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/qst/ - Quests


In the late seventies through the early nineties, drug violence in South America only continued to escalate. A successful revolution by the IRA in Ireland encouraged similar revolts in central Africa that devolved into decades-long civil wars, and a USSR faction in the Russian government. Human trafficking for both the organ and the sex trades exploded between south-east Asia and eastern Europe. In the face of such chaos, government run militaries and agencies were too caught up in red tape to be effective in combatting these threats. Traditional armies abdicated their throne as international super-powers, and turned it over to the world of private military contractors.

Thirty years later, the private military industry is a widely accepted fact of life, a necessary evil for the security of the world. While many people in the civilized world resent these men for what they represent, they are also aware that they need them, lest the world fall into the hellscape that it was once again.

You are Jan Kowalski, a Polish special forces operator turned private military contractor. In return for cash and other liquid currency, you, and men like you go places national militaries can’t, and that local police forces won’t.

IMPORTANT INFO:
Twitter, for updates, details, and cancellations: https://twitter.com/ContractorQM
Last Thread: http://suptg.thisisnotatrueending.com/qstarchive/142271
Archive for all threads: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Contractor+quest
Stat Sheet: http://pastebin.com/84MTDvaB
Quest Info: http://pastebin.com/eQ2EDWhB
>>
You’d just entered the office district of ‘town’, and could hear several gunfights going on, as well as the loud boom of sniper rifles from the upper floors.

You didn’t think anyone had noticed you yet, but that didn’t mean they wouldn’t. Still, you had options on what to do.

From where you stood, behind the counter of a small grocery shop, you could see a gunfight happening between what seemed like two equally matched groups. The fight looked like it was reaching a stalemate, despite one of the groups having the high-ground advantage.

You could see the muzzle flash of a sniper, on the sixth floor of an office building facade, and there is also evidence of a team in a building down the street from the sniper’s rest, though you cannot actually see anyone.

>Intervene in the firefight
>Take out the sniper - He may not be alone
>Look for the team down the street
>Wait for an opportunity
>Write in
>>
>>163289
Hox reporting in.

We ain't called Impact! for nothing. Intervene surgically. I'd say with a couple of grenades and suppressive fire. Have Solomon and Jonas cover each other, as per usual.
>>
Sorry for the wait, folks. Stuff kept popping up, then chrome wasn't cooperating, then I was pulling rookie mistakes with files and captcha. But, here we go!
>>
>>163289
>>Wait for an opportunity
>>
>>163289
>Take out the sniper - He may not be alone
>Intervene in the firefight
In that order.
>>
Huh. Normally you guys are pretty unanimous. Rolling in 10 if you guys don't come to some sort of agreement
>>
>>163344
I'll say do this. It fits in with my idea pretty well.
>>
Solomon points to the sniper in the building. “That’s the most dangerous person out here right now. We should take them out as soon as we can. We’ll work on everyone else when we’re in a position to do so.”

Everyone agrees, and starts to move through buildings and alleys, until the five of you reach an entrance to the tall structure.

Just as you’re about to open the door, Solomon puts a hand on your shoulder.

“We don’t know if he’s alone,” he starts. “If we go in too fast, we could get ambushed by a security team.”

“That’s true,” Jonas replies, “but if we go too slowly, he could hear us coming and beat it before we can find him.”


>Sneak in, take it slow
>Kick the door in, take him by surprise
>Write in
>>
>>163523
>>Sneak in, take it slow
>>
>>163523
what if the door is booby trapped? Sick a shard of glass or a mirror under the door.
>>
>>163523
GRENADES.
>>
>>163666
Wont that scare him off? Are we in the same building as the sniper?
>>
>>163729
Oh shit, I thought we were actually at their room.

Yeah no, take it slow.
>>
Taking it slow, writing. Slowly. People are over and stuff, but I'll keep writing as long as you guys keep playing
>>
Also, give me 3 rolls of 1d100 to see just how sneaky you are
>>
Rolled 61 (1d100)

>>163863
>>
Rolled 62 (1d100)

>>163863
>>
Rolled 78 (1d100)

>>163863
>>
>>163753
I am legitimately ask. Idk, It seemed like we were at another building but the later post might indicate we snuck up to the sniper's building and went up to the level the sniper is on?
>>163523
>>
>>163970
This decision as made at the base of the building the sniper is currently in. You snuck through other buildings to get there. Post incoming.
>>
“Best take it slow,” Arne says. “Odds are, he’ll have some sort of security team in there.”

You nod silently, and creep the door open. No lock and no traps there, at least, and no one with eyes right on the door. The only sounds you can hear are the gunfire from outside, getting more sporadic now as people try to conserve ammo, and from the sniper taking pot-shots upstairs.

Inside, and not having walked into a fresh fight, Solomon gathers the team around.

“We can haul ass upstairs, quietly, and get that sniper now. Or, we could clear each floor on the way up and make sure no one is creeping up behind us as we work on him. We could also split up and work on that. Thoughts?”

>Get up to floor 5 ASAP - Take out the sniper
>Clear each floor of potential guards on the way up
>Split up the team - specify
>Write in
>>
>>164016
>>Get up to floor 5 ASAP - Take out the sniper
>>
>>164032
Floor 5, work our way down. Grenades to anybody who puts up more than 5 trigger pulls of a fight.
>>
>>164016
>Split up the team - specify
Soloman and Jan head for the sniper/scout ahead, rest of the team clears the place.
>>
Rolled 54, 81, 6 = 141 (3d100)

Booking up to take care of the sniper.

Ignore the rolls behind the curtain.

Give me 3 rolls of 1d100 for your guys' trip
>>
Rolled 29 (1d100)

>>164167
>>
Rolled 84 (1d100)

>>164167
>>
Rolled 46 (1d100)

>>164167
Fun fact, frag grenades, like other high velocity pieces of metal, will penetrate most building materials short of concrete and metal I-beam. Choose cover carefully.
>>
The five of you make your way to a staircase, working on being as much of a combination of fast and stealthy as possible. They don’t have anyone posted in the staircases, and you make your way up to floor 5 pretty quickly, the booming of the rifle getting louder every new floor.

The door to the floor was, surprisingly, unlocked. Apparently, the sniper either didn’t think anyone would come up, or thought a security team would deter anyone. Looks like neither.

Until, at least, your team started to open doors to find the sniper. Two men enter from the staircase door, armed, and clearly not expecting to see you.

>Fire!
>Dive for cover
>Write in
>>
>>164299
>>Fire!
Shoot first, shoot second, shoot more than the enemy.
>>
>>164299
>>Fire!
>>
>>164304
>>164305
In agreement. Yap these fools and move on.
>>
Rolled 59, 30, 22, 4 = 115 (4d100)

Alright, shoot away. Give me 3 1d100's, and I'll roll for the other four. Arne, Cooper, Solomon, and Jonas, in that order.
>>
Rolled 82 (1d100)

>>164344
>>
Rolled 44 (1d100)

>>164344
flame strobing from the end of a rifle.
>>
Rolled 55 (1d100)

>>164344
>>Fire!
>>164344
>>
Rolled 43 (1d100)

>>
The office gets very loud, very fast. The five of you all come to the same realization at the same time: Fire.

Most of the shots miss, but you plant yours right on the chest of the man in your sights, his suit seizing up and dropping him to the floor. The second man fires wildly while diving for cover, his shots coming close but ultimately coming to nothing.

The sniper definitely heard that, and you didn’t find him before being interrupted. He’ll probably be showing up soon, and you don’t know from where.

>Push the final man, take him out with aggression and volume of fire
>Send someone to head off the sniper (Who?)
>Pin the second man, send someone to flank (Who?)
>Write-in
>>
>Round 1, over
>Jan: 1 kill
>2 enemies remaining, 1 unknown, 1 suppressed, takes +5 to all DC’s
>>
>>164416
>>Push the final man, take him out with aggression and volume of fire

Take him down hard and fast and then we can hunt the sniper
>>
>>164416
>>Send someone to head off the sniper (Who?)
Ourselves. We're about to chase down a fleeing enemy, and having to rush an aware enemy is frankly not a safe method of engagement. Would rather go than tell someone else.
>>
Rolled 37, 39, 99, 75, 64, 25 = 339 (6d100)

Gonna mix these, writing. Give me 3 1d100's. I'll roll for everyone else. Last two are for the gunner and the sniper, to see if he shows up.
>>
Rolled 63 (1d100)

>>164493
Dat 99, nice
>>
Rolled 72 (1d100)

>>164493
>>
Rolled 2 (1d100)

>>
Rolled 94 (1d100)

>>164493
We will be the new Ramirez.
>>
>>164557
>>164559
you cheap hoebag, you wasted my roll.
>>
>>164557
bruuuuuuuh
>>
You turn to Solomon. “Put him down, I’ll make sure the sniper doesn’t get us while we aren’t looking.”

Hyun nods, and gives the order to fire. Arne and Cooper fire harmlessly through cubicle walls, but Solomon isn’t even aiming at them. His rifle moves towards the stairwell door with nearly super-human speed and accuracy, putting two rounds through the doorway as it opens, dropping the man with one to the chest and one to the shoulder. He tumbles down a small flight of stairs, but shouts that he’s okay.

Jonas also puts a pair of shells through the cubicle wall, and gets a pained scream for his trouble. Those three are down.

You kick open a few doors, but have no luck getting to the sniper. He still hasn’t fired, though, so he may just be waiting for you.

