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File: voyagequest.jpg (1.18 MB, 2547x1544)
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A pool of blood slowly dries in the mouth of the tunnel.

A heavy silence hangs in the wear, you can feel the fear, confusion, and perhaps anger soaked up by it.

The silence lasts perhaps a minute before a storm of activity overwhelms it. Several squadrons of Catio’s Levies mov to secure the tunnel entrance, they brought heavy weapons which you’re unfamiliar with, something you never had to handle during your few boarding defenses.

They set them up on the ground with tripods, to you, they actually resemble small shuttles, the nose of the small ships pointing down the mouth of the tunnel. Several Levies man each stationary weapon.
To you it seemed redundant to move the weapons to the tunnel mouth, since the entire excavation site already has weapons leveled at the tunnel entrance from a safer distance.

Who knows, it’s not like you actually know anything about fighting.

More troops seem to rush down from the higher levels of the excavation, at their head is Commodore Caito himself.

You watch in a daze as he runs about, asking for a SitRep, whatever that is.
In a handful of minutes the Commodore seems to understand the situation, and walks over to you and your men.

You’re not really paying attention, but you think he’s giving a more detailed briefing to your men. “We are fighting. … Antediluvians.. . . . Mechanical….FIGHT! . . . ..Tunnels . . . . . . .. . enemy activity. . . . .. cleared tunnel….. You Men! . . .. . Recon! . . . . .report back . . . Engage at your discretion. . .. “

You’re snapped out of your daze as a hand lands on your shoulder, the Commodore’s, “Captain Treaty, who already leads the two platoons of O.D. troopers will be your commander in this mission.
>>
>>40840877
You O.D. troopers already know what’s what, I take it ! Support Platoon 4 will act to, well, support the O.D. troopers. Sadly, my levies don’t have Drop Suits, so they’ll have to rely on their heavy weapons, and will take up the task of carrying additional ammo!

Best of luck.
Men! I salute you!”

With that, the Commodore snaps off a salute, which you and the surrounding troops return. It’s only then that you realize that there are blue uniforms of the Commodore's men mixed in with your own.
The mentioned Support Platoon.

As the Commodore walks, a group of his men surrounding him, the aid you originally spoke to walks up to you.

“The Commodore failed to mentioned that you will be able to communicate with your radios in tunnels, mi’lord. Though we are unsure of the range. Good luck, mi’lord!” with that, the aid hurries to catch up with the Commodore.

Your platoons get themselves into order with A-17 in the lead, you think about finding Sarge, but before you finish the though, he appears by your side, hefting a large, drum fed heavy weapon with a wide barrel, you think it’s some form of shotgun.

“Well shit, Captain, looks like this isn’t a volunteer mission anymore.
We’ve got A-17 and Dr-3 as Platoon 1, with Dr-6 and Dr-23 as Platoon 2 50 meters back. We’ve got to figure out what to do with the Commodore’s men.

My boys are ready to kickass, Sir. The Levies could use some gas in their thrusters, but they’re not as bad as those damn dirt fucking Draftees, pardon the language, sir!

Orders, Sir?”

From the corner of your eye you see a biohazard unit lift the body of Lance Corporal Michael Rostami from the cold ground and into a body bag.
>>
>>40840916
PLATOON 1
>Squad A-17
[MORAL:HIGH]
[AMMO: 100]

>Squad Dr-3
[MORAL: LOW]
[AMMO: 100]


PLATOON 2
>Squad Dr-6
[MORAL: LOW]
[AMMO: 100]

>Squad Dr-23
[MORAL: LOW]
[AMMO: 100]


SUPPORT PLATOON
>Squad C-1
[MORAL: MEDIUM]
[AMMO: 300]

>Squad C-1
[MORAL: MEDIUM]
[AMMO: 300]


Orders?
>Put the support Platoon with us in the front
>Have them bring up the rear
>Split them between Platoon 1 and 2
>other?
>>
>>40840955
>Split them between Platoon 1 and 2
Remember to archive right now
Anons been screwing with the descriptions and tags for some quests
>>
>>40840877
One support platoon behind our frontline platoon, and the other one next to the last platoon. Quick deployment in any direction and with meatshields on both ends.
>>
>>40841123
Thanks for reminding me!

And I forgot to put this in the OP like I usually do, so I'll just throw this up


Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Voyage

Twitter : https://twitter.com/XenocideAmdiron

Ask: http://ask.fm/Amdiron
>>
>>40840955
>Split them between Platoon 1 and 2
>>
>>40840955
>MORAL
Wrong word buddy, you want to be using morale
>>
Bump
>>
>>40840955
>>Split them between Platoon 1 and 2
>>
You unsling your own rifle, the metal cold against your hand.
Or rather, against your suit, you still find it weird that you can feel what the suite touches.

