it’s traditional to sound off with a common Krieger chant as the men enter their pods and the miniature hulls start to flood with force-absorbent amniotic fluids.

“There they go with their Voidblack hearts~” You’ve got to admit, you absolutely love this part of the Sergeant gig.

“HEARTS DON’T FEEL”

“Anything for a bed and hot meal~”

“COLD BLUE STEEL”

You glance down at the timer for launch. Any second now. “Better give me some dark, dark deeds~”

“UNTIL THE HOSTILE BLEEDS”

“Krieger!”

“CORP!”

“Krieger!”

“CORP!”

“Clench those cheeks, my pretties…” The counter hits zero.

“TIME FOR WAR!”

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

>No roll is required on missions involving Helldrop insertions. It is assumed that luck in on your side, at least in these instances. [Difficulty setting: Smells like Green.]

>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]

> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]
>>
>>4654847
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
I don't want to kill our guy on Thread One, what can I say.
>>
>>4654847
>No roll is required on missions involving Helldrop insertions. It is assumed that luck in on your side, at least in these instances. [Difficulty setting: Smells like Green.]
>>
>>4654847
>>4653092

> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]

The whole point of Helldrop is that it is supposed to be brutal and dangerous. And the other three choices aren't remotely brutal enough.

>>4654849
Well, you're in luck. This is thread 2.
>>
>>4654852
S-shut up.
Also, I'd be alright with rolling for the crew, but only if they didn't risk death from it (just injury/scattered deployment like Improvise, Adapt, Overcome).
>>
>>4654847
>No roll is required on missions involving Helldrop insertions. It is assumed that luck in on your side, at least in these instances. [Difficulty setting: Smells like Green.]

Milk run, time.

Things are going to go horribly wrong anyway, so why not let the good times last awhile.

First vote: (or at least I think it was) >>4653100
>>
>>4654852
>Well, you're in luck. This is thread 2.
>>
>>4654847
>> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]

BRING THE PAIN
>>
>>4654847
> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]
>>
>>4654847
>No roll is required on miss-
Yeah right, can you imagine?
> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]
hehehehehahahahohoho
>>
>>4654847
>> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]

me >>4653228

Damn, thats a lovely adaptation of the age old cry of the Black Company.

Boss, how big is the Black Company fleet and how often do they take prizes?
>>
>>4654851
First vote:
>>4653140
>>
>>4654847

> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]

Gotta have a reason why we had nightmares about our Hell Drop

>>4653892

'tism verification, just in case.
>>
>>4654847
>>No roll is required on missions involving Helldrop insertions. It is assumed that luck in on your side, at least in these instances. [Difficulty setting: Smells like Green.]
It's our first time. I'd up the difficulty later, but given our rolls I just don't want to die on the first fucking mission.
>>
>>4654847
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

I hate the idea of instant death by RNG but I wouldn't mind some unexpected difficulty
>>
>>4654847
> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]

>>4654844
Loved that command channel exchange, hopefully there are extended ship battles to come.
>>
>>4654847
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

Not really interested in having a Gabriel 2.0 situation all over again.
>>4653095
>>
>>4654864
>Boss, how big is the Black Company fleet and how often do they take prizes?

The Prince of Megiddo is the flagship and only battleship of the Black Company. There are several cruiser class vessels, often operating independently, and a dozen or vessels of frigate/destroyer side or smaller. Having only two frigates in escort for the Company's flagship is rather light on, but enemy naval assets were not anticipated.

Prizes siezed in naval engagements in fact make up the vast majority of the Company's fleet, as a result there is little universality in size or shape of these vessels. -Most- like the Prince of Megiddo were once Republic of Earth ships, but there are a few retrofitted designs siezed over the years from each of the major xenos powers in the region.
>>
>>4654874
>I hate the idea of instant death by RNG
And yet here you are with your gambler and daredevil traits...


>>4654875
>Loved that command channel exchange, hopefully there are extended ship battles to come.
I'm glad you liked it! I got hype as hell writing it up. While our MC SGT (likely) won't have a huge direct impact on naval battles and campaign decisions from a command perspective, we will switch to the Captain every now and then to consider such lofty matters.
>>
>>4654879
Nice. Theres still hope if we can steal everything thats not nailed down.
>>
>>4654879
"Gib ship"

>>4654881
Forgotten if you've ever played a game like darkest dungeon, the least fun thing about the game is when you get an instant party wipe without having a chance to fight back.

I don't mind having bad/good luck throwing a few curveballs our way but I'm not keen on it being the 'rocks fall you die" variety
>>
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>>4654889
>Forgotten if you've ever played a game like darkest dungeon...

But come on, like that StV ride the lightning roll wasn't the tighest shit...
>>
>>4654847
> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]
>>
>>4654873
Will change my vote to
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

I don't mind some risks.
>>4654847
>>
>>4654889
Eh, we went into the SoS fight totally expecting having to roll a new character. And then the heavens blessed us with a sign of holy favour.
>>
>>4654889
Do not listen to this man, he has clearly never experienced the ultimately fatal rush of gambling everything.
>>
>>4654879
>Prizes siezed in naval engagements in fact make up the vast majority of the Company's fleet,
Ah yes. The "Homeworld" method of fleet expansion.
>>
>>4654900
Was thinking that. Wheres our salvage corvettes and ion frigs that stay in a ball.
>>
>>4653231
If I may offer my own humble contribution to the OC meme pool...

Apologies, I am not great at this.
>>
>>4654847
> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]

Verification, lets get it babyyyy:
>>4653120
>>
>>4654892
muh fellow DD knigger
Oh no doubt that shit was hype. I even voted for the double roll. But for ~every~ drop?

It's a 1% chance each roll. I wouldn't mind that in the event of a crit fail we had to roll again to see if the emergency backup kicks in but ehh... semantics
>>
>>4654912
Helldrops will be rare, mainly for the 'Big One' of a campaign for example. But I get you. I wouldn't have left the less hectic options there if I wasn't okay with anons dialling down the crazy. Of course I'm also okay with them dialling it up to 11 to include the whole squad...
>>
>>4654919
Hmm, I wouldn't mind a 50-50 roll on a crit fail. Kinda like what happened when we rolled whether de Broulert would survive that duel or not.
>>
>>4653227
Me

>>4654847
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

This is the best setting narratively. Insta kill rolls are bad for the story.
>>
>>4654847
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
>>
>>4654844
Enjoyed the comms and the chatter on the bridge but I have a question

>Holden
>Kind of broody
>Never alarmed

First name James by any chance? Captain of the Rocinante before he took this command?
>>
>>4654847
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
>>
>>4654847
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

I'll just keep linking back because my IP changes a lot. >>4653218
>>
>>4654847

>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

Me: >>4653684
>>
>>4654847

> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]

>>4653165
pretty sure this is me
>>
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>>4654944
Actually this reference is lost of me. My brother was just paying me out because he was thinking it was a For Honour reference.
>>
>>4654892
But come on, like that StV ride the lightning roll wasn't the tightest shit...
Inversely does the added risk mean that a crit means you drop on top of the enemy commander while he is in the shower or next to the enemy fortifications self-destruct bottom?
>>
>>4654990
Oh I thought you were going for a "The Expanse" (tv/book series) reference.

That meme though *chefs kiss*

>>4654991
That'd be fucking wild, love to see it
>>
>>4654990
It from the expanse desu
>>
>>4654944
>>4654990
Oh The Expanse, of course!

>>4654991
Something like that.
>>
>>4654847
let's see the new update...ohshitedifficultysetting
Let's see the options
- no roll
fek that
- worst case, injury and the need to regroup
this is actually the fairest option but...
>this is the way
this is the way
...
- roll for all the squad (get all of them killed)
FEK THAT, even if the meme potential is amazing

krigga reporting for duty >>4653441
>>
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>>4654847
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

>>4653613
My first post, also LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOo
>>
>>4654847
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

Clearly death through failed Helldrop is too merciful.

And I'll link my post later because I don't remember which one is my first post. This is what happens when you don't write a comment...
>>
>>4655057
And here it is. >>4653204
>>
>>4654847
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

I'm not too keen on possibly killing our new Sargent and squad right out the gate, but I want some variance. We can ramp up the difficulty next time we drop.
>>
>>4653298
>>4655064
Also this is me.
>>
>>4654847
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

I'd rather not die from total luck bullshit

>>4654833
This man has the right of it and it was a pleasant surprise

Verification
>>4653301
>>
>>4654847

> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]

You know what? Let's fucking go. Let's make this quest brutal and absolutely unforgiving.

Me : >>4653332
>>
>>4654847
> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]

It is called a Helldrop for a reason.
>>
>>4654847
> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]
Wouldn't be Black Company without getting absolutely assblasted every time we try to make a manourver

>>4653590
Me
>>
>>4654847
> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]

>>4653547
Frist post dust.
>>
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>>4654847

> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]
>>
>>4653643
Forgot Verification
>>
>>4655107
Have superior gif
>>
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>>4654994
>Mission target: destroy planetary defence reactor core
>roll 1 on hell drop
>land on top of the reactor core guardpost killing everyone
>Enter control room
>roll to sweep control room and sabotage reactor
>100
>press the convenient self-destruct button
>no count down insta TPK
>thread has a meltdown
>mfw
>>
>>4655104
Guse il change my vote to stop the greens from winning

> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]
>>
>>4654847
> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]

YOU FUCKING PUSSY
>>4653589
Verficationfg
>>
>>4655123
Leave it to some goofy alien commie scum to put an actual self-destruct button on volatile and sensitive hardware.
>>
>>4654847
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
>>4653819
>>
>>4655230
>what is scuttling
>>
>>4655241
Not a big stupid fucking button.
>>
>>4655245
You're talking a lot of shit for someone in -inator range
>>
>>4654847
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

Guys.Guys. GUYS. is vote appears to be for EVERY DROP. Why the hell are you voting for something that is practically guaranteed to kill our guys over the course of a dozen missions. I'm fine with us and our squad dying from a combination of bad rolls and shit choices, but not just bad rolls alone. I want the hell drop to be dangerous, but the shit roll of it can just put us in a bad position that will make it easier for us to die. We will have plenty of chances for dying horrible WITHOUT the first role of such missions killing us and maybe more of our squad.
And for anyone saying this is in character due to Daredevil, this is a gameplay vote, not a character decision.
>>
>>4655255
Damn, got me there.
>>
>>4655258
>>4654847
first vote>>4653469
>>
>>4654847
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
>>
>not picking hardest route
>not picking "this is the way" at the very least
pathetic
>>
>>4655325
If you're a xenophobe being captured by aliens is a fate worse than death. In fact, death by atmosphere would be far too easy.
>>
>>4655325
This isn't a video game, bro. I'm not keen on a 1% chance of ruining the entire quest every couple of threads.
>>
>>4655340
>picks krieger's end as nightmare
>too scared to make it an actual possibility
WEAK
>>
>>4655393
I didn't vote that, so I don't know why you expect me to hold to it.
>>
>>4655393
I still want to make meaningful connections with our soldiers and get them to meet better! So that I can suffer even more when they eventually die in a horrible accident or moment of incompetence.
>>
>>4655394
I didn't voteit either
>>
>>4654847
>No roll is required on missions involving Helldrop insertions. It is assumed that luck in on your side, at least in these instances. [Difficulty setting: Smells like Green.]

There I am
>>4651818
>>
>>4655393
We will have plenty of opportunities for that to happen later. There will be plenty of drops with other things to complicate them besides the base role.
>>
>>4655393
ah yes the nothinburger of nightmares well that was a waste desu
>>
>>4654847


I want to switch to
>> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]
>>
>>4654847
> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]

I'm fine with risking making the nightmare real, but fucking over squaddies with one bad roll is too far. We need a strong stable of characters to take over when Nat gets herself killed.
>>
>>4654847
>> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]
Its all in baby i don't puss out
>>
>>4653149
>>4655520
Me
>>
>>4654954
>>4655484
>>
>>4655520
"All in". This isnt a gamble. There is no benifit to giving us a 1% chance of dying each drop. None. People arnt pussing out by not choosing it, they just see no reason to and 10 tombstone reasons why not.
>>
>>4654860
Changing to
> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]

>>4653130
me
>>
>>4654847
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
>>
>>4654847
> In addition to your own potentially lethal Helldrop insertion, you must roll for the Helldrop results of each individual member of your squad. [Difficulty setting: Oh shit Krigga what is you doing?!]
>>4654025
>>
>>4653078
>You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]

Tough, but not suicidal

>>4653274
Linking back
>>
>>4654847
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
Dying from poor choices or tactics is fun. Dying from rng before anything gets done isn't.