Solomon says something to Cooper, who sets up, his M249 pointed at the door. Looks like no one is sneaking up to you.

The other three walk up to you.

“He could just be waiting to ambush us,” Jonas says.

“Or he may have already booked it,” Arne replies.

“Well, there’s a few different things we should do, then. Any suggestions,” Solomon offers to the group

>Fire through the walls with the SAW
>Kick in door by door, ready to magdump
>Split up, do a surgical search
>Other

>Round 2, over
>Solomon: 1 kill
>Jonas: 1 kill
>1 enemy, unaccounted for. Possible others on the way.

I gotta dip out here for 30 or 45 minutes, guys. I’ll probably have to do this 2 or 3 more times tonight. I’ll let you know when I’m back.
>>
>>164653
>>Fire through the walls with the SAW
>>
>>164653
>Fire through the walls with the SAW
>>
>>164653
>Fire through the walls with the SAW
>>
>>164662
SAW and Grenades.
>>
>>164693
Why do you keep linking to my posts rather than the OPs when voting?
>>
>>164704
Dunno.
>>
Rolled 69, 52, 7, 82, 14, 7, 51, 81 = 363 (8d100)

Alright folks, looks like we're firing through the walls with Cooper. Here's how we're gonna do this. I'm gonna roll 8d100 (one for each office/cubicle/whatever), and we'll see how shot up a sniper we get.
>>
Rolled 37 (1d100)

>>164999
Let me try that again
>>
Rolled 37 (1d100)

>>164999
>>
“Hey Cooper,” Solomon shouts back at your rear guard. “How much ammo do you have for that SAW,” he asks, while pantomiming automatic fire down the row of office walls.

Cooper simply smiles, and motions for Jonas to cover the door while he works. He loads in a fresh set of rounds, and begins running, sideways, down the row of offices, firing madly into the walls, his weapon empty by the time he reaches the far wall.

Unfortunately, the sniper seems to have been squirrelly enough to have been missed by the barrage, and runs out the door, firing wildly with a pistol, taking the team by surprise. His shots don’t hit anything, but they are close enough that you don’t really worry about where he runs in the maze of cubicles while ducking behind a pillar for cover.

“Fuck”, Solomon shouts, landing roughly behind a row of short filing cabinets.

>After him!
>Fan out, search methodically
>Automatic fire and sim-grenades
>Write in
>>
>>165079
>>Fan out, search methodically
>>
>>165079
Automatic fire and sim-grenades. Afterwards, search for the guy.
>>
>>165079
>Write In
>Show him what a man with nothing to lose can do.
>>
>After him!
Sniper probably emptied his gun in his panicked retreat. Crush him with overwhelming military might. The more time we are here, the more likely we attract a third party too.
>>
>>165079
>Automatic fire and sim-grenades
>>
>>165079
>>After him!
Good old fashioned manhunt.
>>
Rolled 43, 59, 10, 91, 34, 88, 73, 64, 48, 35, 29, 43, 7 = 624 (13d100)

Alright, full auto and full grenades. Give me three 4d100 rolls, and I'm gonna roll... A bunch. Arne's three shots, Arne grenade, Cooper grenade, Solomon three shots, Solomon grenade, Jonas three shots, Jonas grenade. So that's fuckin'... 13d100. Jesus.

Cooper doesn't get to shoot, he's reloading.
>>
Rolled 68 (1d100)

>>165202
>>
Rolled 28, 78, 13, 76 = 195 (4d100)

Let's see if I remember how to do this.
GOGOGO
>>
Rolled 23, 26, 65, 87 = 201 (4d100)

>>165202
Damn, we're pissing lead. Who'd want to sneak up on us?
>>
Rolled 53, 60, 94, 2 = 209 (4d100)

>>165202
>>
https://www.youtube.com/watch?v=XZ-EOg38t1o

You throw a grenade into the cubicles, then step out of cover and unload. Everyone else takes the hint and follows, doing something similar.

So much ‘lead’ is flying through the air. You don’t know how, but your eyes instinctively follow Arne Olafsson’s grenade. As if by magic, where it lands is right where your target pops up, who is immediately shot to pieces by the incoming fire. You personally land two of your bursts, and you know Solomon hit him twice. This slows him down enough that Arne’s grenade also gets a piece of him, and sends him flying through the thin cubicle walls.

Your hearing comes back sooner than you thought it would, and you hear a faint ‘owwwww’ coming from somewhere in the destroyed office.

“Jesus fucking Christ, guys,” one of the snipers downed comrades say. You do admit, it may have been a little overboard. Hopefully that guy wasn’t actually hurt.

>Combat over
>Loot: 6 grenades, 2 glock 17’s in 9mm, 1 USP in .45ACP, 1 CZ-75 in 9mm 1 Remington 700 in .308, 2 M4’s in 5.56NATO, and 1 AK 74 in 5.45, and plenty of ammo. You used 1 grenade and a full magazine, bringing you down to 1 grenade and 6 rifle magazines. You can take a weapon with you, but it will be dropped when you switch to either of your originals. Or you could switch outright.

>Check on that poor sniper
>Regroup
>Run - Someone heard that
>Write in
>>
>>165289
>Run - Someone heard that
A lone sniper is perhaps the most dangerous element in the battlefield. No such a thing as overkill.
>>
>>165289
>>Check on that poor sniper
If it were real, I'd be running, but c'mon he might be hurt.
>>
>>165289
Regroup. we play to win.
>>
>>165316
>>165323
>>165334
One of you guys wanna change, or should I roll for it?
>>
>>165381
>>Regroup
ah fuck it. We'll have to inquire to his health after the game.
>>
>>165323
>>165381

Er, actually we got a chance to make a friend. Do that, then regroup.
>>
Also, did you guys want any loot?
>>
Just roll I guess. And grab the nades.
>>
>>165396

Yeah. Grenades.
>>
You do feel a little bad. You pull a couple walls up, and eventually find the sniper.

“You guys are assholes,” he says immediately upon seeing you.

You figure he’s fine, snag a grenade off his vest, and drop the wall back onto him.

You head over the the other members of your team, who are talking amongst themselves.

“Someone heard that,” Cooper says flatly.

“Yeah they did. The question is, will they come up,” Solomon says in reply. “If they’re coming, this would be a very defensible position. However, we wouldn’t have anywhere to go if things get bad. What do you guys think?”

>Set up here.
>Book it. Get far away, quickly
>Write-in
>>
>>165446
Patrol. Kill the rest of the opponents. Start off by chucking grenades to soften them up. Show them that we're the best damn team ever.
>>
>>165446
>>Book it. Get far away, quickly
Fuck that shit. This is an urban environment, and urban and jungle environments are close range. Leave, loop around and double back to ambush pursuit, then repeat.
>>
>Book it. Get far away, quickly
Time to keep a low profile.
>>
>>165446
>Book it. Get far away, quickly
>>
Rolled 78 (1d100)

>>
“If we leave now,” you say, “we can see if anyone comes in to check it out, and chase them up. Put them in the position we’d be in, without the time to set up. It’d be a rough place. Or, we could just move on.”

“Excellent idea,” Solomon says. “Grab anything you guys need, and let’s get the fuck out of here before we end up trapped.”

You make your way down the same staircase, checking all your corners for enemies. None show up. You set up, quietly in a shop to watch the entrances.

Half an hour later, there’s no one that you’ve seen going into the building.

Solomon takes out a map and speaks. “If someone were going to come up, they would have by now. We need a plan. Suggestions?

>There is the sounds of light fighting in the north, and heavier in the west. Both nearby, likely in the offices still.

>Go towards the fighting
>Go to one of the other parts of the arena
>Wait
>Write-in
>>
>>165565
Go towards the fight! Impact! represent!
>>
>>165565
>>Go towards the fighting
>>
>>165565
>>Go towards the fighting
Observation is key in these fights.
>>
“We need to earn that cover page. I don’t want to trip and fall into the winnings,” Olafsson says, and the team agrees.

You walk towards about the middle of the two fightings, and work your way towards the top floor of a building. Solomon takes a look through his rifle’s scope.

“There’s a good, old fashioned gunfight between looks like the third floor of buildings across the street from one another. Or, there’s a fight in an occupied parking lot and the buildings around. Absolute chaos. Probably three or four teams working at it. Maybe more. What do you guys wanna do?”

>Interrupt the cross-street fight
>Join the party in the parking lot
>Other
>>
>>165649
>>Join the party in the parking lot
>>
>>165649
>>Join the party in the parking lot
I smell plunging fire.
>>
>>165649
Parking lot. Lets the cameras get some good pictures of us.
>>
Rolled 55 (1d100)

Alrighty. Give me 3 1d100's.
>>
Rolled 66 (1d100)

>>165695
Suprise.
>>
Rolled 86 (1d100)

>>165695
>>
Rolled 78 (1d100)

>>165695
>>
Rolled 44 (1d100)

>>165695
Hope we don't come down from the battle high.
>>
Jonas pipes up, excited. “I haven’t had any true chaos in a while. Let’s try that parking lot.”

The rest of the team seemed equally excited. You quickly exit the building, and make your way in a hurry down the streets, staying hidden when possible, and trying to stick to buildings and alleys.

It couldn’t always be done, though, and about two thirds of the way there, there’s a loud boom, drowning out the distant sounds of fighting, and a hole punches through a door, easily the size of your fist.

“Sniper!,” Solomon shouts. “Take cover!”