You think a moment on where to assign the support squadrons.
Without suits you assume they’re more vulnerable in combat, so you probably want them behind the front lines. That way, they can set up their strange heavy weapons to provide cover.

You nod, concurring with your own train of thought.
“Sergeant, have one squad follow 10 meters behind Platoon 1, and another 10 meters in front of Platoon 2”

Sarge nods, and quickly jogs over to the Levies, his commanding voice whipping them into position quickly.

Thus prepared, your half-sized company begin the march to their possible deaths, into the dark tunnels below Caedia.
In the front march the men of steel, a head taller than a normal man. They lead with weapons in at the ready, their metal heads pivoting about the tunnel.

Behind come the Levies, their navy blue uniforms standing out in this world of grey. They carry massive packs, the ammo for the battle everyone is expecting. Besides their navy uniforms they also have on protective armor, though the bronze metal only covers the most vital parts of their body.
Besides their standard rifles, several teams work to carry the heavy weapons you saw earlier, the shuttle like weapons are held several feet off the ground.

You find it ironic that the Levies carry more equipment than your Drop Troopers, despite the Drop Suits making them physically stronger.

The mouth of the tunnel is rather wide, large enough for ten men to walk shoulder to shoulder. Your men enter the tunnel, splitting into two groups to walk around the small pool of blood many seem to ignore.

There is no cheering or salutes from those that stay to guard the tunnel, only a morbid silence.

Dozens of lights flash into life as everyone turns on their weapon mounted, shoulder mounted, or even hand held lights.
>>
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>>40841965
The tunnel has a steep decline, and quickly widens. After roughly ten minutes, the tunnel is about 100 meters wide more or less. You’ve always been terrible with distances.

From your map, you can understand why the tunnels took days to explore, they seem to spread in every direction. It reminds you of when you pulled out a plant from a pot, and you saw the clump of roots underneath it.
The plant belonged to one of the Forgemasters, and you still remember the beating you got for that one.

Your memories are disturbed as you hear several clicks, and bursts of static. Your soldiers seem to be checking that the radio communications work.

You see Sarge hit Eli in the head with the butt of his weapon, the Jumper just seems to walk it off. Curious, you open up your radio in your HUD, and you can see several different active channels.
A handy little box of text informs you that you have access to all of them.
Opening one, you hear Eli’s rather slightly nasally voice, and Sarge’s much deeper voice.

“Yes, these tunnels are like halls in a ship”. Sarge sounds rather irrateted.

“Right! So that means, it’s like we’re boarding the planet! Cause a planet is sort of like a ship, right Sarge?”

You see the Sergeant clobber Eli in the head with the butt of his weapon again.
You close the channel, not wanting to eavesdrop any longer.
Perhaps you could pass the time by .. talking. Looking around, you see that you’re in the lead of the Platoon, with the two other Stalkers from A-17 moving silently to either side.

If your remember correctly, Helena is the woman to your right with the long ballistic rifle, while the man playing with some strange blade to your right is Nikolai.

Perhaps you could ask them about the Stalker suits?

You could always talk just talk to Sarge and Eli again, or anyone else in A-17
>>
>>40842027
But maybe it’s best to stay alert. You pass by one of the side branches, the tunnel stretching out further than you light can reach.

Each one of these is a potential ambush, and there are dozens between you and your designations. Perhaps a vigilant mind is best.

What do you do?
>Speak to someone (Who? Stalkers, Sarge and Eli, other)
>Stay silent
>Scout Ahead
Fuck sorry, I usually wait a bit after the OP so people can filter in, but I got a phone call which lasted longer than expected. Anyways, here we go.
>>
>>40842070
>Scout ahead
>>
>>40842070
>Scout Ahead
>>
>>40842070
>Scout Ahead
>>
>>40842070
>>Scout Ahead
>>
>>40842070
Scout ahead with two of the Stalkers, Sarge is in charge till we get back.
>>
File: St.-Michaels-Cave.jpg (2.32 MB, 3648x2736)
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Perhaps it’s a fear of social interaction, or paranoia, but you’d rather scout ahead than speak to the soldiers you’re leading.

“Sarge, I’m scouting ahead, keep everyone moving”.
Before you can get a response, you’re already moving ahead. You’re not quite running, but you prowl across the ground, hunched over and knees bent to keep you center of mass low to the ground.

Your light flicks off as you switch to night vision. Occasionally switching over to infrared. There wouldn't be any point in sneaking if you broadcasted your approach with a light.

Your long strides covering the ground quickly. You keep up the pace for near 20 minutes, and then suddenly the tunnel opens up. It’s a caravan you vaguely remember seeing on the map.
The edge seems to be past your vision, as it slowly fades into darkness.

You spot an outcrop of rocks, and make your way over, hunkering down near the base.
The ground in the caravan doesn’t seem flat, and in fact, the many rocks and curves of the ground provide ample cover.
It all looks like a likely spot for an ambush.