>>4654415
moi
>>
>>4654847
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
>>
>>4653083
>>Yibrak
I realllly want to kill some xenos
>>
>>4654847
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
>>4655846 first vote
>>
>>4654847

>This is the way

I also think it's a terrible idea to make a roll for every squad member, because it will probably take forever to resolve
>>
>>4654847
> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]
>>4653486
'Tism check
>>
Forgotten, when you are counting votes would it be fair to choose the easier option if there are more "This is the Way" and "Oh shit Krigga what is you doing?!" votes in total?
>>
>>4655924
yes, I am shilling harder options
>>
>>4654799
My roommate was hyping up this quest so I thought I'd check it out. I lurked last thread, but I don't want to mess up his votes he's been a fan of forgotten since way before me. I'll just have to phonepost in the next thread.
>>
>>4655947
Make sure to video record it when you guys end up in a screaming match/fist fight over choices in the quest
>>
>>4655954
Unironically this. If you two don't pull knifes on each other, you can't call yourself kriggas.
>>
>>4655987

>pic related
>>
>>4655954
breaking news: roommates stab each other to death because of, and I quote:"This krigga picked the xenofag side in the husbando wars"
>>
>>4656014

>Look, he wanted to fuck the tree!
>Shut the fuck up, Petals is way better than Nines! Nines doesn't even have a dick you robo-fucker!
>Neither does the fucking cabbage! Besides, the reporter is talking to me, xenofag scum.
>I didn't take you for a robofag, but it explains why you insist on doing the dishes all the time by hand. I saw what you did to the inside of the dishwasher you sick fuck!
>Back to you Jim.
>>
>>4655924
The more lethal options do seem split down the line, I will see where the votes lie when I finish up at work today.

At least Smells Like Green is getting scant interest. Would have been shaking my head in disappointment if anons voted for that wholesale milkrun.

>>4655947
Welcome aboard, comrade! Look you seem legit (or just a very creative samefag) so if you phonepost now linking back to this post I’m happy to include you.

Maybe one day you’ll understand this question what would you do for +5DC?
>>
>>4656036
>what would you do for +5DC?
I really hope you dont show the advantages to choices where the bonus would be ambiguous. The skill tree is clearly understood, but if the choice is more vague(a certain (re)forging of a sword for a pretty lady), I would prefer to only know the general result beforehand.
>>
>>4654847
>You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]
>>4653348
autism
let's fucking go
>>
>>4656036
A-are you offering?
>>
>>4656190
Anon do not do this.
>>
>>4656224
You know we’ll give it all up and more to save our squad.
>>
>>4656287
I mean we've got Kid 2.0 so...
>>
>>4656287
Only if it will and wont be worse than what we are facing. Otherwise, the offering party can get bent. Our squad matters, but we are going to end this quest better than Prince. I want our people to be be alive in body and spirit.
>>
>>4656295
>but we are going to end this quest better than Prince

Good luck with that
>>
>>4656287
What profit is it to a man if he gains the world yet loses his own soul?

Wait wrong character, uh

You can pick your nose and you can pick your friends but you can't pick your friend's nose.
>>
>>4656300
We have something to shoot for.Prince didnt, or at least not something as specific as what he became.
>>4656318
You managed to put into words...sorta, what I've been thinking. The issue with Prince that I want to avoid isnt the selling of our soul(be it to some supernatural force or by doing simple bad things). After all, we will do anything for our squad. The issue is that in the process of damning ourselves, we damn our squad as well. If we get dragged down to hell to save our people, I dont want to see them getting dragged down, only a few feet above us and a little slower. I want them laughing, joking and punching each other while we sink into oblivion or hell with a smile on our own face.
>>
Anyone else wondering if the old lion was the one to kill the girl.
>>
Look at all these Kriggas arguing over some bullshit while anon >>4656351 over here is playing some 4D chess
>>
>>4656365
Whoops. Wrong thread.
>>
>>4656368
I know which quest it is kek
>>
The high-octane choices are evenly split, but would together outweigh the votes for a more sane non-lethal roll option. I’m using my QM discretion to put this to a roll off.

>50 DC

1 roll of 1d100. First roll under gets their pick.

If you successfully roll for this choice you CANNOT then also roll for the result of the Helldrop. Let another anon bite the bullet.

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

>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]
>>
Rolled 77 (1d100)

>>4656378
> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]
>>
Rolled 53 (1d100)

>>4656378
>>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
>>
Rolled 45 (1d100)

>>4656378
>You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]
>>
>>4656382
Fucking soft
>>
Rolled 20 (1d100)

>>4656378
>> You must make a single roll for the Helldrop insertion. In addition to the regular risks, a critical fail will result in certain, unavoidable, death. At least it will be quick. [Difficulty setting: This is the Way.]
I choose death and death laughs at me
>>
>>4656371
I'm sure you do kek. They attract the folks who enjoy a particular type of quest.

>>4656382
Well that works i guess. The dice gods have spoken.
>>
>>4656383
Plenty of other ways to die laddie don't you fret
>>
>>4656382
Damn it, the pussies win
>>
>>4656387
mostly just getting the dissapointment we went for easy mode.
>>
>>4656389
No easy mode was going to a different thread. Or was that pissbaby mode? It all blends together when stuff isn't dying either screaming or choking on their own blood.
>>
I have seen who the real Kriggas are.
>>
>>4656382
Based.
>>
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>SELECTED: You must make a single roll for your Helldrop insertion, with poor outcomes resulting in scattered deployments in hostile territory or even injury. [Difficulty setting: Improvise, Adapt, Overcome]

It looks like we will not be dancing with death. Not during the Helldrop portion of the mission at least.

You are currently equipped with…
>Maglock Pistol: +5DC to Wetwork, +5DC to Close Encounters
>Shock Trooper Carapace: +30AV
>Ballistic Carbine: +0 to Hostile Cas Lethality
>Standard Ammunition (4 Firefight Engagements)
>Shrapnel Grenades: +1 Re-Roll to Firefight (2 Firefight Engagements)

++MISSION OBJECTIVES++
>PRIMARY OBJECTIVE: Secure the Station Command Deck and extract the research data before exfiltrating.
>SECONDARY OBJECTIVE: Sabotage the Station Gunnery Command to secure a safe approach for extraction dropships.
>TERTIARY OBJECTIVE: Maintain 50% Combat Effectiveness for Third Squad.

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

Krieger Helldrop Deployment: Improvise, Adapt, Overcome

>50 DC


Critfail = Rough landing. Vitals status reduced by -1.
Double Fail = ‘Minor turbulence’. Take an AV save.
Fail = Scattered Deployment. It will take some time before you can rendezvous with all of your squad.
Success = Concentrated Deployment. You will be able to rendezvous with the majority of your squad in short order.
Double Pass = Shock and Awe. Re-Roll any fails in your first Firefight round.
Critpass = Little bug, big boot. Scratch 1 hostile squad.


1 roll of 1d100, my kriggers.

Black Hearts. Cold Steel. Dark Deeds.
>>
>>4656392
Dissagree on that
>>
Rolled 1 (1d100)

>>4656397
>>
>>4656399
haHAHAHHAHAhhAHAhaHahaAhAHahAHaha
>>
Rolled 79 (1d100)

>>4656397
>>
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Rolled 39 (1d100)

>>4656397
AVE MARI-

>>4656399
LETS FUCKING GOOOOOOOOOOOOOO
>>
>>4656399
OMG IT HAPPENED! FUCK YOU BUGS!
>>
>>4656399
>Knock knock BUGS go splat
>>
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>>4656399
What the fuck you absolute unit
>>
>>4656399
A good start!
>>
>>4656399
STEEL RAIN
>>
Take it away boys, mine time to shine has come. You guys have the rest of the rolls for combat to yourself.
>>
>>4656399
ah yes the good 1% chance i see
>>
>>4656399
S
Q
U
I
S
H
>>
>>4656399
YES
>>
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>>
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>++Advisement. Improved physical amplification is likely unnecessary for physical confrontation, the Yibrak species is notoriously fragile. However, applying blunt force over a wide area as opposed to concentrated piercing methods will yield lethal results with maximised efficiency of effort.++

Oh Hey.

We're putting to use the practical knowledge gained already.
>>
>>4656427
kek
>>
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>CRITICAL SUCCESS: Little bug, big boot. Scratch 1 hostile squad.

https://www.youtube.com/watch?v=mfGPMJ8A0QY&ab_channel=Astartes – Hell Drop (Yeah ok, you’re not Astartes but still…)

You clench your teeth as your Krieger Pod is launched at bullet speed towards the orbital research station circling Praxis Minoris. Even the absorbent gel can’t entirely dissipate the enormous g-force’s rippling throughout your shaking steel coffin. The Pod looks solid enough from the outside, but from the inside at several hundred kilometres an hour the rattling and trembling seems pretty fragging alarming.

You are not exaggerating when you say bullet speed. The Prince of Megiddo fires off a desultory volley of kinetic slugs at the orbital station as it passes by, all the better to conceal the hail of Krieger Pods being fired alongside them. It should also overload any shields a station of this size might have. They key word being should, at any rate the Pods are designed to activate their retro-thrusters and slow their approach down enough so that you don’t trigger the reactive shields or just punch straight through the damn thing. With any luck, the initial assumption will be that the impacts from the Krieger Pods will be assumed to be written off as a few stray hits.

Of course last minute change in velocity, and sometimes direction, of the Pods would quickly alert any observer that something else is at play. So far as you are aware, the use of Helldrops for live trooper insertions is a rarely used tactic in this part of the known galaxy. Not by civilized interstellar empires anyway. Any xenos trying to guess why the hell several kinetic slugs slowed down moments before impact might not immediately leap to the conclusion that a bunch of adrenaline-crazed descendants of some tree-climbing simians were just voluntarily launched directly into combat in this extremely risky manner. But the ensuing gunfire as your platoon encounters the first response inhabitants of the station is sure to clue them on.

Nevertheless, despite the retro-thrusters you are still hitting the orbital station at a velocity that should shatter every bone in your body and decorate your landing zone with what un-liquefied innards remain. That’s what the absorbent gel is for, a liquid-orangish amniotic fluid that absorbs the lethal kinetic forces in play and reduces it to a merely teeth-grinding level of turbulence. Theoretically, so long as the Pod survives the landing so should you.

Theoretically.

[1/3]
>>
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The impact is tremendous. If it wasn’t for the adrenaline coursing through your system you think you might have blacked out for a moment. The crash and clank of your entry lasts mere seconds, if that, and then complete silence. After the clamour of the last minute or so, especially the arriving at Destination Combat Zone, the lack of noise is almost as unerring as the racket that preceded it. With a hiss and whine the Pod shell releases. You don’t think of yourself as having been born again every time you breach the Pod and dive into a combat zone still covered in the life-preserving pod fluids… That would be weird. Right?

You keep your ballistic carbine slung by your side, scanning the landing zone with your maglock pistol and using one hand to steady yourself as you step out of the Pod. You boot immediately makes a squelching sound as you step on what appears to be a yellow-ish sort of ichor. Ew. Judging from the scattered mandibles, one still holding a pistol of some sort, and the streaks of ichor frying across the hull of your pod it might be the case that you’ve racked up a not-insignificant kill count already. Looks like you’ve crashed through some sort of sleeping quarters, most of your entry path has already been blocked up by collapsing bulkheads and whatever kind of automated response to breaches this station has.

You’re not sure how many sections or walls you’ve crashed through on entry, you must be pretty far in because your HUD is only picking up minimal signs of decompression. It’s not your immediate concern anyway, you don’t plan on sticking around. You won’t be sticking around here anyway. It appears that a Yibrak security team hasn’t reached this area yet… or rather they did. But despite the self-evident fatalities it is entirely possible that the station isn’t even aware of the Krieger party that’s come to town. You holster your maglock pistol after a clean sweep, unslinging your carbine as you chime into comms.

“Third Squad, sound off-“ The sudden hiss of a station door opening causes you to whip around, carbine at the ready.

[2/3]
>>
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[3/3]

You find yourself staring down your barrel at two Yibs standing stock still in the doorway, their puffy decompression suits are almost comical in comparison to your smooth and lustrous Krieger combat outfit. You don’t see any weapons, apart from maybe that sealant gel gun one of them is carrying. They look like a standard Damage Control Team, the kind equipped to handle breaches to hull integrity and jury rig emergency repairs rather handle any kind of hostile armed boarding party.