You dive through a window and behind the counter of a fake deli, and take stock of the situation. The shot had missed Cooper’s center-mass by inches, at what was damn near a sprint.

“That was a good shot, Solomon,” you shout across the diner. “Thinking what I’m thinking?”

“Missed a running target by inches, and knew enough to make that target the gunner? Yeah.”

Fantastic. Clara Baker has you pinned in a deli, and you have no idea where she’s at.

>Run out the back
>Try to see where the shots are coming from
>Put up a fight
>Write in
>>
>>165785
>Run out the back
Avoid, maneuver and flank.
>>
>>165785
>Run out the back

Any attempt to take her from a distance will only end in disaster
>>
>>165785
>Try to see where the shots are coming from
Any other option and we are running in blind. We are at quite a distance, do we have any mirrors to look around corners or try to flash her(old war movies cliche, so it's a risky move that gives away our position for maybe a temporal advantage)
>>
>>165785
Put up a fight. Quit being pussies.
>>
>>165819
Riiiight, take on a world class sniper at a distance, who is in a location we don't know, whilst a battle rages on not far from us.
>>
Rolled 93 (1d100)

>>
Rolled 2 (1d4)

>>165826
Oooohhhhhh. My my.
>>
Rolled 6 (1d10)

>>165834
>>
>>165826
>>165834
And our first casualty of the day.
>>
Rolled 22, 50, 76 = 148 (3d100)

Also, give me 3 rolls of 1d100
>>
Rolled 86 (1d100)

>>165881
>>
Rolled 30 (1d100)

>>165881
Arne should cover us with suppresive fire while we scatter and try to overtake her position.
>>
Rolled 46 (1d100)

>>165881
>>
>>165900
I'm not sure Arne's going to be effective at that range.
>>
“We gotta get the fuck out of here, Sol,” Cooper shouts. “We won’t be able to find your girlfriend before she puts one of us down”

“She’s not my-” Solomon starts, before Jonas speaks over him.

“No one gives a fuck, Hyun. We still need to leave.”

“Alright,” Solomon shouts. “Let’s get out of here. Go, go go”

Almost immediately upon standing from the upturned table he was hiding behind, Jonas clutches his right leg, and drops back to the floor, screaming. It doesn’t quite cover up the loud crack that follows.

“I’m hit. Suit’s blocking my leg from moving. I’m not going anywhere in a hurry,” he manages once he stops screaming.

Mother fucker.

“Anyone see where that came from,” Solomon asks, his voice nearl panicking

“Brick building on the right,” Cooper shouts back. “Didn’t see which floor, though.”

“Fourth floor, far left room. She might have moved though,” you answer the unasked question.


Arne speaks up. “What about Jonas? And what now?”
>Help him into better cover.
>Bring him with you
>Leave him. It’s not like he’s going to die

>Suppress her and storm the building
>Suppress her and get Solomon to an upper floor across from her
>Run
>Write-in
>>
>>165923
>>Suppress her and storm the building
Not a lot of good options when dealing with a sniper.
>>
>>165923

>Write in
Help Jonas to an upper floor to cover Solomon, that way he is still being useful.

>Suppress her and get Solomon to an upper floor across from her
>>
>>165936
>>165937
Agreed.
>>
Rolled 25 (1d100)

>>165923
>Help him into better cover.
>Suppress her and storm the building

>>165919
He's not. But she'd be taking a huge risk to try when there's the possibility of a stray bullet hitting her.
Or maybe the smug prick thinks she is good enough to get a clean shot before suppresive hit gets her.
>>
Looks like a hybrid, then, of both options? Jonas the Cripple covering Solomon's back, Cooper keeping her head down, you and Arne storming the building?
>>
>>165959
We're voting for two different choices. Who are you supporting?
>>
>>165966
Yeah. That's what I'm voting for, at least.
>>
>>165966
I can get behind that I suppose, although Cooper is going to be at a bit of a risk
>>
Rolled 92 (1d100)

Okay. This is going to take a few steps to get through the whole plan, just because you guys need to move Jonas. Start with giving me 3 1d100 rolls to try that out, and this one is to see how well Cooper is pinning her down.
>>
Rolled 38 (1d100)

>>165984
>>
Rolled 40 (1d100)

>>165984
>>
Rolled 43 (1d100)

>>165984
>>
Rolled 3 (1d100)

Solomon shakes the panic from his voice, and hopefully his mind. “Cooper, keep her from bothering us. Arne, Kowalski, get Jonas out of trouble. I’m gonna hop buildings and get upstairs to try to get a shot. You two are gonna get JOnas up to cover my back the best he can, and then you’re gonna storm the building. No time for complaints, now fuck off.” With that, he grabs his rifle, and tears out back through the fake kitchen.

Cooper sets up his SAW on the counter, and begins putting rounds into the window you saw the shot come from, and the few around it for good measure. She won’t be taking any shots for the time being.

You and Arne rush Jonas’ position, and get him over each of your shoulders, and follow Solomon out the back.

You take up up three flights, which he swears about the whole time. You deposit him behind an overturned desk, and have him pointed at the door. He takes out a simulated med kit, and starts rubbing it over the ‘wound’ to control the blood loss simulation. It seems to be working.

Now, for the heard part. Crossing the street while in the sights of a world class sniper.

Give me 3 1d100’s, this roll is for Cooper’s continued suppression. Depending on his roll, Clara may get a shot.
>>
Rolled 58 (1d100)

>>166027
>>
Rolled 23 (1d100)

>>166027
Oh. Oh my. I'm gonna let you guys chew on that. I gotta take off for another half hour, forty-five. I'll let you guys know when I'm back.

Hope you roll high. Good luck.
>>
Rolled 16 (1d100)

>>166027
Fuck.
>>
Rolled 63 (1d100)

>>166027
This is why normal soldiers use arty.
>>
Allllllright. Ended up DDing more people, more places than anticipated. We still got anyone around?
>>
Rolled 5 (1d100)

>>166027
This is exactly why opposed roll systems are really fucking shit unless you have a very well structured modifier system.
>>
>>166487
Rolls aren't opposed. X number has Y consequence, unless it's something specific like trying to sneak past an individual person. You generally aren't rolling against someone in combat, nor is anyone rolling against you. Just a preset DC
>>
Alright. Seems I lost everyone being gone so long. We'll pick this up Monday morning if you guys keep it up.

See you then, thanks for playing, and feedback and criticism are appreciated and encouraged.
>>
>>166499
most are probably asleep, its well into the night in murica
>>
>>166502
Yeah, 2 am here. I was hoping it being a weekend they'd stick around, but no such luck. Hope to see you Monday
>>
>>166507
I just woke up, and its half past midnight for me.
>>
5:42pm for me
>>
>>166507
See you Monday boss, good thread.
>>
We got anyone around? Gonna start up here soon
>>
>>172411
One guy. I'm on my mobile so my ID may change.
>>
>>172411
Here. Missed last thread.
>>
>>172411
Present.
>>
You and Arne line up on either side of the door, and wait for Cooper to start. He fires off a few rounds, and the two of you start the mad dash up to the other building, zig-zagging wildly in front of the door.

Shots are scattering around your and Arne’s feet, an attempt to put you down, or at least turn you back. No such luck. Cooper is no longer firing for some reason, but you don’t have the time to look back or shout.

The two of you reach the door untouched, and take a breather. She won’t be poking her head out down here to take a shot at you. Solomon would take her out in a heartbeat, and she knows it.


>Rush her, get to her while we still know where she is
>Take it slow. We don’t know what tricks she has for us
>Write in
>>
>>172511
Take it slow. She said she went through some crash courses so she might have learned hot to set up a trap. If we have grenades I suggest using a lot here. Or maybe grab a piece of furniture and using it as a shield.
>>
>>172520
I don't think a furniture shield will help us much if she's using something high powered.
>>
>>172511
>Take it slow. We don’t know what tricks she has for us
If she's working alone, and with the crash courses she took, she may have taken the time to trap the building.

In fact, since she was specially invited, she probably got access to some new combat toys.
>>
>>172511
>Take it slow. We don’t know what tricks she has for us
>>
Alright folks, let's get 3 1d100 rolls
>>
Rolled 43 (1d100)

>>172710
>>
Rolled 39 (1d100)

>>172710
>>
Arne turns to you before opening the door. “We should go slow. If she’s been up there a while, she may have had some time to set up. Hyun or Cooper can let us know if she moves.”

“Sure can,” Hyun pipes in over the comms. “She hasn’t gone anywhere.”

With that, the two of you slowly pry the door open, and make your way for the staircase, accidentally activating a noise trap, but avoiding several others, and a poorly placed claymore mine, clearly marked SIMULATION.

Reaching the fourth floor entry, you find it unlocked, but difficult to move.

“Probably barred or blocked, somehow,” you say as you turn to Olafsson.

“And trapped, too.”

“Well, shit. Now what?”

>Push through, be wary of traps on the other side
>Go to another floor and try to find a way in
>Write-in
>>
>>172807
>Go to another floor and try to find a way in
>>
>>172807
>Go to another floor and try to find a way in
>>
“She may not be combat trained, but she isn’t dumb,” Arne says. “Barring that door is just to get us to set off a trap. We should find a way from another floor.”

You activate your comms to your team. “Hyun, Coop, you guys see any other way in?”

“You could jump down into a window from the floor above,” Hyun starts, “But that’s a long way to go if you fuck it up.”

Cooper activates next. “Looks like some piping on the side, you could hop into the fourth floor from there if you wanted.”