Roll a 3d10 + 4 (+3 from suit sense, +1 from optics) vs DC 20!
two rolls or more higher is a success. Every DC of 5 greater you beat is another tier of gud.
An example would be rolling 26,25,26 which beats DC 25.
>>
Rolled 8, 9, 10 + 4 = 31 (3d10 + 4)

>>40842511
Here we go
>>
>>40842511
Wait do you mean 3d20 instead of 3d10?
>>
>>40842564
Nah 3d10
>>
Rolled 2, 6, 5 + 4 = 17 (3d10 + 4)

>>40842511
Beep Boop Motherfuckers
>>
>>40842564
Oh sorry, Let me clarify, I take the first 3 rolls, and use that vs a DC 20
>>
Rolled 1, 4, 1 + 4 = 10 (3d10 + 4)

>>40842511
>>
Rolled 4, 9, 5 + 4 = 22 (3d10 + 4)

>>40842511
K ambush time
>>
>>40842544
>>40842564
>>40842603
>>40842652
31,17,10 vs DC 20

>Failure!
>>
Hello Andr[u] my old friend...
>>
>>40842652
stop rolling
>>
>>40842769
>>40842652
This reminds me

getting three tens gives a good trait, getting three ones gives a bad trait!
>>
>>40842793
I can't wait for when we roll nat 3s every 2 threads
>>
>>40842511
You spend some time crouched by the rocks, then decide to dart over to some other ones. You keep on doing that for a while, switching cover as you try to spot any hostiles.
Thankfully, everything looks clear for now.

You wait in the dark for your soldiers to arrive, though you don’t really mind the dark. On the Avadora, whole sections would lose lights for days on end, you’d have to navigate the corridors from memory or touch.

As you kill time, you make your way back towards the tunnel you came through.
You can see faint lights down the tunnel.

After 20 minutes, you can see Helena and Nikoali are the first to exit the tunnel and enter the caravan. They have their weapons at the ready.

You see Sarge and Eli and near the front, you make your way over to them with silent steps. You switch channels so you can speak to Sarge, and slip out from cover to walk by them.

“Hey Sarge! Where did Captain Treaty go? He can be creepy sometimessssss-”
You hear a hiss of air over the as you walk in between Sarge and Eli, Eli physically flinching as he notices you, while Sarge only twitched a little.

“Seargent, the Caravan is rather large , and the tunnel we have to take is roughly 20 minutes on the other side. I’ve scouted around and found nothing, but it’s a large area and I didn’t cover everything. Do you have a suggestion?”

The massive O.D Trooper seems to recover for a second, though you’re not exactly sure why.
“Captain! Sir, I suggest we spread out and advance, that way we won’t be ambushed.
It’s up to you if you want to wait for Platoon 2 to catch up”.
>>
>>40843241
You take a moment to think it over. You could keep your men in their current formation, somewhat closed ranks, this would increase your fighting capability if you face a concentrated force. Or you could spread out and hope to spot any ambushes early.

You could keep a staggered formation with Platoon 2, or you could cluster up with them. You’re not sure what’s the best option is.

Orders?

>Loose formation
>Close formation

and

>Group together with Platoon 2
>Keep Platoon 2 Staggered
>>
>>40843260
>>Loose formation
>Keep Platoon 2 Staggered
>>
>>40843260
>Loose formation
>Keep Platoon 2 at a distance. If we DO get ambushed, having a group that can reinforce us can give us momentum.
>>
>>40843260
>Close formation
>Keep Platoon 2 Staggered
>>
>>40843260
You open a channel with everyone under your command, “Spread out! Keep Platoon 2 staggered”, you close the channel just as quickly as you opened it.
Your men quickly fan and, and continue the march. The support squad stopped lagging behind though, and has mingled with the ranks of the Drop Troopers.

You don’t speak to anyone, keeping your ears open incase anyone has a report.
You’re about halfway across the caravan, when the sound of static breaks the silence, “Captain, this is, uh, Drafted Squad 3 Fire team 2…. sir! Uh, we seem to be… uh. .. missing some people”.

Before you can say anything, multiple other voices join in, “CONTACT CONTACT”.

Streaming out from the tunnels you can distantly see, and appearing from behind outcrops of rock as if conjured, are strange bipedal machines. They stand at 7 or 8 feet tall, but most are hunched over.

Each one seems to have a differently designed head, but they all have long, talon like hands.
Some grasp alien weapons, the design almost organic in nature.

The first shots of orange plasma from the hostiles snap you out of a haze you didn’t realize you were in.
“FORM A SQUARE” You hear Sarge’s voice roar over the radio.
Some of your men are already set upon by the hosties, which use their clawed hands instead of the few rifles they have. You think it’s mostly the drafted squad which had the missing men which were the first ones reached by the rushing hostiles.