The two bugs appear frozen in place, the presence of a sleek black-suited predator in their midst utterly unexpected. Certainly, your arrival could be described as something of a surprise to the security team you appear to have landed on. Your steely gaze drops to the sealant gel gun that the one on the left is hefting. That sealant sets quickly, perfect for patching up small breaches like the ones you and the whole damn 77th platoon just made throughout the station. If any of it were to get on you, you could find your mobility severely hampered.

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

>“Now let's not do anything stupid.” You generally try not to put holes in non-combatants if there’s a chance of talking them down. The delay in rendezvousing with your squad is a small price to pay. [Daredevil]

> You put two in the crewmember with the sealant hose, dangerous weapon that is. But you give the other one a chance to surrender. “You don’t want to end up like your friend, do you?” [Firebrand]

> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
>>
>>4656467
> You put two in the crewmember with the sealant hose, dangerous weapon that is. But you give the other one a chance to surrender. “You don’t want to end up like your friend, do you?” [Firebrand]
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
>>
>>4656467
>> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

me >>4654219
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
Obviously
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

>>4653130
me
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

>>4653114
Wrry
>>
>>4653204
First post.

>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

Ain't nobody got time for that.
>>
>>4656467
>> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

first post: >>4653100
>>
ah I'm kinda surprised that daredevil is that "kind" of option, kinda makes sense i guess
>>
>>4656467
>> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]


Can't have them spraying us with that shit as we go to leave

Tism:
>>4653120
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

verification >>4653218
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

>>4653643
Meee
>>
>>4656467
>> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
It seems people are of one mind on this.
>>
>>4656382
Thank youuu
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

unfortunate for them

>>4653307
>>
>>4656467
>> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
>>
Should we search what is left of the Barracks, or try and find the Armory on the way and see if there is anything worth taking with us one we have dealt with these two.
>>
>>4656525
Good question, do these filthy aliens have shit worth stealing and would we get to keep if on return to the ship (probably yes)?
>>
>>4656525
Should find out where everyone landed first methinks before deciding
>>
>>4656526
Anything we find might be better off turned into supply, if it isn't immediately useful or useful in combat.
>>
>>4656510
oh fucking hell, this are me
>>4653206
>>4654873
>>4656371
>>4654896
>>4656418
>>
>>4656535
*these
>>
>>4656534
True, any caches of weapons should be secured and turned in if possible but if we find personal arms that are better than our own... well... finders, keepers
>>
>>4656525
I hoping we can find some stuff to sell on in the datavaults if its not in the companies parameters for the mission.

Copperclipping aint gonna do itself.
>>
>>4656527
it was more if there was anything immediately visible that could be taken with us, better gun, some sort of networked electronics (our Sig might be able to get some rudimentary data, like a better map off it) or Station ID for access to the Armory.
>>
>>4656525
I say we grab that pistol firat at least.

A trophy of STEAL REHN
>>
>>4656563
>Kriegers dropping on a primitive planet during a blizzard https://youtu.be/y0mLI2cG3aA?t=58

Don't watch that shit Forgotten unless you've already seen all of BoB already
>>
>>4656563
modify its grip and its probably even fit for human use.
>>
>>4656467
>“Now let's not do anything stupid.” You generally try not to put holes in non-combatants if there’s a chance of talking them down. The delay in rendezvousing with your squad is a small price to pay. [Daredevil]
>>
>>4656525
nah. We're behind enemy lines. Priority no.1 is to rendezvous with our squad. Looting can come later when we're not alone
>>
>>4656616
if we want any sort of advantage going into this finding something we can use in the lul should be useful.
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
AIN'T A WAR CRIME IF IT AIN'T A HUMAN

>>4653613
First post, as my ID has become everchanging.
>>
>>4656467
>“Now let's not do anything stupid.” You generally try not to put holes in non-combatants if there’s a chance of talking them down. The delay in rendezvousing with your squad is a small price to pay. [Daredevil]
>>
>>4656621
au contraire mon ami. By taking our time searching for something that ~might~ be useful we are in fact LOSING our advantage. as time spent in a cohesive unit is much more effective than time spent lone wolf style
>>
>>4656625
My ID changed, I am
>>4653128
>>
>>4656626
Agreed, at the end of the day we can tear through this place as a unit to trouble. If we happen to find an advantage along the way, well more the merrier but out top focus should be regrouping and hitting the main targets
>>
>>4656626
having something that focuses our attention or lets up bypass a roadblock on our way to the objective should be even more helpful on cutting down on the time we actually need to spend in combat since we aren't here to wipe the station off the map.
>>
>>4656634
I'd suggest that our focus should be on taking and controlling the important sections of the station: armoury, control centre, power station, etc. That's a pretty decent focus in itself
>>
>>4656634
and the likelihood of us finding something that useful is... slim to say the least
>>
>>4656638
Since we don't even know the layout of the station, any sort of map or ID card could probably be useful for finding what we want faster if only because we can omit the places that aren't it, since we're only after some data that the station should have.
>>
Let's just grab the alien pistol to remember STEEL RAIN
>>
>>4656642
better to explore an unmapped station with our squad than spend time trying to find a map alone.

Actually in this situation SIG 'Jack in' would've been perfect to download the layout schematics.
I wonder if we can contact the other squads and get them to share.
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

Roll over them we have an objective to secure.

Verification
>>4653301
>>
>>4656647
there should be some sort of alerts console that could be used nearby since this is a barracks and they may need to respond quickly to somewhere specific on the station.
>>
>>4656651
Even if there was:

>Can we read it?
>Can we interface with it?
>Even if we could do we need a password?
>Would fucking with it alert the enemy to our exact location?

Seeing a lot of holes in your plan here
>>
>>4656655
We could always get the others to swing by here once we find them, and break contact with the rest of the security forces if we can catch a break or we decide we can't proceed further.
>>
>>4656467
>> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
>>
>>4656467
>“Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
this is just practicality. I mean he does have an improvised weapon...
>>4653348
continued autism
>>
>>4656467

> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe

>>4653547
Frist vote dust.
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
>>4653590
Me
>>
>>4656467
>>“Now let's not do anything stupid.” You generally try not to put holes in non-combatants if there’s a chance of talking them down. The delay in rendezvousing with your squad is a small price to pay. [Daredevil]
>>
>>4656467
>> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

me >>4653228

Forgotten, just curious, if we had tried to and successfully abandon the contract in the original BCQ, how would the Black Company have fared in the cold war and modern era?
>>
>>4656467
>> “Bad day to be an x-ray.” You put two in the crewmember with the sealant hose, dangerous weapon that is. But you give the other one a chance to surrender. "Tell me what i want to know and you live!" pump for info then Your short burst of automatic fire shuts them up quickly enough[Write-in Xenophobe]
Ask why the Cruiser is here, any other surprise security. Prisoners are a liability, but extra intel could be very useful especially after one major surprise already.

>>4653165
Me
>>
>>4656763
they may not be able to understand us, or we their response since we didn't that the trade tong.
>>
>>4656769
fair point, blank stares are met with mag rounds
>>
>>4656774
I think their response would be something with more fear than blank stares
>>
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>>4656701
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

>>4653589
Pooost
>>
>>4656467
>> You put two in the crewmember with the sealant hose, dangerous weapon that is. But you give the other one a chance to surrender. “You don’t want to end up like your friend, do you?” [Firebrand]
he has a gun >>4656826
>>
>>4656467
>“Now let's not do anything stupid.” You generally try not to put holes in non-combatants if there’s a chance of talking them down. The delay in rendezvousing with your squad is a small price to pay. [Daredevil]

>>4654025
>>
>>4656467
>”Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

>>4653274
Linking back
>>
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I made a quick meme, felt inspired
>>
>>4657338
'ate bugs
'ate foxes
'ate feds
'ate rot

luv me compny'
luv me squad
luv me dice
luv me ship

simple as
>>
>>4657338
Hilarious anon
>>
>>4656467
> "Humanity has already solved the moral question of civilian engineers in a warzone"
>https://m.youtube.com/watch?v=iQdDRrcAOjA

> Pop Pop, making B.E.M.'s drop
>>
>>4656467
> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

If the Black Company ever salvages and refurbishes drop pods, we should see if we can get them to reclaim ours so we can use it again. Give it a name and now its our personal drop pod. I'm partial to the idea of calling it Flyswatter.

>>4653298
Me
>>
>>4653416

Moi, bee-tee-dubs
>>
>>4656467

> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]

It's a smash and grab mission. Ignore the issue via bullets, and get through while we still have the element of surprise on our side.
>>
>>4657551

Forgot the verification for this post, mea culpa.

>>4653892
>>
>>4657551
What if we smash and grab some xrays to go with it.
>>
>>4657561
You had me at smash.

By which I mean I stopped reading after that.
>>
>“Now let's not do anything stupid.” You generally try not to put holes in non-combatants if there’s a chance of talking them down. The delay in rendezvousing with your squad is a small price to pay. [Daredevil]


Jesus guys, slow down. It'll be much more satisfying if we save up that xenophobic rage for the xenos that have it coming. I'm perfectly fine with killing noncombatants but save it for smug officer types, not the freaking maintenance guys.
>>
>>4657638
Wha- who- w- shut the fuck up alien lover. They're free fucking game.
>>
>>4656464
>You don’t think of yourself as having been born again every time you breach the Pod and dive into a combat zone still covered in the life-preserving pod fluids… That would be weird. Right?
That's some weird-ass Krieger shit, not gonna lie. Also
>Being born in full gear
>>
>>4656464
>It’s not your immediate concern anyway, you don’t plan on sticking around. You won’t be sticking around here anyway.
Forgotten wrote two versions of the line and Forgot to delete one of them, kek
>>
>>4656467
>> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
'ate bugs
>>4653486
'tism check
>>
>>4657444
Seconding this. Gamblers are notoriously superstitious, so having a "lucky pod" suits our character.
>>
>>4657338
Luv me OC
>>
>>4657444
I also enforce of this idea.
>>
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> “Bad day to be an x-ray.” Your short burst of automatic fire resolves the matter quickly enough. You don’t have time for negotiations, or prisoners for that matter. [Xenophobe]
>GAINED: Station Security Keycard
>GAINED: Lucky Pod Serial Number ‘X-90//B-403’

“Bad day to be an x-ray.” The only good bug is a dead bug. Or something like that.

“Wai-“ The weaponless insectoid’s chittering is abruptly cut off in a short, sharp burst of gunfire. His comrade hefting the sealant gun goes down in the same spurt, punctured body slumping across the entrance.

“Tsk.” You grimace at the bug ichor pooling around your feet. You know now that most insectoids don’t have highly acidic blood, but after hunting that Carthropoid back in the Cradle you can’t help but be a little cautious out of habit. “This better not ruin my boots.”

Threat neutralized, you perform another sweep of the room before moving on. Behind you, the access door absently closes and retracts repeatedly as it hits the cooling corpses of the Yib damage control team. The only item of interest not crushed or otherwise drenched in Yib blood is the pistol you spotted earlier when you exited your Pod. The kleptomaniac in you was hoping it might turn out to be an officer’s sidearm, maybe even fetching a pretty cred or looking nice slung up in your locker.

“Hmmm, nah.” You toss it aside, having verified it’s just a sidearm standard-issue to many security crews. The Maglock pistol resting comfortably in your holster is more your speed. Besides, if you do claim a trophy you think it should be earnt rather handed to you by sheer dumb luck. Not that you mind a little sheer dumb luck on your side. Speaking of which, you duck back in the pod and tear off the serial plate from the inside of the Pod. This is now your Lucky Pod, and all subsequent Pods shall benefit from the concentrated good fortune passed on with your Lucky Pod’s serial plate.

“Alright, enough scavenging. Time for some honest work.” You step over the newly perforated corpses of the Yib Damage Control Team and pause, leaning down to pick up a security keycard clutched in the unarmed insectoid’s grip. You have to snap off one of his mandibles to get it free. “Now this might come in handy.”

[1/3]
>>
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You’ve barely cleared the first corridor outside when you run into what seems to be the majority of Third Squad.

“Breach!” The comforting sound of two Krieger ballistic shots followed by the cry, “Clear!”

“Friendly coming in!” You approach cautiously, not wanting to get your head blown off on account of a jumpy Krieger. “Dash-Theta-Fiver.”

“Incoming friendly, check your fire!” CPL Crane doubtless recognises your voice even before he sees you enter, but he returns the friendly-password like the cool professional he is. “Dash-Alpha-Niner, welcome to the party Snake Eyes-gunso.”