Arne’s eyes suddenly light up. “Or, if you want a kickass story to tell Soldier of Fortune, we could blow a hole through floor with that claymore we passed in the stairwell. But that could be tricky.”

>Rappell somehow from the fifth floor
>Go back to the ground and climb up
>Blow a hole through the floor
>Write-in
>>
>>172854
>Blow a hole through the floor
Arne has a point. This is as much about showmanship as it is professionalism and competence.
>>
>>172854
Blow a hole through and then rush in.
>>
>>172854
>Blow a hole through the floor
Shock and awe.
>>
Rolled 39 (1d100)

This is a pretty low DC, but I don't think I should let you guys just disarm a claymore for free.
>>
>>172925
oh no
>>
>>172925
Wouldn't it be more like just taking it from behind? Or cutting the wire if it's triggered by one?
>>
You give Arne a massive grin, and put Hyun and Cooper back on the comms. “Do you guys think you can keep her in one place? We’re gonna do something cool.”

You hear three loud cracks, and a small spattering of machine gun fire. “She’s not going anywhere,” Hyun says. “We both just put a few over her head. We’ll keep her pinned.”

You and Arne move back down to the stairwell to find the mine. Arne disarms it, and you carry it up to the fifth floor.

After a game of ‘hot and cold’, you manage to get it over Clara’s hiding spot. The other two have been keeping her pinned, but can’t manage a shot through her cover.

Arne rigs the claymore face-down to blow a hole in the floor, and pulls the rip-cord. The plan works as intended, and there is now a hole big enough for either of you to drop through in the floor.

“Well that was fucking cool,” Hyun says. “She knows damn well you’re coming now, though. What’s the plan?”


>Drop a grenade in. She probably still has a secondary weapon
>You didn’t go through all this showmanship to take the easy way out. Drop in, guns blazing.
>Write-in
>>
>>172949
>>Drop a grenade in. She probably still has a secondary weapon
Fuck it. We already have one wounded.
>>
>>172946
Yup. That's why it was a ridiculously low DC
>>
>>172949
>Drop a grenade in. She probably still has a secondary weapon
We did cool, now let's showcase smart.
>>
Alright. Let's get 3 1d100 rolls, please.
>>
Rolled 57 (1d100)

>>172970
It'd likely be us taking some fire from a group that saw us and took pot shots. Or something not related to why we should not breed due to failing something like disarming a poorly setup claymore with an obvious way to disarm it.

>Drop a grenade in. She probably still has a secondary weapon
>>
Rolled 85 (1d100)

>>172981
>>
Rolled 48 (1d100)

>>172970
>>
You walk over to the fresh hole, and lean in close to it.

“Ms. Baker,” you shout, suppressing childish giggling.

An awkward pause comes next. “What,” the questions comes up.

“Sorry,” you say as you drop in the grenade. The single curse word is muffled out by the loud ‘boom’ that comes next. You drop down into the hole to find Clara Baker locked in place, holding her rifle in both hands like it would protect her.

“You’re talented with that thing,” You say before searching the room for loot. Looks like just the guns and ammo on her, as well as another claymore pointed at the door.

> 1 M24, .308 WIN, 1 MAC-10, 9mm, 1 primed claymore mine
>Take loot?
>Offer loot to teammates?
>>
>>173045
>Offer loot to teammates
The claymore may be useful in setting traps against other teams.
>>
>>173045
Take the rifle and claymore. Give the rifle to the best marksman on the team.
>>
>>173045
>Acquire Claymore
>Loot Clara's rifle for our boy Solomon
>>
Arne comes down and deactivates the claymore, and you grab Clara’s rifle and her ammo for it. Solomon will probably like this.

The two of you leave Clara’s hide, and make your way back towards the stairwell. As you thought, barricaded and several noise traps to let her know you were coming. Going down the stairwell and crossing the street with Cooper and Solomon covering you, the pair of you end up back in the Deli.

“What the fuck was that, Cooper,” you ask the gunner.

“Damn thing jammed. I got it back up as soon as I could, but you were already inside. Solomon wants us to go upstairs to plan the next move.”

The three of you climb the stairs up to where you left Solomon and Jonas, who seems to be moving around under his own power, if awkwardly and slow.

You hand the rifle and ammo to Solomon, who slings his rifle over his back, and takes it from you. He points to a map.

“We were heading over here, but the fighting has died down a touch. Whether that’s because people are getting shot, or running out of ammo I don’t know. But the other place is starting to heat up, so we can go there if we want.”

>Keep going towards the parking lot
>Head towards the smaller gunfight
>Move to a new area
>Write-in
>>
Alright guy, I'm gonna sneak a nap in before work. I can keep this going there, though, so we'll probably pick his up around 430 or so. Feel free to ask questions or leave comments. Hope to see you guys in a few hours.
>>
>>173121
>Head towards the smaller gunfight
>>
>>173123
Nvm

>We take a break and start setting up little outposts or bases for us to operate out of, we deserve a rest, and this is likely to go on for a few days. Revisit previous areas and turn some desirable locations into weapon catches and fall back points we can retreat to.

Pick clean the battlefield of all the ammo and guns. This helps us last longer in the field, especially if we plan on getting into prolonged firefights. This ensures we can outlast anyone else by simply having more supplies and resources secured.
>>
>>173121
>>173156
Forgot to link it.
>>
>>173149
I don't mind pacifying the sector, before we start worrying about "logistics".

I'm afraid to ask incase this gives OP some ideas, but I want to know. How long have we spent in the simulated city? How many hours till sundown? Do we have any night vison equipment?
>>
>>173183
You could set up caches if you wanted, but I'd be doing some behind-the-scenes rolling to see if other teams would stumble across them or even set up traps.

It's about 2 hours until dark, and Combatix didn't provide night vision. You've been there about 6 hours.
>>
>>173279
>other teams would stumble across them
I would hope you mean us and not the caches, since I would think we were smart enough to take precaution to hide/trap the stuff very well. Maybe even in small enough amounts scatter over a entire building.

Or we could just plop the stuff in the middle of an open area with a big ass sign saying "This is not a trap, free stuff".
>>
Starting up here in 20 minutes or so
>>
>>173838
Ready when you are.
>>
Alright, I'm ready to go, but it looks like you guys are kinda split on what to do. Take care of the smaller gunfight, then set up caches around the arena? That the general idea?
>>
>>173998
I can agree to that.
>>
>>173998
Sounds good to me
>>
“Let’s go clean up that smaller mess. It sounds like the fun one is dying down,” Cooper says. “Is Jonas good to get that far?”

“I can manage,” Jonas replies. “Let’s get going.

The trip to the gun battle was pretty uneventful, and the team set up shop in a building down the street.

Hyun takes a look at the fight through his rifle scope. “Looks like the fight is taking place between the upper floors of two buildings across the street from each other. It didn’t heat up, just got bigger. Looks like both teams called in some support somehow, as there are 8 or 10 guys in each building, all playing nice. Seems pretty even. We could stick here and mop up the winners when they’re low on ammo and manpower, or we could get involved, either in favor of one team, or as an independent competitor in a third building that has a decent view of both others. Up to you guys.”

>Wait it out, ambush the winning teams
>Tip the odds in the favor of one of the teams
>Get involved on your own terms
>Write-in
>>
>>174060
Lets just ambush the winning team. We want to play smart to impress the big guys.
>>
>>174060

>Wait it out, ambush the winning teams

We've done enough crazy shit for the moment, lets play smart this time.
>>
>>174060
>Wait it out, ambush the winning teams
Sup MQH
>>
>>174060
>Get involved on your own terms
Remember that we're being watched, not just by clients but also by other merc teams.
We have to think of our reputation.
>>
Arne shakes his head. “We’ve got one wounded, and we’ve been fighting all day. We’re in no position to storm a building full of combatants, or to get into a three-way gunfight that will only be attracting more attention over time.”

The rest of the team agrees, and goes about fortifying the position. Hyun splits his time between watching for stragglers and keeping an eye on the gunfight.

At exactly 9 PM, about 2 hours after setting up in the building, a systems-wide Comms is sent out. A woman’s voice, clinical and professional.

“Day one operations, completed. Out of forty original teams, twenty three remain, in various strengths. Eliminated have been recovered and are awaiting the match results. Night one operations beginning now. In exactly 12 hours, at nine am local time, twenty three packages containing food, ammunition, and supplies will be airdropped in a random location. These packages are not assigned. Good luck.”

“Hey, would you look at that,” Solomon says. “Damn near in the top half, after eliminated two teams and a ‘special guest’.”

“Something to be proud of, for sure,” Arne replies. “But that means it’s probably just the cream of the crop that’s left. It’s only going to get tougher from here on out.”

Another hour passes, and it gets well and truly dark. One of the temporary alliances seems to have had a ‘disagreement’, and started on each other, and that’s all the other two teams needed. They mopped them up with ease.

“Looks like that party’s over. What’s the plan? And when do we make our move?”

>Storm the building
>Wait for them to leave and tail them
>Move into the building the other team was in
>Write-in

>Go now
>Wait a little while
>Wait until morning
>Write-in
>>
>Wait for them to leave and tail them

>Go now
>>
>>174244
Wait for them to leave and ambush them if they go outside
>>
>>174244
>Wait for them to leave and tail them
>go now
>>
>>174244
Rig a trap on their exit, let them trip and and snipe a few of them, then hide.
>>
“Let’s go set up. If they leave, we’ll follow. If they don’t, we’ll decide later,” you say. The five of you move slowly down for Jonas’ sake, and make it to the street under cover of darkness.