Sarge shoulders some of the Draftees to the side, leveling his heavy weapon as one of the machines is about to plunge its claws into one of your soldiers.

There’s a loud crack, and the Xeno is missing everything from its shoulders up. Sarge grabs onto the whimpering soldier and throws him back towards the rough square.
>>
>>40844173
PLATOON 1
>Squad A-17
[MORALE:HIGH]
[AMMO: 100]
12/12

>Squad Dr-3
[MORALE: LOW]
[AMMO: 100]
7/12

>Squad C-1
[MORALE: LOW]
[AMMO: 100]
11/12


What shall you do?
>Use your ballistic rifle to take on incoming hostiles (DC 20)
>Use your plasma rifle to support those around you (DC 20)
>Use your pistol for close combat, assist Sarge (DC 25)
>Other

And

>Order Platoon 2 to move to assist
>Order Platoon 2 to defend their position
>>
>>40844205
>Use your ballistic rifle to take on incoming hostiles (DC 20)
>Order Platoon 2 to defend their position
>>
>>40844205
>Use your plasma rifle to support those around you (DC 20)
>Order Platoon 2 to defend their position
>>
>>40844205
>Use your ballistic rifle to take on incoming hostiles (DC 20)
>Order Platoon 2 to defend their position
>>
Rolll 310+3( +3 from suit) vs DC 20 for dat gat niggas
>>
Rolled 4, 6, 3 + 3 = 16 (3d10 + 3)

>>40844847
>>
Rolled 10, 4, 5 + 3 = 22 (3d10 + 3)

>>40844847
critfail!
>>
Rolled 8, 9, 8 + 3 = 28 (3d10 + 3)

>>40844847
>>
>>40844903
>>40844937
>>40845169
+1 git gud
>>
>>40845169
>>40844937
>>40844903
Success!

Yeah I could have been writing this entire time, but I got distracted, so writing now!
>>
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>>40845169
I just realised...
>>
>>40845357
She's dead Jim. But FG lives again
>>
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>>40844205
You bring up your ballistic rifle, moving the crosshair of the ACOG scope over one the the hostiles.
Your rifle barks, and a part of the Xeno seems to explode, a fist size hole appearing in its chest. Shards of metal and drops of some unknown green liquid spray from the wound. You squeeze the trig twice more and two more wounds appear on the Xeno, before it crumbles to the ground.

You move the barrel of your rifle to the right, and fire into a cluster of the Xenos.

All around you, your men are firing. The Levies have set up their heavy weapon, with an electrical crack, a ball of plasma is flung into the swarms of Xenos. The plasma isn’t even slowed when it hits one of the Xeno’s metal bodies, simply flying through several.

Though you’re partly distracted by the lights of the heavy weapon, a rushing cluster Xeno gets your attention. You squeeze your trigger, another hit to the chest.
The heavy TCHNK of a rounded being champered reverberates through your hands.
You fire 5 more rounds, downing 2 of the group of 7, but the rest fall upon your men.

The members of A-17 know how their suits work, and hold their own against the monsters, but the Draftees are cut down by the claws of the Xenos, which seem to cut through the metal with little resistance.

Though taking some losses, you manage to hold the square, the heavy weapons keeping the Xenos scattered, and those that approach in piecemeal are mowed down by your soldier's weapons.


Far off, you can see that Platoon 2 seems to be in a better position than you, a half circle on a hill, their heavy weapons kill most of the Xenos before they’re in rifle range.

Though the situation seems to have stabilized, you can see the Xenos are massing in cover. You don’t doubt they’ll overwhelm you with numbers if you give them time. Once they close range, you don’t think your men can hold.

What shall you do?
>CHARGE!
>Pull back to Platoon 2
>Hold position for now
>Other
>>
>>40845610
PLATOON 1
>Squad A-17
[MORALE:HIGH]
[AMMO: 100]
12/12

>Squad Dr-3
[MORALE: LOW]
[AMMO: 100]
5/12

>Squad C-1
[MORALE: LOW]
[AMMO: 100]
11/12
>>
>>40845610
>>Hold position for now
>>
>>40845610
>Hold position for now
>>
>>40845610
>Pull back to Platoon 2
>>
we should pull back or charge because we'll be overwhelmed if we stay
>>
>>40845610
>Pull back to Platoon 2
>>
Shit
I hate to do this, but something really urgent came up.
I was typing really slow today anyways, so I'll try to make up for it, but I'm going to have to leave for a while, there's an emergency. I don't know if I'll be back before the thread drops.

It's already archived, but I feel bad for only posting like 6 times, but whatever.

Sorry everyone
>>
>>40846199
Amdiron pls
Its all good
>>
>>40846199
K GG
Thanks for running the quest
>>
bump
>>
bump
>>
bump
>>
bump



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