“By the goddamn Green, this near everybody?”You quickly take stock of those present in the secured room. Gunner Nines is planted like a sentry turret, heavy machine gun tirelessly sweeping the hallway for any approaching hostiles. Next to him, huddled in cover, in Trooper Husk. “Who’re we waiting on?”

“Petal and Boot are one level above us, but we’re marrying up at the next intersection.” CPL Crane answers, behind him Troopers Goldie and Bones are covering the other entry to the room. “Haven’t heard from our Sapper yet.”

“++Convict here. I’ll be along in a minute.++”

“What’s the hold up?” You ask, checking if he needs some backup.

“++Landed in some kind of lab. Natives weren’t a fan of gatecrashers.++”

You nod, doesn’t sound like he’s trouble now. “Resistance?”

“++Taken care of.++”

“Copy that.” You whistle, that’s got to be some kind of Krieger record for post-Helldrop rendezvous “Gotta love a kiss from Lady Luck, especially when she throws in some cheeky tongue action. Krieger style.”

CPL Crane shrugs as Troopers Goldie and Bones cheer, still keeping the room’s access points under their sights.

“Yeah baby, that’s how we roll!” Trooper Goldie whoops.

“Damn straight.” Trooper Bones returns Goldie’s fist-bump. “Krieger style.”

[2/3]
>>
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[3/3]

“Sergente, Gunnery Command is just down that hall to the left. Hostile presence unknown.” SIG Night Night’s looks up from her crouched position as she monitors the platoon comms. Her habit of mingling her languages fluidly is completely absent, a sign of her ingrained professionalism which means that important information is always relayed to you in perfect English. Even her accent is subdued. “Second Squad is three or four levels above us, closer to the main objective. They’ve made contact and are closing. First Squad sounds like they’ve had a more scattered deployment, mainly across the top hab blocks.”

You consider your options. Unless given a direct order by the Lieutenant, squad leaders like yourself on the ground are giving a surprising amount of free reign according to Company Regs regarding how they are to go about securing mission objectives.

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

>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

>“Eyes on the prize. Let’s meet up with Second Squad and make a push for Station Command.” Once you have grouped up with the majority of the 77th and seized the primary objective you can start concerning yourself with side missions. [Firebrand]

>“Try and get a hold of the Lieutenant. Let’s see where he wants us.” Just because you have independent operational discretion doesn’t mean you should exercise it. [Xenophobe]
>>
>>4657847
>>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>
>>4657845
>>GAINED: Lucky Pod Serial Number ‘X-90//B-403’


Forgotten, you are the best

>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

Verification:
>>4653120
>>
>>4657847
>>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

me >>4654219

We take it fast enough, the cruiser might still be just passing by. Intime for a nice salvo up its backside.
>>
>>4657853
Now THAT would be worth a bonus paycheque
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>
First post: >>4653117

>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

Xenophobia is a weird motivatiion for requesting orders.
>>4653140

>>4657853
Do you think a science station's anti-meteorite guns can significantly damage a cruiser?
Do you think the cruiser won't shoot back?
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

>>4653130
me
>>
>>4657847
So frenchie is super brass tacks when in action? I'll keep this in mind for when some weird doppelganger shit is going on and she starts relaying information with her native tongue. I'm not paranoid.
>>
>>4657872
1, its shields are already down. I expect its guns should at least be able to do some damage.

2, the idea is to force the cruiser to make a choice, it'll need to divert Delta V to reverse heading from chasing our flagship and also potentially showing its rear to the bigger meaner target, something i expect it'll be loath to do.

3, even if they target the station, I dont expect them to just simply demolish the station outright. What we'll likely see if maybe an attempt to kill the turrets and since we're in the command centre, we're less likely to be in the line of fire.
>>
>>4657847
>“Eyes on the prize. Let’s meet up with Second Squad and make a push for Station Command.” Once you have grouped up with the majority of the 77th and seized the primary objective you can start concerning yourself with side missions. [Firebrand]

It's not about the money, getting people out alive is more important.

First vote: >>4653100
>>
>>4657881
>1, its shields are already down. I expect its guns should at least be able to do some damage.
Anything is worrying when it's plinking at your engines.
>>
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>>4657847
>>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>4653486
'tism
>Xenophobia is a weird motivatiion for requesting orders.
that's correct, I would expect xenophobia to be the reason for going for secondary objective, to maximize x-ray's body count.
Our character is a hothead who enjoys violence, she doesn't really sounds like a person to purposefully request orders. If the orders come, she will folloew them, she's a soldier, but if the orders don't come.. It's time to have fun then.
>>
>>4657845
>>GAINED: Lucky Pod Serial Number ‘X-90//B-403’

I want to spray ''Born to drop'' on it or something

>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>
>>4657895
>Xenophobia is a weird motivatiion for requesting orders.
meant for >>4657872
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>
>>4657899
I guess I can kind of justify as stemming from a fear of the unknown compared to the comfort of orders, but yeah Firebrand and Daredevil just made even less sense.
>>
>>4657912
You don't have to tie every single option to one of 3 quite specific character traits, you know.
>>
>>4657913
I try to, but so long as we don't act way out of character I'm fine with anything.
>>
>>4657913
Probably can put in there [Sarge] instead?
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

We're in a super good form and the secondary objective is litteraly less than a minute from here, this will also help secure extraction.

>>4653643
Mee
>>
>>4657847
>>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>
>>4657912
Hey Forgotten is the 77th the only Kreiger Pod capable/specialised platoon or something? Curious to what the 22nd and 55th got re-tasked to instead.
>>
>>4657925
The 77th was on Pod standby, hence their ability to respond to the quick change in plans. The 22nd and 55th were making ready for a more classical boarding action, but the Prince does have the capability of launching multiple Krieger platoons via helldrop. They just weren't in a position to this time at short notice.
>>
>>4657928
Got it. Generally how large are Company deployments usually, since it was mentioned that 3 platoons was a bit much for this initially? Actually, how big is the Company's ground component in general? A battalion? Brigade? Division?
>>
>>4657847

>“Eyes on the prize. Let’s meet up with Second Squad and make a push for Station Command.” Once you have grouped up with the majority of the 77th and seized the primary objective you can start concerning yourself with side missions. [Firebrand]


>>4653165
me
>>
File: Helldrop Success - Final.png (2.04 MB, 1920x1080)
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Learning gimp to make better OC. First attempt at our critically successful Helldrop
>>
>>4657954
Fucked up the background transparency but oh well
>>
>>4657954
I give it eight pulped bugs out of ten.
>>
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>>4657964
Cheers mate

Alright last bit of spam, I think I fixed the transparency issue. If not, gg
>>
>>4657931
There are a few thousand Kriegers spread across less than a hundred or so platoons, so closer to a Brigade than a Battalion. This doesn't sound like a lot, but those are the soldiers themselves without taking into account backup personnel like Supply.

The Prince can carry up to 5 without space to spare, most cruisers can manage 2-3 before overcrowding and the rest are spread throughout a number of destroyers and frigates in the fleet.

But Kriegers are the dedicated marine detachments being rotated out to active combat missions. Any crewmember is expected wield a gun in a pinch, and they are much higher proportion of the overall crew. There also plenty of less high-risk private security positions (like say, station security jobs) which net in a lot of steady creds for the Company, not to mention standby-reserves that can be called up which is basically Company retirement.

Active company personnel probably make up about 1% of all remaining human life
>>
>>4657967
Noice
>>
>>4657968
Oh wow.

I was running some rough calculations and was expecting active members to be lower, since the pastebin said 1% was black company and/or affiliated+hanger-ons.

At that, we're probably looking at active company strength at about 5 Mil, give or take a Mil or so.
>>
>>4657847
>>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>
>>4657968
>Active company personnel probably make up about 1% of all remaining human life.

Jesus. Humanity will rise again! Somehow. Well that's a long-term thing anyway.
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

>>4653613
OG post
>>
>>4657975
Is my maths off? Even if the Black Company numbers tens of thousands overall that is still a 1% if the human race numbers the low millions.
>>
>>4657982
We must secure the existence of our people and a future for human children
guess we should have children at some point
>>
>>4657986
Well, Humanity needs to be free of the xenos yoke first before we can truly rebuild. The question is how do we kick the Savis Feds and bugs off the remaining ex-colonies without getting dog-piled, unless we find some untouched system away from all this without them discovering. But as I said, it's a long term thing to think about.
>>
>>4657985
I guess it depends on the population left over.

Basically a few million in terms of population numbers is nothing on a galactic scale. After the extinction event, I was guesstimating a ballpark of about 500mil humans surviving the fall of the empire. When you consider that currently earth supports a multi-billion pop and there are seperate surviving planets of humans with some undeveloped and others bustling and even more under slavery, it should at least be around that number.

Perspira alone should have a human pop of at least a couple hundred million if it was that developed.
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

me
>>4653218
>>
>>4657994
I think that sounds right, though Perspira prior to human refugee influx was only in the tens of millions. Gethsemanie was much more developed, to the point where pre-contact is challenged Earth sovereignty.

In that case actual Company numbers might be less than a whole percentile of the current surviving human population.
>>
>>4657847
>Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>
>>4658007
Maybe actual company personnel.

Once if you include the hanger-ons, modern camp followers, dependants and civilians in industries propped up by purchases by the Black Company, could easily swell that number up to be accurate of 1%.
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

moi
>>4653307
>>
>>4657847

>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

Having a way out is always good

Verification
>>4653301
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

>>4653589
Moi monseigneur
>>
>>4657847
>>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

me: >>4653332

On another note, I hope we have the opportunity to see more of our Convict soon, he's badass.
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you
need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

>>4653298
Me
>>
>>4657986
Cute, I see what you did there.
>>
>>4657847
>>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

Verification>>4654874
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

Gota take down the guns.

>>4653547
Frisg post dust..
>>
>>4657847
>“Eyes on the prize. Let’s meet up with Second Squad and make a push for Station Command.” Once you have grouped up with the majority of the 77th and seized the primary objective you can start concerning yourself with side missions. [Firebrand]
Primary objective is primary objective. Lets worry about a bonus when we have guaranteed our base pay.

Also, if we stumble upon xenos that arnt a threat(such as a child or one on the ground quivering in fear, lets just ignore them instead of shooting them). If they have a gun or even just a super caulk gun, then we shoot.
>>
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If only we chose the sick shades
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>>4657847
>>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>4653819
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
It's right here for the taking. we can rendezvous with the 2nd after completing this objective.
>>4653348
reeeeeeeeeee
>>
>>4657847
>>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]
>>
>>4657847
>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

>>4653274
Linking back
>>
>>4657847

>“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

If the other platoons are going in Hell Drops, knocking out the station's firepower will help. If they're going in normal boarding actions, it's even more important to stop casualties. While the bugs are scrambling to get weapons back online is the best time to infiltrate into Station Command to get the primary. Leaving a whole bunch of metaphorical fires to handle will stretch their security forces thin enough to make the intel grab a breeze, especially since they've already got a major one in the breach we caused.
>>
>>4657847
>>4654025
>“Eyes on the prize. Let’s meet up with Second Squad and make a push for Station Command.” Once you have grouped up with the majority of the 77th and seized the primary objective you can start concerning yourself with side missions. [Firebrand]
>>
>>4658149
Initial vote>>4653469
>>4657847
>>
>>4658480

Their security forces can't nail you during the data grab if they're all dead. Search and clear, and vent rooms when needed.
>>
>>4658537
The cruiser could still get orders to scuttle the station, if whatever the data is spicy enough.
>>
>>4657847
>>“Try and get a hold of the Lieutenant. Let’s see where he wants us.” Just because you have independent operational discretion doesn’t mean you should exercise it. [Xenophobe]
>>
>>4658669

I somehow think the cruiser issue will be settled long before we finish securing the station.
>>
Since I'll probably be asleep by the time Forgotten posts I'll get this out now.

When we reach the Gunnery Command station we should hit the Yibrak with a Wetwork tactic as the Yibrak aren't particularly aggressive and will probably hunker down at first contact.
>>
>>4659220
Based on the known behaviour of Yibrak we should go for a Shock Assault to end things quickly:


• Station gangers or poorly trained Yibrak indentured militia: Will surrender when shown to be outgunned. Use “GNR name: Let ‘em have it!” and “SPR name: Bring it Down” for shock and awe to end firefight quickly. Combat tactics to vary depending on hostile force behaviour.