Moving through buildings when possible, and alleys when not, you make your way to the building the defeated team set up in, and wait for the victors to emerge.

After about an hour, a team of four leaves the building, heading east, towards where you were. A second team, five members, sees them out and waves goodbye before starting back upstairs into the building.

Jonas activates comms. “What now? They’re splitting up.”

“I’m thinking,” Hyun replies in a harsh whisper. “Open to suggestions.”

>Open fire on both teams right now. Take them by surprise.
>Follow the team that’s leaving.
>Work up into the building to take it from the remaining team
>Split the team
>Write-in
>>
>>174445
>>Follow the team that’s leaving.

Follow for a decent distance. We don't to make it obvious to the other team what is happening, otherwise they may run out and support our opponents.
>>
>>174445
>Work up into the building to take it from the remaining team
>>
>>174445
>Open fire on both teams right now. Take them by surprise.
Won't the team going up the building see us pass by tailing their friends?
>>
>>174445
Might as well take the building and get ready if the other team follows you
>>
>>174500
I don't see why they would if they are moving up inside the building, probably via the stairs. Opening fire on both teams though is going to lead to really bad odds for us. We already have 1 injured team mate, we shouldn't pick a fight with 2 groups by ourselves.
>>
>>174445
>Work up into the building to take it from the remaining team
Get to work on making a cache
>>
>>174445

>>174500
I agree with this poster. Push it hard. Go big or go home.
>>
>>174549
I could change it to pushing the building. i don't like others having the high ground.
>>
Looks like taking the building won. Writing.
>>
“We’re gonna follow the team up the building, and take it from them. That way we have a position if the other team comes to support,” Hyun decides after deliberation between the team.

Waiting a few minutes after the other team turned the corner, the five of you make your way across the street and down to the building.

“Here’s how we’re gonna do this,” Solomon says splitting you up. “Kowalski, Cooper, and Jonas are gonna go up this door, while me and Olafsson go around the back and find a way in. We’ll signal over comms when we’re ready.”

They leave the three of you at the door, and a few minutes later, you get a message telling you to start up. Creeping in through the door, you start up the stairs towards where the team had set up their camp for the night. You stack up on the staircase door, and radio Solomon.

“In position. What’s the plan?”

“I was about to ask you.”

>Kick in the door, start shooting.
>Pop door, throw grenade, close door
>Have cooper shoot through the door
>Write-in
>>
>>174626
>>Pop door, throw grenade, close door
>>
>>174626
Throw a grenade and then rush in.Hopefully they will be stunned if anyone is left after the blast
>>
>>174626
>Pop door, throw grenade, close door
Aim low
>Have cooper shoot through the door
Then toss another grenade.

Did we booby-trap the way up? In case the team comes back to support. It can also serve as a early warning system.
>>
Rolled 14 (1d100)

>>174666
Definitely this. We got claymores so no gorilla warfare trip wire grenade surprises is needed.
>>
>>174626
Grenadesssssss.
>>
Rolled 9, 27, 49, 11, 41 = 137 (5d100)

>>174691
Arne has the claymores. You could leave a rear guard, though.

Looks like the plan is general Shock N' Awe™? Gonna need three rolls of 2d100 then (Grenade then shoting, taking the best combination), and I'll be doing the rolls for everyone else's shooting and Arne's grenade.
>>
Rolled 47, 73 = 120 (2d100)

>>174728
>>
Rolled 87, 46 = 133 (2d100)

>>174728
We can all expend like a magazine through the walls for added hit probability.
>>
Rolled 13, 81 = 94 (2d100)

>>174728
https://www.youtube.com/watch?v=l13RCQNUyI4
>>
>>174739
Taking this one. Writing.
>>
Rolled 35, 50, 97 = 182 (3d100)

Return fire
>>
Filling Solomon in on the plan, you pop the door and throw a grenade. The other two do at the same time, but Arne gets a little excited and his goes right out the window, in an odd grenade flub from the huge Swede.

Closing the door tight against the burst, it pops out as the grenade detonates. You immediately tear into the destroyed room, and see three men in various states of wounded or ‘dead’. The five of you fire as you move towards cover, but none of you hit anything.

Wounded Jonas is moving too slow, and one of the men unaffected by the grenade drops him with two quick shots to the chest. He swears in pain as he hits the floor, his suit locking his body in place for the time being.

>Round 1, over
>Jan: 2 kills, 1 wound. Wounded will add +10 to all DC rolls.
>Jonas ‘dead’
>3 enemies remaining, 1 wounded with a SAW, 2 healthy with M4's.


>Continue trading fire
>Throw grenade
>Flank around (Who?)
>Write-in
>>
>>174819
Have the rest provide cover while Jan runs around and tries to get behind the enemies cover.
>>
>>174819
>Throw grenade
>Flank around
I thought we were going to fire through the wall and throw another grenade.
>>
>>174819
>1 wounded with a SAW
HIT THE DECK
>Flank around (Who?)
The guy with the LMG. That thing can tear through normal office paper thin walls like it was no thang. We need to take that guy out first.
>>
>>174819
Grenades, again. Then flank.
>>
>>174843
Yeah, that's on me. I counted votes wrong. If you guys are concerned, I can retcon it.

If not, I'll need three 1d100 rolls to keep going
>>
Rolled 54 (1d100)

>>174951
It bothers me a little that we ended up with 1 dead and 1 wounded team mate due to rushing in but I'd rather just move on and try to make the best of it. Mistakes happen, it's all good.
>>
Rolled 76 (1d100)

>>174951
Time to kick ass and chew bubblegum.
>>
Rolled 27 (1d100)

>>174951
>>
Rolled 43, 34, 7 = 84 (3d100)

Rolling for suppression and return fire, in that order
>>
“Solomon, they have a SAW,” you shout, close to panic.

“I know damn well they have a SAW,” he shouts back, as rounds impact the wall above his head. “We’ll keep him down, you go around and try to take him out”

The remaining team members stick their weapons out from cover, and begin shooting. Being as they are suppressed themselves, it doesn’t go great. More like a slapfight than a gunfight between professionals, but it works. No one is willing to stick their heads up while you flank around the side of their make-shift cover and put two rounds into the side of the gunner. The other two notice too late what’s happening, and take shots, but you’re already back behind cover when their rounds pass through where you were standing. They awkwardly take cover, but it's not ideal from either you or the other three.

>Round 2, over
>Jan:1 kill
>2 enemies remaining, both with M4’s. Suppressed and flanked, will at +10 to all DC’s taken

>Keep shooting
>Grenade
>Get back to your team
>Write-in
>>
>>175088
Check em. Also just throw a grenade. I am guessing we are getting low so maybe these guys will have some.
>>
>>175088
>>Grenade

Flush them out and have out our team take them down
>>
>>175088
>Grenade
cook the grenade.
>>
Alright, doing a lot of grenades for this mission. Give me 3 1d100 rolls
Also, this is your last grenade.
>>
Rolled 16 (1d100)

>>175168
>>
Rolled 32 (1d100)

>>175168
>>
Rolled 69 (1d100)

>>175168
>>
Rolled 38 (1d100)

>>175168
>>
>>175191
Hopefully that saves us after those terrible rolls
>>
Rolled 36, 40, 34, 51, 97 = 258 (5d100)

Teammates and return fire
>>
Gonna pick this up in a few hours, probably. Gotta go. Sorry guys.
>>
>>175258

No problem man, take care of business
>>
>>175258
Iss cool
>>
Rolled 4 (1d4)

Welp. Even with his penalties, that 97 is hitting someone. Let's see who.
>>
>>175776
Damn
>>
You pop a grenade, and throw it towards the two. One man trips as he tries to run, and is caught in it’s blast. The second, however, sprints away in time, heading for the door, firing off rounds as he does. The barrage of fire misses him somehow, but his wild return fire finds a mark, as Cooper yells and falls back, dropping his weapon. Son of a bitch.

>Round 3, over
>Jan: 1 kill
>Cooper: Hit, status unknown
>1 enemy remaining, nearly at the open door

>Fire at the man
>Chase after him
>Check on Cooper
>Write-in
>>
>>175816
>>Fire at the man
>>
>>175816
Fire at the man and if he gets away, let him go and check on cooper.
>>
Alright, folks. Fire up those 1d100 and give me 3 of them.
>>
Rolled 70 (1d100)

>>175858
>>
Rolled 82 (1d100)

>>175858
>>
Rolled 27 (1d100)

>>175858
Last roll to move things along. I pray it isn't a 1
>>
Rolled 50 (1d100)

>>175858
Eat Shit And Die.
>>
The man is sprinting towards the door, but he ends up in your sights, and you put three rounds in his back. He drops to the ground, his suit seizing him up.

>Combat over

>Loot: 3 M4’s 5.56, 1 M249 5.56, 1 Remington 870 12 ga, 1 AA-12 12 ga, 3 glock 17’s 9mm, 1 1911 .45ACP, 1 Glock 23, .40 s&w, 1 Smith & Wesson 629 .357 magnum, 7 grenades, 3 combat knives, 2 machetes, 1 tomahawk
>What would you like to take? You have used 9 rounds of ammo and 2 grenades. You currently have 6 magazines.

Now that the threats are down, you run over to check on Cooper. He took two shots, one to the right arm and one to the right shoulder. He’ll be okay, but not at full capacity for the rest of the time in the arena.