Based on what we have access to I'd recommend Shock Assault Strategem, with GNR Nines 'Covering Fire' (3/3) Order since we don't have more offensive orders yet. Tactical Analysis is obviously a good first choice as well if we're uncertain
>>
>>4659227
Those were my own personal notes just to be clear. Meant to share this from the Advanced Firefight Rules

>Different outfits, swarms and military forces have varying appetites for what they consider acceptable losses in the face of formidable opposition. Station gangers or poorly trained Yibrak indentured militia will likely scatter or capitulate as soon as they realise themselves to be outmatched
>>
>>4659227

But if they hunker down, which I think is likely and we shock this happens:

>-15DC, -1 Firefight Re-Roll. +1 Friendly Casualty.

And if our shock fails with that -15DC it might bolster the Yibrak's morale
>>
>>4659236
Yeah that's fair, honestly I think it's a choice we should make after a Tactical Analysis
>>
>>4659238
I agree that tactical analysis is a good first choice but the way I read the rules is that we have to choose the Hold Position tactic to do a tactical analysis which might give up some of our momentum if we choose to do it.
>>
>>4659249
Oh I hadn't interpreted it like that but I see what you're saying. I'm curious though, hopefully Forgotten can clear this up

> [Tactical Analysis (∞)] Determine what combat tactics hostiles will select in future turns. +1 Analysis Roll if using Hold Position Tactic this turn.

Is this used strictly with Hold Position or does Hold Position just provide the extra +1 bonus
>>
>>4659261
Looks to me like Hold Position just adds the bonus.
>>
>>4659261
The If condition means it synergises with Hold Position but it can be still used without it.
>>
> SELECTED “Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is -right there-, it’s the obvious move and pretty important if you need to get off this station in a hurry. The fact that you get a juicy bonus to your paycheque for completing a side objective is only a passing concern. [Daredevil]

“Alright ladies, we make for the Gunnery Command in T-minus one minute!” The secondary objective is virtually within spitting distance, and disabling the station’s primary defences will be crucial should you need to extract in a hurry. It’s your command and your call, if the Lieutenant doesn’t like it he can rip you a new one after the mission during debriefing. Not that you’ll think he’ll have any objections to you showing some initiative here. Provided you are successful.

“Ammo check and controlled fire.” CPL Crane scans the Third Squad as they make preparations to move out. Probably unnecessary given how little active resistance you’ve encountered thus far, but Crane is a big fan of habit forming checks like that. He wants every Krieger to know they’ve got a full mag, not think it. “The enemy knows we are on board, but not where. Let us keep that advantage.”

You’re already getting a juicy 50% Helldrop Hazard Pay bump to your paycheque, that sweet extra 20% for completing a secondary objective is just the icing on the cake. Maybe, assuming you survive, you’ll actually spend some of it on something halfway useful at the next Tradeway. On the other hand, you could win big and then have twice the spending money. Yeah, big brain energy right there. It’ll work for sure, unlike last time.

[1/3]
>>
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You had expected SPR Convict to arrive covered head to toe in ichor, but the strong-and-silent type doesn’t have so much as a scratch on him when he groups up with the rest of Third Squad. You note two missing frag grenades from his shoulder sling, but he doesn’t care to explain and you don’t care to ask.

“Well look who decided to show.” Trooper Goldie’s cheery tone is lost on the sullen TPR Boot, but MDC Petal spares a verse for the Perspiran peacock.

No time to lose
We've got to move
Steady your hand


“My hands ain’t shaking, babes.” Goldie sounds defensive, or maybe just confused. “Can’t keep a wicked fine hairdo like this with shaking hands, no way…”

“It’s not you. It’s been singing the same damn song ever since we met upstairs.” Trooper Boot growls, but with less vehemence than is typical of her. Looks like killing the odd xenos has put her in a good mood. “… fire your guns…dundun dundun… something away… great, now it’s stuck in my head.”

Your resident cabbage x-ray wriggles in delight, blissfully disregarding the scowl everyone can virtually see through Boot’s mirror-black helmet. You shake your head before checking your HUD.

“Alright people, let’s move out.” You turn to the squaddies Nines and Husk covering the hall. “How we looking?”

Hssk All clear, boss Hssk.”

“Let’s go, Boot.” You tap the newbie on the shoulder, indicating they’re taking point for the next leg. “Time to earn those ration bars.”

[2/3]
>>
[3/3]

“Fifth Security Mandible approaching way point, Overseer provide answer.”

You signal for the squad to halt, the sounds of rushed steps on steel corridor and chittering from around the corner indicates you have hostiles in inbound.

“Overseer comms down. We need secure must take perimeter.” Your translator isn’t as good as latest Quexi-toy, but it gets the message across. “Intersection two hallways down hall well good for make fortifying. From there approach to gunnery section made [sad/difficult=equivalent].”

You have all of a handful of seconds to consider your course of action. From the sounds of it they know hostiles are onboard but the welcome wagon isn’t ready to roll out this very second, a sudden and overwhelming attack as they turn the corner could send the little critters running.

Or you can set an ambush, your squad would only need to remain concealed for a short amount of time as the enemy force is drawn deeper into the hallway killzone.

You don’t even necessarily need to eliminate every hostile aboard the station, letting them through to secure a perimeter that has been well and truly penetrated. You don’t even need to back-track and mop them up afterwards to rendezvous with the main force, according to SIG Night Night there are multiple routes to access the upper levels of the station.

That would mean less dead bugs, but you shouldn’t let your eagerness to rack up a kill count cloud the importance of the mission. Not that eliminating a hostile squad in the course of said mission is ever a bad thing.

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

>You signal for the squad to disperse down the side access doors and huddle up. If you let the hostiles pass you by and remain undetected the undefended objective is yours for the taking. [Daredevil]

>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]

>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
>>
Verification: >>4653117

>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
Better to make sure their squads can't come back to haunt us later.
>>
>>4659330
How far are we from the Gunnery section?
>>
>>4659332
According to SIG Night Night it's just around the corner, where the hostiles are coming from.
>>
>>4659330
>>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]

If its right there, take them now, then immediately rush in.

>>4659333
Roger boss, thanks

me >>4654219
>>
>>4659330
>>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]

THE BUG CANNOT FIRE IF YOU DISABLE ITS MANDABLES
>>
>>4653114
Verification
>>
>>4659330
>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]

Shock and awe before they can set up that fortification and hunker down. Speed and power are paramount and will force them into a surrender.

Verification:

>>4653120
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
ambush is always nice.

'tism >>4653218
>>
>>4659330
>>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]
>>
>>4659330
>>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]

It's probably best to not give up our advantage for theirs.

First post: >>4653100
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
>>
>>4657638

>You signal for the squad to disperse down the side access doors and huddle up. If you let the hostiles pass you by and remain undetected the undefended objective is yours for the taking. [Daredevil]

I don't think it's a great idea leaving dead squads laying around when we're trying to secure the objectives. It's going to draw attention.

QM, it seems like these yib'rak guys are pretty physically frail and not good at fighting. Stylistically I really like that choice because it subverts the lazy default of insectoid aliens being mindless ant-like hive mind things that rush their adversaries in melee, though it does sort of raise the question why these guys become soldiers (infantry that is, I suppose they'd be good ship crews if they can crawl in tight spaces) if they're so bad at it. I guess they only serve as rear-area security like this, and rely on troops of other species when there is heavy fighting to be done?
>>
>>4659392
The short answer is numbers. Quantity as a quality all of its own.

The long answer is also numbers, but the fiercest fighting and important battles are most often entrusted to mercenaries and the peerless Auxl Brotherhoods.
>>
>>4659396
Based on what we know of fortifying a position and the tech involved here, along with the information we received just moments ago, do you think we'd have an idea of how much time the bugs need before they're hunkered down in position? Basically what I'm asking I guess is is this something we can effectively interrupt if we crash in there or is it likely we're going to be rushing into a position they've already got covered and secured?
>>
>>4659330
>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
>>
>>4659398
I’m not sure you’ve read the update correctly, the security team is going to pass by your position to secure an intersection -elsewhere-.
>>
>>4659330
>You signal for the squad to disperse down the side access doors and huddle up. If you let the hostiles pass you by and remain undetected the undefended objective is yours for the taking. [Daredevil]
It'll also be a funny story to tell, unlike banal xenokilling.
>>4653140
>>
>>4659421
Oh that's my mistake then. Definitely rip and tear time then, cheers.
>>
>>4659330
>>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]
Shock and awe.
>>
>>4659430
>>4653165
verifying
>>
>>4659330
>>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]

If fighting is sure to win, then we must fight!

me >>4653228
>>
>>4659330
>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]

>>4653307
>>
>>4659330
>>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
>>
>>4653204
First post.

>>4659330

>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]

According to the new Triangle system, Wetwork > Bunker Down. The insects seem to be trying the latter, so an ambush should be devastating.
>>
>>4659481
I don't believe we're in the firefight system yet; the bugs haven't spotted us and are simply relocating somewhere else.
>>
>>4659481
Yeah as anon said the bugs aren't actively holding position. I made the same mistake earlier but Forgotten as pointed out that the bugs are currently en route to a location further away to fortify and wait and will be passing by our position to do so
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
>>4653613
My first post
>>
>>4659330
>You signal for the squad to disperse down the side access doors and huddle up. If you let the hostiles pass you by and remain undetected the undefended objective is yours for the taking. [Daredevil]

We aren't holding the objective, it'a a boom and zoom type deal. So getting bogged down in a firefight here just means more time for the bugs to prepare further down.
>>
>>4659541
>>4653416
This is me.
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]

Leave additional enemy contacts when we can deep 6 then easily now? No way

>>4653274
Linking back
>>
>>4659330

>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]

Verification
>>4653301
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
shouldn't take too long
>>4653486
'tism
>>
>>4659330
>>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
>>
>>4659330
>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]

Time to apply blunt force

>>4653547
Frist post dust.
>>
>>4659330
>>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]
rip and tear, until it is done
>>
>>4659330

>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]

Splatter them now, before they get the chance to harden perimeters and cut us off from our escape route.

>>4653892

Verified.
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]

Verification>>4654874
>>
>>4659330
>>You signal for Third Squad to take cover and prepare for contact. After gunning down the first bugs to turn the corner you’ll lead an assault right into their midst for some brutal close quarters action. [Firebrand]
>>4653819
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
These bugs are squashed
>>4653590
Verification
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
honestly best action. Letting them pass might allow them to run up another squad's ass. Plus this should be safer than a frontal assault.
>bad day to be an x-ray

>>4653348
maximum autism
>>
>>4657968
>Active company personnel probably make up about 1% of all remaining human life
So, where's the other 99%?
>>
>>4659990
First post>>4659330
>You signal for the squad to disperse down the side access doors and huddle up. If you let the hostiles pass you by and remain undetected the undefended objective is yours for the taking. [Daredevil]
Getting bogged down in a shoot out won't get us that Gunnery Command.
>>
>>4659328
Just going to say I love that Petal is singing the lyrics to this:
https://www.youtube.com/watch?v=wbJ7XnYtprM
>>
>>4659330
>You signal for the squad to disperse down the side access doors and huddle up. If you let the hostiles pass you by and remain undetected the undefended objective is yours for the taking. [Daredevil]

>>4654025
>>
>>4659330
>You signal for Third Squad to disperse into the side access doors in a flanking manoeuvre. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]
>>4653149
Me
>>
>SELECTED: You signal for Third Squad to disperse into the side access doors in a flanking manoeuver. You’ll keep out of sight until the hostiles are entirely exposed in the corridor before launching your ambush. [Xenophobe]

Wetwork Test
>50 DC
>Maglock Pistol +5DC
>Station Security Keycard +15DC, +1 Re-Roll
>70 DC

Critfail = Man Down! One friendly squaddie becomes a casualty.
Double Fail = Lucky Hit. One friendly squaddie takes an AV save.
0 = Ambush foiled. Commence Firefight, automatically starting with a DISADVANTAGE in the first round.
1 = Unlucky Scout. Commence Firefight, with 1 Hostile immediately becoming a casualty.
2 = The Trap is Sprung. Commence Firefight, automatically starting with an ADVANTAGE for the first round.
3 = Murder in the Dark. A further wetwork test may result in all hostiles being wiped out with minimal resistance.
Double Pass = Murder Spree. Automatically inflict 1 further hostile casualty.
Critpass = Like shooting fish in a barrel.


3 rolls of 1d100, operators. You have ONE re-roll.

Operator’s operatin’…
>>
Rolled 84 (1d100)

>>4660789

Operators operating operatically.
>>
Rolled 70 (1d100)

>>4660789
BIG MONEY
>>
>>4660789
>>Station Security Keycard +15DC, +1 Re-Roll

Boss, is this a one time reroll or for all our encounters on the station?
>>
>>4660806
Depends on whether or not you use it.

I liked the write-in to search for something similar, but it seems a pretty powerful buff to grant you for the entirety of the mission.
>>
Rolled 47 (1d100)

>>4660789
>>
>>4660802
Breaking even with the DC is a pass btw, noice
>>
>>4660812
Right, because a one time keycard seems like a strange thing desu.
>>
>>4660825
I was going to justify it as the station cancelling access cards for units that had failed to check in.
>>
That said, anon here >>4660792 hasn't actually used the re-roll yet.

What's the go, operator?
>>
>>4660836
Ah thats a fair point. Like after using it the station goes 'wait wut' and deactivates its security settings.
>>
>>4660792
Voting for saving the reroll. We might need it further down the road.
>>
Rolled 45 (1d100)

>>4660837

Yeah, let's save it for when we go for the objective. The look on the bug's faces when they lock the door and it opens with a swipe of the card will be worth it.
>>
>>4660844

Whoops, didn't mean to roll that.
>>
>>4660844
Just to be perfectly clear your roll just now, which is a success, is NOT an actual re-roll and we will proceed to Firefight on the basis of 2 Success?
>>
>>4660849

Yeah, that was the plan. 2 Successes, saving the re-roll for when we move onto the primary.
>>
>>4660844
Hilarious
>>
>>4660854
Smart move, writing.
>>
>>4660849
When you say that a squaddie would be a casualty if we crit-failed, are you referring to its common usage as dead, or where they are merely out of the fight due to heavy injuries, whereas fatality would strictly mean death?
>>
>>4660884
They would have to take 4 AV rolls which, if they all failed, would result in a KIA.
>>
> 2 Success! The Trap is Sprung. Commence Firefight, automatically starting with an ADVANTAGE for the first round.
>ADVANTAGE Firefight Round +15DC, +1 Re-Roll, +1 Hostile Casualty

https://www.youtube.com/watch?v=GfB4BQQcoKM&ab_channel=CrystalCastlesVEVO – Murder in the Hallway

You signal for your men to disperse and within moments Third Squad has slunk away into the shadows of the side labs moments before the Yibrak Security Team arrives. Luckily these secondary-labs didn't require a security code to access.

“Nir’Arr and Xir’Orr, check these siderooms and evacuate worker-caste civilians.” You huddle up against the side wall of your dark room as the authoritative chittering voice continues to bark orders. Across from you, you can see Troopr Husk grip his weapon all the tighter. “Rest of you, follow me quick-speed.”

The access door slides open, two clicking xenos scan the room briefly before entering.

“Greetings? All worker-caste make to safe place in speed...” The foremost insectoid is wearing some sort of respirator, but you can see his four eyes blinking as it attempts to adjust to the dark. The blinking rapidly intensifies into shrill alarm as it makes out the figures of several very-non-Yibrak shapes pointing an array lethal weaponry at the unfortunate scout from point blank range. AMBU-

The staccato gunfire and shriek of dying bugs is music to your ears…

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

[1/3]
>>
File: Yibrak Station Lab.jpg (318 KB, 800x449)
318 KB
318 KB JPG
Third Squad Combat Effectiveness = +67DC [ADVANTAGE +15, Untested +0DC, SGT Snake Eyes +5DC, CPL Crane +5DC, SIG Night Night +3DC, GNR Nines +12DC, SPR Convict +5DC, MDC Petal +2DC, Trooper Bones +5DC, Trooper Goldie +5DC, Trooper Husk +5DC, Trooper Boot +5DC]

Friendly Re-Rolls = Untested +0, ADVANTAGE +1

VS

Hostile Combat Effectiveness = +45DC [Untested +0DC, Mandible Overseer Pux’Arr +3DC, Thorax Nal’Oxx +3DC, Thorax Dir’Zir +3DC, Thorax Vix’Oxx +3DC, Thorax Xir’Orr +3DC, Thorax Ulk’Zar +3DC, Thorax Nir’Arr +3DC, Thorax Buk’Zor +3DC, Thorax Ler’Oxx +3DC, Thorax Gur’Zar +3DC, Thorax Zir’Zir +3DC, Thorax Vin’Orr +3DC, Thorax Vix’Vix +3DC, Thorax Nal’Orr +3DC, Thorax Lox’Oxx +3DC]

Hostile Re-Rolls = Untested +0

_
Firefight: First Round
>50 DC
> Friendly Combat Effectiveness +67 DC
> Hostile Combat Effectiveness -45
> 72 DC

[2/3]
>>
Rolled 80 (1d100)

>>4660968
Time for WAR
>>
>>4660972
No rolls yet, good to see you're keen though
>>
[3/3]

FIREFIGHT VOTES

(1) Select Squad Tactic - Compared against Hostile tactics for a bonus or drawback this round (Rock/Paper/Scissors)
>Wetwork Ploy ADVANATAGE automatically selected

_
(2) Select Strategem (ONE MAX). This is your personal action this round.
> Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
>Lead by Example – Hold Position (1/1): +1 Re-Roll to Firefight if using Hold Position Tactic this round.

_
(3) Select Squaddie Orders (TWO MAX) (TWO available) – (3/3) etc indicates how many times these abilities can be used over the course of the engagement.
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
>>
>>4660978
> Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>>
>>4660978

>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.

No need for Squaddie orders yet, and since we're locked into Wetwork, may as well boost that advantage as much as we can right now. Save the Watch my BAck for next round when we don't have the boosts for ambushing them.
>>
>>4660978
2)
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.

3)
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

Verification:
>>4653120
>>
>>4660978
>> Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.

No abilities now. We might need them down the road in this fight but us as a casualty should be pretty low.

>>4660974
whoops my bad.

me >>4654219
>>
>>4660978
>Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

reload!!
>>4653348
>>
>>4660978
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
>>
>>4653114
>>4661000
Verified
>>
>>4660978
Might actually switch my vote here:

>>4660986
To
>> Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.

and

>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

If they hold position and we rush in it could be bad. Better to get an idea of whats going to happen and then cut them down

Verification:
>>4653120 (You)
>>
>>4660978
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round
Is important to maximize the possibility of casualties this round we have the advantage already used it
>>
>>4660978
> Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.
>>
>>4660978
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
>>
>>4660978

(2)
> Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.

(3)
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

Verification
>>4653301
>>
>>4660978
>>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.

No squaddie orders yet

Gotta press our advantage and deliver as many enemy casualties this round asap
>>
>>4660789
I've been wondering, what's a double fail and a double pass?
>>
>>4661113
it's when you roll two of the same number (11,22,33 etc.) below the DC pass, above the DC fail
>>
>>4661113
11,22,33,44 etc over/under the dc
>>
>>4660978
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
>Lead by Example – Hold Position (1/1): +1 Re-Roll to Firefight if using Hold Position Tactic this round.

>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

basically making an IC decision here, snake eyes is not the type of leader to lean back and analyze on her very first encounter with her squad.

verification: >>4653218
>>
>>4660978
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
stabby stabby
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
this fight not gonna take longer than 3 rounds
I think
>>4653486
tism
>>
>>4661160
>Select Strategem (ONE MAX)
>>
>>4660978
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.

No squaddie order
>>
>>4661160
copied too much, only wetwork please.
>>4661162
thanks for pointing out.
>>
>>4660978
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
Voilence of action
>>4653140
>>
>>4660978
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.

>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

Overwhelming firepower and we gota keep the surprise rolling, don't want them to get dug in.

>>4653547
Frist post dust..
>>
>>4661184
We're locked into Wetwork
>>
Guys, advantage already offers us a +1 reroll for this turn.

We should be looking for the advantages of the future turns.
>>
>>4661186
The squad tactic is locked in as wetwork, we can still choose a strategem and squad orders
>>
First post: >>4653117

>>4660978
(2)
>Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.

(3)
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
>>
Will the firefight votes also last 24 hours?
>>
>>4661216
I think it's less of a "vote time" and more of a "update frequency"
Forgotten just posts once a day
>>
>>4661190
Yes, we could technically choose Lead by Example - Close Encounter while using Wetwork, but why would we?
>>
>>4661216
>>4661246
I will be updating once a day, trying to keep a regular schedule. Tomorrow I will call for rolls, write-up the results and then provide another update for further firefight votes (unless you guys smash it in the firefight, in which case it might resolve sooner than that).

>>4661260
One example might be that you've already used the relevant personal strategem, or the strategem clashes with your squad's tactical approach compared to what the hostiles are selecting next round.

And, given you have the Predator quirks trait, you may just be keen on racking up your kill count any way you can.

In this circumstance I agree with you though
>>
>>4653204
First post.

>>4660978
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
> GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

To get the Re-Roll combo with Wetwork Ploy + use the Predator bonus. The Gunner Order isn't strictly necessary, but Dice Gods are spiteful bitches.
>>
>>4660978
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

I am >>4653128
>>
>>4661265
If we don't have a good stratagem to choose, we can always choose Tactical Analysis, can't we?
>>
>>4661103
>>4654874
forgot to verify
>>
>>4660965
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

>>4653416
Me
>>
>>4660968
>Third Squad Combat Effectiveness = +67DC [ADVANTAGE +15,...]
>Friendly Re-Rolls = Untested +0, ADVANTAGE +1

>>4660978
>> Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.

No squaddie orders.

Advantage gives us +15DC and +1 reroll on the turn. Given that it is a game of RPS, it is imperative that we continue to secure the advantage for future turns, otherwise our DC drops to 52 for a tie and 37 for a loss.

For this current turn and our current reroll, theres already a 40% chance of coming away with 3 successes and a 25% chance of having 2 successes.

If we use the lead by example wetwork, we're not getting a great increase in probability for giving up advanced intel on what the enemy is doing.

me >>4653228
>>
>>4661500
You know, you're probably right. I can't calculate the exact values, but rerolls do hit diminishing returns quickly. It's extremely probable that once you have an advantage, doing anything other than spamming Tactical Analysis is pointless.
I wonder if Forgotten intended this.
>>
>>4660978
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.

>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

>>4654025
>>
>>4661500
>>4661575

Spamming Tactical Analysis might work but it depends on what our DC for it is because failing a tactical analysis gives us an automatic disadvantage for the next round and makes it harder for us to make the next one.
>>
Just for my understanding: tactical analysis basically means we stay back and observe? Seems to me like snake eyes should rack up a much higher killcount in lead by example, but rules don't show that?
>>
>>4661886
Hanging back doesn't necessarily mean you aren't actively engaging.
>>
>>4661460
>>4661500
>>4660968
Changing my vote here, this guy convinced me.
>>
File: Wetwork 2.png (2.35 MB, 1500x2160)
2.35 MB
2.35 MB PNG
>SELECTED
>Lead by Example - Wetwork (1/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
>GNR Nines ‘Covering Fire’ (3/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

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

Firefight: First Round
>50 DC
> Friendly Combat Effectiveness +52 DC
> Hostile Combat Effectiveness -45
>ADVANTAGE +15DC, +1 Re-Roll, +1 Hostile Casualty
>Lead by Example (Wetwork Ploy) +1 Re-Roll
> 72 DC

Critical Fail = +1 Friendly Casualty at +1 Severity. Leadership Roll to prevent rout/surrender.
Double Fail = +1 Friendly Casualty.
0 = 2 Friendly Casualties. 0 Hostile Casualties.
1 = 1 Friendly Casualty. 1 Hostile Casualty.
2 = 0 Friendly Casualties. 2 Hostile Casualties.
3 = 0 Friendly Casualties. 3 Hostile Casualties.
Double Pass = +1 Hostile Casualty at +1 Severity.
Crit-pass = All Hostile Causalities are KIA. Hostile Leadership required to prevent rout/surrender.


3 rolls of 1d100, kriggers. You have TWO re-rolls.


_
Wetwork Test: Lead by Example
>50 DC
>Maglock Pistol +5DC
>Successful Ambush +10DC
>65 DC

Critfail = The cornered rat can still bite. Reduce Vitals by 1 degree. No save.
Double Fail = The best laid plans. Take an AV save.
0 = Looks like it’s going to be the hard way… Take an AV save. Locked in Close Encounter next round.
1 = Troublesome quarry. No effect.
2 = No such thing as a fair fight. +1 Hostile Casualty.
3 = Killing Spree. +1 Hostile KIA. +1 Hostile Casualty.
Double Pass = That’s how it’s done! +1 Hostile Casualty
Critical Pass = Curious is the trap-makers art...