“Well, we can set up here and fortify in case someone comes to check out the chaos, or we can leg it before someone shows up. I’m not sure Cooper’s good to move, though,” Solomon says. “Jonas, you okay?”

“Yeah, I’ll just hang out with these guys until they come to round us up. Thanks for asking.”

“Alright. Then what’s the plan?”

>Set up here
>Take off
>Write in
>>
>>176120
Take the grenades of course , and maybe that tomahawk. Set up the area to a crossfire trap but is there any way to use our environment as a weapon? Like to rig an in-office trap?
>>
>>176120
>Set up here
Set up some grenade traps.
See if there's any strings or wires we can use to set up the guns so we can pull their triggers remotely when we need a distraction.
Always take grenades.
>>
>>176120
It's getting late. Set up a defensive perimeter and get some rest.
>>
>>176120
As the others have said, set up some traps, place people in defensive positions and get some rest.
>>
Rolled 1 (1d10)

>>
Also, looks like we're refilling grenades. Snagging anything else?
>>
>>176199
Tomahawk.
>>
“It’s late, and we’re a man and a half down,” you offer. “Let’s set up here for the night and get some actual rest.”

You block staircases and set up traps with grenades and the claymore mines, and block off the windows to the other buildings. You loot your new friends of a pair of grenades, and the one that caused you all that trouble of his tomahawk. You leave your knife with him, though.

You have first watch, and it is quite boring. Not even a peep. It seems everyone else had the same idea you did, bunker down for the night and wait for first light.

Arne replaces your watch, and you pull up a comfortable spot of floor, and get a few hours of sleep.

Solomon wakes you up as the first soft lights of dawn pour in through the windows.

“The cities waking up. A little bit of gunfire here and there, but it doesn’t sound like it’s really started yet. Crates are dropping in about 20 minutes. If we get somewhere they’re likely to drop, we can either pick one clean in a hurry, or set up an ambush for someone that is about to. Or, we could wait for it all to blow over.”

>Take off to the park
>Take off to the residential district
>Take off to the industrial sector
>Stay in the office buildings

>Set up an ambush
>Rush a crate
>Wait for everything to calm down
>>
>>176222
>>Take off to the park
>Set up an ambush
>>
>>176222
Checked'. Also we should rush a crate but then use it as a ambush point by making it look unlooted. Go to the residential district.
>>
>Take off to the industrial sector
Nobody ever goes to the industrial sector. If our opponents are as professional as us, they will likely follow this principle as well. That's when we catch them with their pants down.
>Set up an ambush
>>
>>176222
>Take off to the industrial sector

>Set up an ambush
>>
Rolled 8 (1d10)

Let's see how eventful your trip to the industrial sector is
>>
>>176269
Welp...
>>
Rolled 48 (1d100)

>>176269
>>
“The industrial sector has been quiet, but not empty. There’ll be someone there, and they probably won’t be expecting trouble. If we go, we can probably set up a decent ambush as a team tries to get to a crate.”

Solomon agrees, and you recover your claymores but leave the grenade traps. The four of you say goodbye to the people you’d been sharing the room with, including Jonas, and start towards the industrial sector.

About halfway there, the comms come on, and the same clinical female voice places itself in your ear.

“Night one operations are now over. Out of 23 teams, 14 are now remaining. Twenty-three support crates are now inbound. These packages are not assigned. Day two operations are beginning now. Good luck.”

“We’re doing pretty good,” Arne says. “Top fifteen, and I think that numbers about to go way down by the next update.”

“Which means we’re getting down to the best teams here, and we’re down members,” Hyun replies. “Keep on your toes, everyone.


Keeping on your toes was an excellent suggestion, and Arne pulls you and Solomon into an alleyway as rounds hit the building behind you.

“Contact,” he says, letting go of you. “I didn’t get a count.”

“Well, do we fight, or do we run? We’ve got the ammo for a firefight,” Hyun says, pulling out the M4 he traded the M24 for in the offices. “It’s just a question of if we have the manpower.”

>Round 1, over.
>No hits, no kills.
>Unknown number of enemies, unknown armaments.

>Stay and fight
>Retreat
>Get an idea of the enemy before making a decision
>Write-in
>>
>>176294
We should retreat. We seem like we are in a very open place. Even if it is in an alley.
>>
>>176294
>>Get an idea of the enemy before making a decision

Do we know if we were spotted?
>>
>>176305
You were. They managed to get a shot off, but Arne saw movement and pulled you out of danger in time.
>>
>>176318
>>176294
Alright, changing my vote >>176305
to retreat for now
>>
Rolled 53 (1d100)

We'll see how good they are at chasing
>>
“Let’s get the fuck out of here,” you say. “Cooper’s hurt, and we don’t know what we’re getting into.”

“Good plan,” Solomon says, and begins running to the other end of the alley.

You sprint across the street and into the next alley, ducking through a back door into a building.

The four of you get to an upstairs office, and wait for trouble to either find you, or pass by.

About fifteen minutes pass, and it seems they moved on. No obvious signs of a trap, and through a window you saw some crates parachuting in the distance. They probably reached the ground by now.

“So,” Arne says. “Looks like we’re in the clear. What’s the plan now?”

>Go after a crate
>Go after a team going after the crate
>Try to pick up the trail of the team that attacked you
>Sit tight
>Write-in
>>
That's gonna be the last update of the night. I'll pick back up in the morning, hope to see you guys then. Comments, criticism, and questions always appreciated. Thanks for playing folks, hope to see you in a few hours.
>>
>>176361
>Go after a team going after the crate

Lets scout that crate drop and set up an ambush
>>
>>176361
Go after the crate and continue original plan
>>176364
Alright sounds good man.
>>
>>176364
Thanks for running, it was good fun. See you next time.
>>
>>176361
>Go after a team going after the crate
We lost the advantage of time so no ambush. We could still catch then when they are trying to loot the crates or setting up THEIR ambush, though.
We'll need resources too. Vae Victis, motherfuckers.
>>
>>176361
>Go after a team going after the crate
>>
Can't sleep, but too tired to put out my half-decent usual writing. How are you guys liking the combat? I'm trying to make it both harder and more guided. How am I doing with that?
>>
>>176552
It's noticeably harder but not like... overkill. I think the presented options have been pretty good as well and all of them had a chance of success with decent rolls. Some were obviously riskier than others but that's a pretty good representation of what you'd expect in these situations.

All in all I'm enjoying it.
>>
>>176558
Actually, to add on to this I like that we can't just cut through all of our enemies with ease. The fact that we have to be tactical and move carefully makes it all feel more real.
>>
>>176552
I like the fact that there is some danger. Like our one teammate that got "killed". A lot more fun
>>
OP, what were Ms. Bakers thoughts on our wiping her out the way we did? In fact, what impression have we left with the groups we've come into contact with so far? Lastly, if you can answer this one, what do you feel the chances of us winning this thing are?
>>
>>176567
Baker doesn't really know enough about combat to have a professional opinion on you guys. Most of the teams you have faced are thinking of you as fast and surgical. Right now, the odds seem pretty good, as long as you don't get overwhelmed. If you can pick when and where you take on other teams, you'll probably do pretty well. Rolls will decide that, though, more so than I will. There's also the matter of Colt Williams, who will be a 'boss battle' per se, with his own set of DC's and such. If the rolls decide you face him in anything other than a straight-straight-up confrontation, you guys might be in trouble.
>>
>>176590
I totally forgot about that guy. Was he just running around solo or did he have a team?
>>
>>176590
couldn't some other team have taken him out?

Can we get dice modifiers?>>176552
>>176361
ambush anyone going for a crate.
>>
>>176593
He's alone

>>176640
Right now you guys have -6 DC to all rifle shots, making the threshold foe most enemies 64. With so few teams left, that's about to start going up a little though.
>>
Rolled 96 (1d100)

Shouldn't it be possible to carry a mini uzi or other compact smgs instead of a handgun? The modern trend has been towards miniaturization since they just can't compete against Assault Rifles in power, RoF or range.

If you say no due to balance reasons, then we'll leave it at that.
>>
>>176740
Nah, you definitely could. Clara's Mac-10 was a good example. Just a matter of finding and buying one. Glock 18, mac-10, mini uzi, all would be acceptable.
>>
>>176740
We have a MP5SD don't we? Or was it with threaded suppressor instead?
>>
>>176552
Much much harder, though as long as you understand why its harder and it has a reason for being so, then its good, but if it stays like this when we're fighting mooks and haji's in our day job then thats a big problem.

Also you place waaaaay too much of the outcome on dice, theres been more than a few situations where even though tactically there would be big differences between approaches to combat, dice just overwrote everything and took the tactics out of it, the firefight that got Jonas 'killed' is a good example of that, doesn't help that the votes were miscounted that put us straight into a disadvantage the dice took advantage of.

Keep in mind pacing, if the difficulty level stays the same, and the amount of contacts stay the same, we're going to start burning out and you run the risk of things becoming 'samey'.
>>
>>176902
I'm trying to alter how much the dice do by putting penalties on opponents based on tactical decisions like suppression or flanking. If you guys don't think that's enough, I can start working in something for good tactical choices. And yeah, the difficulty will definitely change depending on who you're fighting. Drug runners in Miami will be much easier, both as far as DC's go and in terms of being able to out manuever. I appreciate the feedback, though. Keep it coming.