3 rolls of 1d100, operators. You have ZERO re-rolls.

That’s 6 rolls of 1d100 in total, lads.

I’m from Clayton’s Cradle, and I say kill ‘em all!
>>
Rolled 93 (1d100)

>>4662198
haha bug go squish
>>
Rolled 87 (1d100)

>>4662198
>>
Rolled 58 (1d100)

>>4662198
>>
>>4662209
>>4662206
Oh my.

Apparently these bugs are cockroaches.
>>
Rolled 47 (1d100)

>>4662198

Here we go.
>>
Rolled 26 (1d100)

>>4662198
>>
Rolled 40 (1d100)

>>4662198
>>
Rolled 71 (1d100)

>>4662198
>>
>>4662214
>>4662198
Reroll?
>>
>>4662209
>>4662212

Looks like those two re-rolls from pressing the advantage and leading by example are looking real good right now.
>>
>>4662206
>>4662209
Apparently not
>>
Rolled 55 (1d100)

>>4662224
Yh. Imma reroll.

>>4662198
>>
one of the fails should reroll on the firefight
>>
>>4662234
Already did, and huzzah >>4662231
> https://m.youtube.com/watch?v=LzB03c6Dc10
>>
>>4662223

I'd say yeah. We've only got them from Lead by Example and the Ambush Advantage. They'll be going away anyways, burn them now to start this firefight off right.
>>
>>4662231
nice good. just the one reroll then as that's a double pass
>>
So, current count with 2 successes each, with the one dub pass on the Ploy roll, looks like 4 enemy CAS with 0 friendly CAS. A good start.
>>
Rolled 95 (1d100)

>>4662206
re rollin
>>
>>4662248
>>4662206
okay yikes. Seems I'm cursed for this thread at least so I'm not gonna make any more rolls
>>
>>4662247

Whoops, can't into counting. We got 3 successes on our Lead by Example. 4 enemy CAS, and 1 enemy KIA. Even better.
>>
>>4662252
Or you got all the bad luck out, and only good luck is left.
>>
>>4662261
I like this man's cup is half full attitude. You're going places trooper.
>>
Rolled 77 (1d100)

>>4662261
lets test that theory
>>
>>4662265
Well. Doubles are more rare than common! Lucky sevens!
>>
>>4662267
You really are determined to be the most optimistic son of a bitch aren't you?
>>
Rolled 81 (1d100)

>>4662271
It's just dice, any chance is equally likely!
>>
Rolled 65 (1d100)

>>4662273
Pft, as if, I'll just roll a 63 to prove you wrong.
>>
>>4662271
Besides, win or lose it's no fun at all if you don't play.
>>
>>4662273
You doubt the dice gods?
>>
>>4662275
Pretty close! You got one of the numbers right, so technically I would rule it as not half bad, half good.
>>
>>4662277
You dare to claim to be able to predict them?
>>
>>4662275
Do not taunt me dice. I will end you.
>>
Rolled 6, 37, 83, 91, 4, 39, 83, 1, 66, 70 = 480 (10d100)

>>4662287
Flushing 'em
>>
So its 2 hostile casualties, one hostile KIA and we would have had a friendly casualty if we hadn't had Nines doing his thing.
Unless I misunderstood.
>>
>>4662289
>1
you're flushed alright
>>
>>4662289

>that 1 downing down the drain.

Probably should've hung onto that.
>>
>>4662291
we had rerolls already. A doubles pass added to the firefight but yes without rerolls that would have been correct
>>
>>4662291
Forgot this one>>4662231
so thats +severity
>>
>>4662289
Dice gods man, don't think you can outplay em.
Look what your hubris had cost you
>>
Rolled 29 (1d100)

>>4662294
>>4662292
Pft like they're hard to get.
>>
File: Insectoid.jpg (69 KB, 643x1000)
69 KB
69 KB JPG
Rolled 62, 65, 7, 3 = 137 (4d100)

>>4662206
>>4662248
>>4662209
>>4662212
>>4662231
>Firefight 2 Success! 0 Friendly Cas, 2 Hostile Cas.
>Double Success! +1 Hostile Cas at +1 Severity.
> 3 Hostile Casualties total. 1 at +1 Severity.

>>4662215
>>4662216
>>4662220
>Wetwork 3 Success! +1 Hostile KIA, +1 Hostile Cas
>2 Casualties total. 1 auto-KIA.

Firefight Hostile Cas 1: 'Thorax Nir'Arr Optimal
>Station Security Vest +15AV
>15 AV
>+0 Severity

4 rolls 1d100.
>>
Rolled 95 (1d100)

>>4662356
>>
>>4662360
Hold up, I'm just rolling hostile AVs. No friendly casualties in this round.
>>
>>4662361
Oh, silly me, I saw

>rolls

and just went for it haha
>>
Rolled 11, 35, 14, 60 = 120 (4d100)

Firefight Hostile Cas 2: "Thorax Xir'Orr" Optimal
>Station Security Vest +15AV
>15 AV
>+0 Severity

4 rolls of 1d100.
>>
>>4662356
>>4662365
Can someone remind me about the AV rules?
>>
Rolled 98, 34, 5, 2, 23 = 162 (5d100)

Firefight Hostile Cas 3: “Thorax Lox’Oxx” Optimal
>Station Security Vest +15AV
>15 AV
>Double Pass +1 Severity

5 rolls of 1d100.
>>
>>4662369
AV being Armour Value. If you roll under the AV score you are safe from the damage. If you roll over you take damage.

So say the enemy lands 1 hit on you and you have a super mega nice shirt of protection that provides 60AV, you'd roll 1d100 and if you roll under 60 you're fine, if not, you take damage.

IIRC anyway
>>
>>4662369

Rolling under soaks a hit, too many hits takes you out of the fight. Dubs passes negate more I believe too. There's also weaponry that can lower your AV too.
>>
Wow, bugs aren't doing too bad so far as AV is concerned. Some clutch insectoid rolls there.

Wetwork Hostile Cas 1: “Thorax Nal’Orr” Optimal
>Station Security Vest +15AV
>15 AV
> Predator Quirks +1 Severity
5 rolls of 1d100.
>>
Man these are some tough bugs.
>>
Rolled 15, 42, 12, 28, 54 = 151 (5d100)

>>4662378
Forgot to include the roll, duh.

I will write up the results of this later today. For now I'm hitting the beach, later my dudes!
>>
>>4662383
Have fun in the sun!
>>
>>4662377
I think for AV only crits will have extra effects, seeing as there are that many rolls going on dubs aren't so rare.
>>
Did we count the casualty from the Advantage held?
Also, have fun in the surf!
>>
damn son. 2 saves on each one. Forgotten continues his win streak at the AV table
>>
>>4662425
Looks like no.
>>
Rolled 30, 51, 66, 15 = 162 (4d100)

>>4662471
>>4662425
Good catch. Posting from the beach pub wifi.

Firefight Hostile Cas 4: “Thorax Vix’Vix” Optimal
>Station Security Vest +15AV
>15 AV
> +0 Severity

4 rolls of 1d100.
>>
>>4662615

> 1 Success
> At the beach pub

He can't keep getting away with this!
>>
>>4662624
Well thats a doubles fail. Might count for worse.
>>
Either way, they’re out of the fight.
>>
so this is the power of cardboard armor maybe you still have a chance
>>
File: Yibrak Outgunned.jpg (36 KB, 580x435)
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Rolled 83, 25, 45 = 153 (3d100)

>Thorax Nir'Arr is Wounded!
>Thorax Xir'Orr is Wounded!
>Thorax Lox’Oxx is Critical!
>Thorax Nal’Orr is Critical!
>Thorax Vix’Vix is Critical!
>Thorax Vin’Orr is KIA!

The Yibrak Security Team has been reduced to below their combat effectiveness threshold of 66%. They must make take a morale test!

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

Station Security Morale
>30DC
>Mandible Overseer Pux’Arr +10DC
>40DC

0 = The Hostiles flee, a poorly organised rout. If reduced to below 50% Combat Effectiveness next round they will cease to be a threat.
1 = The Hostiles fall back, auto-selecting disengage in the next Firefight round.
2 = The Hostiles try to put up a fight, Firefight continues as normal.
3 = The Hostiles stand their ground, and do not need to roll a Leadership test next turn.


3 rolls of 1d100. QM’s Roll

Situation undesirable, consider options.
>>
>>4662736
Bye bye, bugs.
>>
>>4662736

>bugs moving to disengage.

Can't exactly remember which ploy has Advantage on pursuits. Pretty sure it's Shock Assualt though. We should probably use it to scrap this squad off the list.
>>
>>4662768
Any Tactic vs Hostile Disengage = SWEEP AND CLEAR +20AV to Hostiles. When selected, the Hostile Disengage tactic must be used for both this and the next Firefight round. If the hostile force is above breaking point at the end of the second round they successfully give ground and disengage. If the hostile force is below breaking point at the end of the second round they will require a Leadership roll to disengage and prevent a rout/surrender. The presence of successfully disengaged hostiles that remain combat effective can continue to be a threat to the operations of your own or other squads as the mission continues.
>>
>>4662786

Thanks Anon. Couldn't quite remember, had it jumbled up a bit.
>>
File: Firefight.png (1.34 MB, 750x916)
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The first spray of enfilading gunfire rips apart the foremost security section, the scouts and leading units are ripped to shreds in a hail of bullets. Dead, or near enough, the pained chittering of Yibrak wounded is matched only by the ongoing firefight and shrill clicks of alarm from their as-yet unharmed comrades further down the hall.

You see Trooper Husk track one bug trying to reach some sort of cover in the hallway corridor, it drops like a sack of potatoes following a short, sharp bark of Husks carbine. The plucky insect still manages to crawl over to the cover, but it’s left its weapon where it fell and by then Trooper Husk is already firing on new targets.

That kind of punishment would be enough to see off most standard size units, but there’s just so voiddamn many of these Yibs. And they’re not retreating just yet, at least from what you can tell, though that may be more due to confusion and panic then any diehard stubbornness. Thankfully, none of the remaining Yibs seem particularly keen to avenge their perforated comrades or launch a counter-attack. The initiative remains entirely with your side.

“Nines, give me some lead on that hallway.” You chime in your comms calmly, slipping out from the side-lab to another hallway intersection. “Alright critters, come to mommy...”

“++Acknowledgement. Providing hostiles with incentive to seek an alternative approach.++”

As the burst of heavy weaponfire punishes the scant cover of the hallway two rearmost security detail duck back around the corner, firing blindly behind them. In their panic they haven’t checked their six and as the heavy fire intensifies they continue skittering back. Right into you.

[1/4]
>>
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The first hint that Bug Number One has that something is wrong was when it felt the cold iron of your Maglock pistol pressing up against the back of its neck.

*BLAM* *BLAM*

IXI![faeces/excretion=equivalent]” Bug Number Two’s chittering is shrill with panic, covered with the ichor of its fellow squaddie as it opens a panicked spray of fire. “Behind us, it’s behind us!”

You use the corpse of Bug Number One as a shield, returning fire. You didn’t see where you hit it, but the Bug Number Two goes down shrieking as more of its friends arrive. You drop the corpse and leap across to the other side of the hall and another side-room. By the time the Yibs douse the room in punishing small-arms fire you are already well away, slinking further around their rearguard position. You could be anywhere as your squad presses in on them from the front, and from the sounds of the authoritative chittering the one in charge knows it.

“Zir’Zir, Gir’Zar, hold this position! Nal’Oxx, Dir’Xir hold next intersection. Rest of you, quick follow me!”

“Overseer, what of wounded ones?”