>>176782
The suppressor is not integral, it can be removed and placed on another long gun. For the record, I know that isn't how it works, but we'll stick with it for now, if just for simplicities sake.


We'll pick up here soon. I just need to find some stuff and we'll get going
>>
Alright, I can go for about an hour and a half. Enough people around to make that worth it, or should we just do this when I can do 3 or 4 hours?
>>
>>177133
I'm here. Won't be in three hours.

But I can't speak for the rest, obviously.
>>
>>177133
I got to do something in like two hours so I guess its up to anyone else still here
>>
>>177133
I'll join in, but I'm at work so yea
>>
>>177133
I'm awake, Just woke up.

>>177080
I suppose having some small bonus modifiers for that battle in the building would be better than a retcon, it really fucked us up.

>>174666
>>174819
>>174843
>>174951

But lets just suck it up, and keep going normally.
>>
“Let’s go try to take a crate from someone,” you say, “We should keep people away from that stuff if we can.”

The team agrees, and you set out carefully, making sure you weren’t walking into a trap set by the team that attacked you.

The four of you make your way to where you saw the crates parachuting down. Solomon leads the team into the upper floors of a building, and from there you could see two crates. One, with a team already picking through one. Six men, two on watch, four searching for the goodies in the crate. You wouldn’t be able to make a good attack from this building, but perhaps you could from one of the others. The second, was as yet untouched, but who knows for how long. That one could be seen clearly from your current position.

“Well,” Solomon says. “What’s the group want to do?”


>Attack the team at the crate
>Set up an ambush at the second crate
>Go after the crate on your own
>Write-in
>>
>>177275
>>Set up an ambush at the second crate
I say we do this. 6 people might be a bit steep, even if we surprise them, which might be harder since they actually have people watching out.
>>
>>177275
Set up an ambush. We could take their new goodies from them.
>>
“I don’t think we can take six, even if we surprise them. Let’s try to get someone as they come for this crate,” Cooper says. The team agrees.

“Well, let’s set up an ambush, then,” Solomon begins. “How do we want to do this? If we all set up in this building, we won’t be able to get them in a crossfire, but we’ll be better prepared if this takes a while, and they try to storm the building to get us.” He motions to two buildings that box the crate in. “Or, we can send two to set up in the adjacent building, and try to end this in a hurry. We have to do it now, though. We obviously won’t have time when they get here.”


>Stick together
>Send two to up a crossfire
>Write-in
>>
>>177362
I say we send two over, and just rig the way up with one or two nades. Shit hits the fan, the other team can maybe hit them in the confusion.
>>
>>177362
Send two over. Speed is the name of the game and we need to quickly get these guys.
>>
>>177362
>Send two to up a crossfire
>>
“Let’s try to end this quickly,” you suggest. “We haven’t been doing well in protracted fights, we’ve done best when we’re hitting hard and fast. Two take a buildings perpendicular to this one, and we try to get them all before they know what’s going on. We can leave a claymore to even the odds if they try to move in on us.”

“Awesome,” Solomon says. “We should send one of the rifleman with one of the specialties. What do you guys want to do.”

>Stay here
>Go to the other building


>With Cooper
>With Solomon
>>
>>177435
Stay there with cooper. He is the wounded one I think.
>>
>>177435
>Go to the other building
>With Solomon
Be vewy sneeki you bweekis
>>
>>177435
Well, Cooper should stay here, seeing how he's wounded.
Beyond that maybe the better long range rifle man with the mg?
>>
>>177435
>Stay here
>With Cooper
>>
>>177435
>Stay here
>With Cooper
>>
Looks like we're sticking around with Cooper. This will be the only update for about another hour and a half or so. Writing
>>
“Cooper should stay here. He’s wounded, so if for some god-forsaken reason he got caught trying to cross buildings, that team would be in trouble. I’ll stay with him.”

“Good thinking,” Arne says, handing you a claymore. “Let’s get going, Solomon.”

They cross the yard into the next building, and radio you when they’re set up. Now it’s just a matter of setting up the mine and waiting for someone to take the bait.

>Set the claymore up at the door
>Set the claymore up in the stairwell
>Set the claymore up at the entrance

After setting the mine, you didn’t have to wait long. A group of five men, a gunner with a heavy limp, two riflemen, a point man cradling one arm like it's wounded, and a marksman, similar to your original set up begin cautiously moving up to the crate. The marksman and the gunner scan for threats while the other three hurry through the crate.

“Who’s going first,” Solomon says over the radio. “Use the sniper to push them into the gunner, or the gunner to push them into the sniper? Or do we all go at once, and hope they get confused?”

>You and Cooper fire
>Arne and Hyun fire
>Everyone fires
>Wait
>Write-in
>>
>>177636
>Set the claymore up at the entrance
More places to hide a claymore, and more time to react.

>You and Cooper fire
Gunner opens up. They won't be able to hear the sniper as easily, by the time they wises up to the sniper, hopefully ,we'd have dropped 2 or 3 of them by now.

Also, why are the other teams so big? We started with 5, but it seems others got to bring 8 or mores guys to the fight? If that is the case, we could have brought more fodder, if only to provide extra bullet sponges and firepower/ammo carriers.
>>
>>177657

Sounds like a good plan to me and we went with 5 because the winning pot would have larger proportions for us
>>
>>177657
Teams are limited to six. You guys, like most teams, brought five, some brought four, some brought six. These guys have five with two wounded.
>>
>>177657
If they are being careful they will listen the sniper firing. If not, then we don't have much to worry about, the Sniper could probably take them all out before they realize what's going on. They would have to be incredibly amateurish to not notice someone opening fire on their position. Unlikely such an easy mark would have made it to this point, but maybe they knew what they were and decided to just stay put and suckerpunch the winner.

However >>177685
If they aren't breaking any rules they are probably the survivors of two groups who joined forces to even out the odds a little.
>>
>>177716
I'm saying they are probably not going to realize the sniper fire over the automatic gunfire of the machinegun suppressing them.

>>177685
>Teams are limited to six.
>These guys have five with two wounded.
So limit is 6, thats why these guys have 7 squaddies?
>>
>>177734
No, he means they have 5, 2 of which are wounded.
>>
>>177734
Of their 5, two are wounded. Sorry if that was worded a little funny
>>
Rolled 19 (1d100)

Alright, we're good to go. You and Cooper are firing, and forcing them to take cover that exposes them to Hyun and Arne. Give me 3 rolls of 1d100, and we'll count all three because it's a surprise attack. This for Cooper
>>
Rolled 67 (1d100)

>>177874

Damn Cooper, I know you're wounded but come on man
>>
Rolled 59 (1d100)

>>177874
>>
Work calls. writing when I get done in half an hour or so
>>
Rolled 91 (1d100)

>>177874
>>
Rolled 78, 7, 1 = 86 (3d100)

Return fire
>>
>>178062
Lol
>>
Cooper opens fire, and is clearly having trouble controlling his weapon with his wounded arm, his shots going wide left by far. You fire three bursts in quick succession, your first wounding the sniper, and your third putting down a rifleman. The shots in between bounce off of the crate, narrowly missing the wounded shotgunner.

The remaining four men dive behind the cover of the crate or nearby trees, sending fire your way. The sniper, slowed by his wounds, doesn’t have time to fire off, but his three comrades do. The gunner fires a burst in the wrong direction, clearly having no idea where the shots came from, and the shotgunner’s weapon jams, sending him back behind cover, swearing, to deal with it. The remaining rifleman, however, sees you and Cooper, and sends a burst of three rounds your way. You quickly duck behind cover, and the rounds strike the wall where your chest would have been, if it wasn’t protected by the all. A close call, to be sure. Six inches higher, those would have caught you in the throat, and likely put you out for the tournament.

>Round 1, Over
>Jan: 1 kill, 1 wound. Wounded will take +5 DC to all rolls
>Cooper: 1 miss
>4 enemies remaining, 1 wounded sniper, 1 wounded shotgunner with a jammed weapon, 1 rifleman and 1 gunner.

The cover they have taken has exposed them to Hyun and Arne, who have not revealed themselves yet.

>Keep shooting - Keep their attention while Solomon and Olafsson take shots
>Keep your head down - Wait until the other two take some heat off of you
>Write-in
>>
>>178093
Is it close enough to throw a grenade? If it is, then shoot down the men as they jump out of cover. If it is far, we could roll for it.
>>
>>178093
>>Keep your head down - Wait until the other two take some heat off of you.
>>
>>178107
It's close enough, but it would be a very high DC and even a successful throw will probably damage the contents of the crate.
>>
>>178093
>Keep shooting - Keep their attention while Solomon and Olafsson take shots
Don't leave cover, it's not important if we hit anything, we are just creating a distraction.
>>178107
Nah, let's Solomon and Arne play their cards first, then we'll show our hand.
>>
>>178093
>Keep shooting - Keep their attention while Solomon and Olafsson take shots
>>
>>178132
Fuck. Alright. Go with this
>>178135
>>
Alright, looks like we're gonna blindfire while Arne and Hyun use the distraction. Give me 3 rolls of 1d100. Keep in mind, this is blindfiring, so the DC is going to be much harder than usual.
>>
Rolled 88, 93, 13 = 194 (3d100)

>>178204
Forgot to roll for the other three
>>
Rolled 29 (1d100)

>>178204
>>
Rolled 40 (1d100)

>>178204
Give'em hell
>>178211
I guess they did.
>>
>>178229
Aww crap, those are the enemy rolls.
>>
>>178211
We're fucked.
>>
Rolled 36, 38 = 74 (2d100)

>>178234
Nope. Cooper, Solomon, Arne, in that order. THESE are the enemy rolls
>>
Rolled 23 (1d100)

>>178204

3rd D100
>>
You peek just enough to see what’s going on, stick your rifle out over the wall, and fire in their general direction. Cooper, however, has none of your reserve and pops his M249 on the windowsill and fires, putting down the wounded shotgunner. Solomon and Arne use the opportunity to pop out of cover, and Hyun puts down the wounded sniper with a shot to his chest. Arne’s shots are about as effective as your own, and miss by quite a ways.

The return fire is also pretty ineffectual, bouncing harmlessly off the building a floor below you.

>Round 2, over
>Jan: 1 miss
>Cooper: 1 kill
>Solomon: 1 kill
>Arne: 1 miss
>2 enemies remaining, a gunner and a rifleman.

“Still two left,” Hyun comes on over the headset. “Moving to better cover, too. What’s the plan?”

>Keep shooting from the window - They’re pinned with no where to go
>Jan and Arne get to the ground and try to flank with Solomon and Cooper supporting and suppressing
>Write-in
>>
>>178300
Might as well flank. It has always worked for us before. Try to keep the distance. The sniper is out.
>>
>>178300
Cooper and Arne keep suppresing, Jan moves in with explosives; flush them out or destroy the cover, and Solomon goes in for the kill.
>>
>>178300
>Jan and Arne get to the ground and try to flank with Solomon and Cooper supporting and suppressing
>>
Rolled 45, 50 = 95 (2d100)

Alright, you and Arne are moving this turn, so you don't get shots. Solomon and Cooper do, though.
>>
>>178300
>Keep shooting from the window - They’re pinned with no where to go

adjust ourselves bit more, so our fire is more accurate.
>>
>>178320
Well I don't want to destroy the goodies.
>>
“Keep them where they are,” you reply into your mic. “Arne, let’s get down and try to flush them out.”

“Sounds good,” Solomon says, and pops out of cover to take a shot, and Cooper follows suit. Neither take anyone out, but they do a good job of keeping heads down, which was more the point anyway. You are now at the door of the building, and Arne at the door of his. The crate is about 30 yards from you, and the two remaining men are taking cover behind a thick copse of trees about fifteen yards beyond that. The yard has several trees that would make decent cover, but none as good as the crate.

>Take cover from tree to tree (+5 DC to hit, but much closer)
>Rush the crate (+10 DC to hit, but will take fire along the way)
>Write in
>>
>>178407
>Take cover from tree to tree (+5 DC to hit, but much closer)
>>
>>178407
It might sound kinda suicidal but couldn't they provide covering fire and Jan could run literally right to them and shoot them down? Any smoke grenades or flashbangs?
>>
>>178407
>Take cover from tree to tree (+5 DC to hit, but much closer)
>>
>>178426
You could do it, but it will take two turns, so they'll get two shots off at you while you're on your way if the suppression fails
>>
>>178467
Whats the minimum suppression would be at?
>>
>>178407
let the suppression peter out, and hide, let them move out of cover then hit them again when they move.
>>
>>178407
>>Take cover from tree to tree (+5 DC to hit, but much closer)
>>
>>178499
Successful suppression starts at 50 with +5 to DC, then adds +2 for every 10 above. Fire has to be automatic, though.
>>
Rolled 65 (1d100)

>>178564
do I roll?
>>
>>178575
Nope, I roll for everyone but Jan. You guys can take a shot while you run if you'd like, though.
>>
>>178590
We aren't spetnaz, so let's concentrate on getting ther ein one piece.
>>
Rolled 30 (1d100)

>>178590
Sure why not
>>
Rolled 99, 19 = 118 (2d100)

Alright, tree hopping. Rolling for suppression for cooper first, then actual shots from solomon
>>
>>178635
Hot damn, I guess trees are just no match for a LMG.
>>
Rolled 27 (1d100)

And return fire at you and Arne
>>
You let know Cooper and Solomon that you and Arne are making a break for the trees.

“We’ll keep them busy,” Cooper says as you and Arne run from the door to cover. Stealing a glance, you see the team’s gunner fall back in amid dozens of tiny explosions of dirt and bark, firing wildly into the air as he falls. The rifleman waits for Solomon’s shot to hit the tree he’s hiding behind before ducking out and taking a quick trio of shots, which hit harmlessly at around Arne’s feet.

The two of you end up at the trees, safe for now. You have to keep moving though, before the rifleman flanks around you.

>Move up to the crate
>Keep moving between the trees
>Fire from here
>Write-in
>>
>>178707
>>Keep moving between the trees
>>
>>178707
Keep moving
>>
>>178707
Move up to the crate.
>>
>>178707
>Keep moving between the trees

Trust in our teammates

Question on the cover fire, are they guaranteed not to hit no matter how well they roll?
>>
>>178745
Nope, if they roll below a 50, the suppression fails and no penalties are applied
>>
>>178707
>Keep moving between the trees.
>>
>>178761

Gotcha but there is no chance of hitting even if they rolled 100
>>
>>178771
Sorry, read that wrong. 1-2 is a crit fail, 99-100 is a crit success, so he hit. A 98 would have just been a damn good suppression.
>>
>>178794

Awesome, thanks for clarifying
>>
Rolled 17, 82 = 99 (2d100)

Rolling for Cooper suppression and Solomon shots
>>
>>178803
not bad
>>
Rolled 17 (1d100)

Return fire
>>
You and Arne continue running from tree to tree, keeping in cover as much as possible. Cooper seems to lose control of the gun again, his first few shots hitting the cover, but they eventually patter out to the right. Solomon lands a shot on the man’s stomach, dropping him to the ground, but not eliminating him.

He props himself up on an elbow, and fires with his M4 one-handed. Predictably, the shots miss, but kudos to him for putting in the effort

>Round 4, over
>Cooper: 1 miss
>Solomon: 1 wound, will add +10 to DC’s
>1 wounded enemy remaining

“He’s down, but not out,” Solomon says over comms. “Be careful.”

You are currently in cover, perpendicular with the last man. About 20 yards of open ground occupy the space between your covers. The man is on the ground, in pain, and holding his weapon one handed.

>Charge him
>Shoot from here
>Write-in
>>
>>178864
>Shoot from here

No sense jumping in front of an active combatant
>>
>>178864
>>Shoot from here

He knows he is done and might do something crazy, lets not put ourselves in the line of fire needlessly
>>
>>178864
Just charge him. He is wounded and he is the last guy
>>
This is a pretty sweet quest, yo.
>>
Rolled 34, 56, 29 = 119 (3d100)

>>178901
Thanks!

Alright, looks like we're shooting from here.
give me 3 rolls of 1d100. Rolling for team mates.
>>
Rolled 92 (1d100)

>>178917
Rol
>>
Rolled 50 (1d100)

>>178917
>>
Rolled 45 (1d100)

>>178917
>>
Your teammates open fire on the man, all three either missing entirely or the rounds bouncing off his cover, which he was lucky enough to fall behind.

You are luckier, and manage to line up your shot and put three into his chest, causing him to collapse to the ground, defeated.


>Combat over
>You expended 9 rounds of ammunition
>Loot: 1 PKM 7.62x39, 2 M4’s 5.56, 1 Saiga 12 12 ga, 1 glock 17 9mm, 2 USP .45acp, 1 Beretta 92fs 9mm, 3 grenades, 4 combat knives, 1 machete
>What would you like to take for loot? You have 12 of 30 rounds in your current magazine, and 6 out of 7 available magazines. Any guns taken will be dropped when changed to original two, unless you exchange outright.


“Well fuck,” Solomon says as he reaches you and Arne, with Cooper close behind. “That was harder than I thought it would be. Do you guys want to go through the crate, or get out of here before someone comes to see what all that ruckus was about?”

>Go through the crate
>Leave (Where?)
>Write-in
>>
I'm gonna call the thread here for now, folks. I might pick it up in the morning, but I think we'll be in autosage so I may just archive it and start a new one later. Check twitter to be sure.

Thanks for playing, and as always, questions comments and criticism is encouraged. I'll be able to do a little bit of a QnA if you guys want, but it'll be slow and spread out.
>>
>>179004
Have some of us on watch, the others go through the crate. Actually, OP is the crate too heavy to move? Could we drag it into the closest building so we have some cover whilst we go through it?
>>
>>179038
I'd like to do this, we've ambushed soo many people and won, by hitting them in the open, its not even funny.
>>
>>179027
Thanks for running boss, the only question I have today is about the crate and our ability to move it as suggested in my post here >>179038
>>
>>179004
>PKM 7.62x39
the PKM uses 7.62x54r
>>
Also, gather up the weapons and ammo, and hide them somewhere, like in a office building in some cabinets. Assuming the buildings are furnished with stuff to hide them in.
>>
>>179004
>>Go through the crate
also grab the grenades, if we can do >>179038 then we should

and like >>179199 said, try to relocate the loot and gear to deny enemies from it if we're not taking it
>>
>>179173
Why yes, yes it is.

And you guys can move the crate. It's small enough but would need two of you
>>
>>179443
Alrighty, next time we should have two people moving the crate with the rest of the team on guard.
>>
Gonna archive the thread, folks. Next thread will probably be tomorrow, but check twitter
>>
>>181292
Thank you for running.
>>
>>181487
Thanks for playing!



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