“Wounded ones soon dead ones! Keep own membrane and make haste to seal off Gunnery section! “

[2/4]
>>
Third Squad Combat Effectiveness = +52DC [Untested +0DC, SGT Snake Eyes +5DC, CPL Crane +5DC, SIG Night Night +3DC, GNR Nines +12DC, SPR Convict +5DC, MDC Petal +2DC, Trooper Bones +5DC, Trooper Goldie +5DC, Trooper Husk +5DC, Trooper Boot +5DC]
Friendly Re-Rolls = Untested +0, Shrapnel Grenades +1 I forgot to include this last time, sorry

VS

Hostile Combat Effectiveness = +29DC [Untested +0DC, Mandible Overseer Pux’Arr +3DC, Thorax Nal’Oxx +3DC, Thorax Dir’Zir +3DC, Thorax Vix’Oxx +3DC, Thorax Xir’Orr (Wounded) +1DC, Thorax Ulk’Zar +3DC, Thorax Nir’Arr (Wounded) +1DC, Thorax Buk’Zor +3DC, Thorax Ler’Oxx +3DC, Thorax Gur’Zar +3DC, Thorax Zir’Zir +3DC, Thorax Vin’Orr (KIA) +0DC, Thorax Vix’Vix (Critical) +0DC, Thorax Nal’Orr (Critical) +0DC, Thorax Lox’Oxx (Critical) +0DC]
Hostile Re-Rolls = Untested +0

Firefight: Second Round
>50 DC
> Friendly Combat Effectiveness +52 DC
> Hostile Combat Effectiveness -29
> 73 DC

[3/4]
>>
File: Wetwork 3.jpg (141 KB, 1006x795)
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[4/4]

FIREFIGHT VOTES

(1) Select Squad Tactic.
>Shock Assault
>Wetwork Ploy
>Hold Position
>Disengage

_
(2) Select Strategem (ONE MAX).
> Tactical Analysis (∞): Determine what combat tactics hostiles will select in future turns.
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>Lead by Example - Wetwork (0/1): +1 Re-Roll to Firefight if using Wetwork Ploy Tactic this round.
>Lead by Example – Hold Position (1/1): +1 Re-Roll to Firefight if using Hold Position Tactic this round.

_
(3) Select Squaddie Orders (TWO MAX).
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
>>
>>4662855
>Shock Assault
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>>
>>4662855
1)
>Shock Assault

2)
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.

3)
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

Balls to the wall, lets end this now
>>
>>4662864
Forgot to verify:

>>4653120
>>
>>4662855

>Shock Assault
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

Run them down, and put them in the ground. We'll have time to reload when they either surrender or are puddles of chunky goo.

>>4653892

It me.
>>
>>4662852
Boss, to clarify, if we advance to clear the enemy, they have a +20AV to their saves right? Do any of the tactics confer any bonuses to us during sweep and clear?
>>
>>4662855
>Shock Assault
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
>>
>>4662855
>Shock Assault
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls
>>
>>4662855
>Shock Assault

>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.

there is no need of support/defensive orders at this moment we have the upper hand
>>
>>4662901
We can always roll badly and get hit in the skull as we run them down. I honestly see no reason to avoid using them in this circumstance. Maximize damage and protect ourselves and our units before the assault on the fire control area
>>
>>4662880
That's correct. None of your selected tactics negate that, it's about inflicting maximum damage possible to force them to rout/surrender rather than successfully disengage.
>>
>>4662855

(1) Select Squad Tactic.
>Shock Assault

_
(2) Select Strategem (ONE MAX).
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.

_
(3) Select Squaddie Orders (TWO MAX).
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

Me >>4653228 on mobile.

If the combat ends in 2 rounds anyways, no reason not to just pop the skills.
>>
>>4662855
>Shock Assault
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
No point in saving the orders now.
>>4653140
>>
>>4662855
Shock Assault
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>>
>>4662921
Well guse I better link my posts

>>4653547
My frist time dust.
>>
>>4662855
Same as
>>4662864
Push on to the muzzle!
>>
>>4662855
(1) Select Squad Tactic
>>Shock Assault

(2) Select Strategem (ONE MAX).
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.

(3) Select Squaddie Orders (TWO MAX)
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

Push the advantage, use Crane when Nines is reloading.

>>4653114
tism
>>
First post: >>4653117

>>4662855
(1) Select Squad Tactic.
>Shock Assault

(2) Select Strategem (ONE MAX).
>Lead by Example - Close Encounter (1/1):

(3) Select Squaddie Orders (TWO MAX).
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
>>
>Shock Assault
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

1st vote >>4653218
>>
>>4662844
>“Nines, give me some lead on that hallway.” You chime in your comms calmly, slipping out from the side-lab to another hallway intersection. “Alright critters, come to mommy...”
>“++Acknowledgement. Providing hostiles with incentive to seek an alternative approach.++”
I fucking love the bot.
>>
>>4662975
Haha yes, Forgotten could have just written him as sort of soulless "Acknowledgement. Providing covering fire" and it would have been like yeah alright, that's a robot. But he's got snark and personality
>>
>>4662855
>Shock Assault

>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.

>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
>>
>>4662356
>>4662365
>>4662370
>>4662383
All passed AV roll. What tf these bugs are making theur armor from?
>>
>>4663011
Yibrak Imperial Guard Carapace Armour.
>>
>>4662855
>Shock Assault

>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.

>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls

>>4653348
the only good bug is a dead bug
>>
>>4662855
>Hold Position
>Lead by Example – Hold Position (1/1): +1 Re-Roll to Firefight if using Hold Position Tactic this round.

>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

>>4654025
>>
So what I'm thinking is happening here, is that this squad doesn't have a lot of experience fighting against the yibs, and should have asked Nines more about how to kill them: due to their particular type of arthropod physiology, bullets piercing through their "chest" area doesn't do all that much harm because they don't suffer from hydrostatic shock to the same degree a vertebrate would, whereas their lungs and heart(s?) are located mostly in the lower body. Grenades, explosives, energy weapons (do infantry use those in this setting?) and melee hits would all work fantastically well against them but tiny, armor-piercing bullets aren't great unless you pick your targets carefully.

Basically what I'm saying is I want to hear Nines tell the squad they need to "Shoot them in their butts". But he's probably too polite and protocol-bound to just shout it out, and will need to be asked first.
>>
>>4662855
>>Shock Assault
>>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

>>4653227
me
>>
>>4654415

>>4662855
>Shock Assault
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

How is the butcher's bill for enemy squads calculated? Can we target the overseer specifically?
>>
>>4663507
There are stratagems and certain unique orders that can target leaders etc, you do not currently have access to them.
>>
>>4663630
yes
>>
>>4663679
Of course, I am always open to write ins (some of the best moments in these quests have come from them!). I might write it as a variant of a selected tactic/strategem or a completely unique approach.
>>
File: Krieger Breach_.gif (444 KB, 454x250)
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>SELECTED
>Shock Assault vs Hostile Disengage - SWEEP AND CLEAR
>Lead by Example - Close Encounter (1/1): +1 Re-Roll to Firefight if using Shock Assault Tactic this round.
>CPL Crane ‘Watch My Back’ (2/2): If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
>GNR Nines ‘Covering Fire’ (2/3): Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.

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

Firefight: Second Round
>50 DC
> Friendly Combat Effectiveness +52 DC
> Hostile Combat Effectiveness -29
>Lead by Example (Close Encounter) +1 Re-Roll
>Shrapnel Grenades +1 Re-Roll
> 73 DC

Critical Fail = +1 Friendly Casualty at +1 Severity. Leadership Roll to prevent rout/surrender.
Double Fail = +1 Friendly Casualty.
0 = 2 Friendly Casualties. 0 Hostile Casualties.
1 = 1 Friendly Casualty. 1 Hostile Casualty.
2 = 0 Friendly Casualties. 2 Hostile Casualties.
3 = 0 Friendly Casualties. 3 Hostile Casualties.
Double Pass = +1 Hostile Casualty at +1 Severity.
Crit-pass = All Hostile Causalities are KIA. Hostile Leadership required to prevent rout/surrender.


3 rolls of 1d100, kriggers. You have TWO re-rolls. If you use the 2nd re-roll I will assume that is the use of the Shrapnel Grenades this round

_
Close Encounter Test: Lead by Example
>50 DC
>Maglock Pistol +5DC
>Yibrak Physiology +15DC
>70 DC

Critfail = Dazed, confused, about to break… Reduce Vitals by 1 degree. No save.
Double Fail = Take an AV save.
0 = Bit off more than you can chew. Take an AV save. Locked in Close Encounter next round.
1 = Call it a draw. No effect.
2 = Shock and Awe. +1 Hostile Casualty.
3 = Rampage. +1 Hostile KIA. +1 Hostile Casualty.
Double Pass = Rampage! +1 Hostile Casualty
Critical Pass = Rip and Tear!


3 rolls of 1d100, kriggers. You have ZERO re-rolls.

That’s 6 rolls of 1d100 in total.

Now that's what I call a Close Encounter...
>>
Rolled 86 (1d100)

>>4664396
>>
>>4664396
get you ass back here boy
>>
Rolled 87 (1d100)

>>4664396
>>
Rolled 79 (1d100)

>>4664396

Dice!
>>
Rolled 97 (1d100)

>>4664400
dammit dice
>>
Rolled 83 (1d100)

>>4664396

>>4664398
>>4664401
geez
>>
>>4664396
>>4664398

Going to re-roll and hope for a double pass
>>
well we ain't all lucky today
>>
Rolled 42 (1d100)

>>4664398
>>4664396
Forgot to actually roll
>>
>>4664396
>If you use the 2nd re-roll I will assume that is the use of the Shrapnel Grenades this round

Do the grenades regen for the next encounter?
>>
Rolled 30 (1d100)

>>4664401
I'll reroll as well
>>
By the Green, lads. That could have gone better, at least the re-rolls pulled you out of the fire.

>>4664412
See >>4656397 you have a further use in a later engagement
>>
>>4664421
Ah cheers.

I think we're still missing a roll.
>>
>>4664421

>bugs are good at running and hiding

Damn, they are basically like walking roaches.
>>
Rolled 71 (1d100)

Extra roll.
>>
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>>4664398
>>4664410
>>4664401
>>4664413
>>4664403
>Firefight 2 Success! 0 Friendly Cas, 2 Hostile Cas.
>2 Hostile Casualties Total.

>>4664403
>>4664404
>>4664405
>Close Encounter 0 Success. Ouch.
>Take an AV save. You are locked in Close Quarters next round and cannot give orders, use strategems or dictate tactics.

SGT Snake Eyes Armour Save
>Shock Trooper Carapace +30AV
>30AV

I need one roll of 1d100.
>>
>>4664432
>>4664425
Shit, you're right I counted one twice. Result was the same though hahaha
>>
Rolled 69 (1d100)

>>4664434
I exist to shitpost.

>>4664428
Typical. Fucking bugs.
>>
Rolled 50 (1d100)

>>4664434
Oh, uh, take this instead.
>>
Rolled 30 (1d100)

>>4664434
>>
>all these rolls

Fuck me at this rate we're going to be going on about Bugs delenda est harder than a trip to Fallanam
>>
>>4664437
>I exist to shitpost.
>69
Checks out.

>>4664439
Slow bastard.
>>
Fucking cockroaches
>>
>>4664444
Don't hate the roller, hate the captcha
>>
>>4664437
Fugging hell.

Also, folks would like to know that the chances of those 6 rolls going the way they did was 0.05%.
>>
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Rolled 48, 38, 37, 44 = 167 (4d100)

Firefight Hostile Cas 1: "Thorax Zir’Zir" Optimal
>Station Security Vest +15AV
>15 AV
>+0 Severity

QM rolling 4 1d100.
>>
>>4664450
This bug is too powerful to be left alive.
>>
Rolled 33, 30, 26, 92 = 181 (4d100)

>>4664449
>0.05%
Blimey, guess you're paying for the Nat 1 Helldrop now.

Firefight Hostile Cas 2: "Thorax Gur’Zar" [green[Optimal[/green]
>Station Security Vest +15AV
>15 AV
>+0 Severity
>>
>>4664450
>>4664456
Well at least the grenade fucked up the two of em.
>>
>>4664455
Well actually, that casualty is a result of some other squaddie. You haven't harmed the bug you're currently tangled up with.
>>
>>4664456
Ironically, the odds of that Nat 1 was double the odds of failing those six rolls in a row.
Bugs, man.
>>
>>4664459
>>4664462
It is clear that Nines was right. Boots are the only effective strategy.
>>
>>4664462
Worse. Thats 0.05. Not 0.5.

>>4664465
These rolls are why we are a xenophobe.
>>
>>4664471
Dammit, I can't math.
Revised post:
>Ironically, the odds of that Nat 1 was TWENTY TIMES the odds of failing those six rolls in a row.
What the fuck.
>>
File: 6574637654632543625.gif (1.33 MB, 404x227)
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>>4664471
>Worse. Thats 0.05. Not 0.5.
Good fucking lord.
>>
I just realised that the AV for these guys should be 35 after Disengage is accounted for.

So >>4664450 is cooked but >>4664456 is actually only stable.
>>
>>4664484
Wheres the dark father when you need him
>>
>>4664484
Can't we have nice things?
>>
File: Frag out.gif (1.43 MB, 40