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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.


Now, nearly forty 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.

Quest Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Contractor+Quest
Last Thread: http://suptg.thisisnotatrueending.com/qstarchive/204454
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

Last time, on Contractor Quest: You landed in Atlanta, got cleared for duty, selected a mission, bought some new toys, and got on a plane to Nepal
>>
"We’ll help who we can, Mikail. And kill the bastards for those we can’t.” You rise from your seat. Dove nods as he stares at the floor. He is apparently not impressed with this situation.

You walk over to the man reading Soldier of Fortune. Well, you say a man. He more closely resembles a door that has somehow grown a beard. The man is probably in his forties, but has shoulders and a chest that any heavyweight boxer would be proud of.

“You know,” you say as you sit across the aisle from him, “They came out with a computer game of that. You should try it some time. Warning, though, it didn’t age well.”

He looks up from the mazagine at you, and grins. “Buddy,” he says, with a thick Boston accent, “I’m old enough, I played it on launch day. I like to think I aged better than it did. Connor Dunn,” he says offering his hand. He did, however, say it as ‘Cyannah’.

“Jan Kowalski,” you say as you shake the offered hand.

“I recognize that name,” he says, his eyes lighting up. “Rumor has it you’ll be on the cover of one of these, soon,” he mentions as he wiggles the magazine at you.

>Stay with Connor
>Sit with Solomon
>Sit with Mikail or Ty again
>Sit by yourself
>Write in
>>
>>282048
>>Sit with Solomon
We're quite often planning with him, could get a general gameplan up.

And maybe mention to our Connor that Sol would be there, too. Could be handy, if he knows he can trust his comrades to be competent.
>>
>>282048
>Sit with Solomon

see how things went with Clara

I hate my timezone, time for this anon to sleep
>>
“Solomon Hyun is on mission, too,” you say as you motion towards the back of the plane. “He was team leader then, and had a lot more to do with winning that tournament than I did.”


Dunn looks around you and sees Solomon. “Well, shit,” he says, his accent so thick you can see his mouth struggling to make the shapes. “Looks like my team is in good hands with you two around.”


You thank him for his time, then make your way to the back of the plane, where Hyun is sitting.


“Hey, man, how’s it going? How’d things end up with Clara?”


“Pretty well,” he answers, his eyes not leaving the dossier. “When we get back I’m taking a train up to Charleston for a dinner date with her. Pretty excited.”


Weird, he didn’t sound excited. He was staring at that dossier like it was going to tell him where King Solomon’s Mines were. He was also talking slowly and softly, almost like he was talking to himself.


>Reply to Solomon (Write-in)

>Sit with someone else (Who?)

>Sit by yourself (Timeskip to landing)
>Write-in
>>
>>282139
>Sit by yourself (Timeskip to landing)
Sup CQH
>>
>>282139
>Reply to Solomon (Write-in)
"Well good luck with it man, on a more work oriented note, anything in the dossier that stands out or warrants extra consideration?"
>>
>>282139
>Sit by yourself
>>
“Well,” you say, standing. “I hope that goes well for you.”


“Thanks,” he says, still not looking at you.


You wait for something further, but it doesn’t come. You’ve never seen him like this before, not even on the way into Bogota. Best leave him to his preparation.


You find your own seat, near the front of the plane. You spend some time dicking around, but eventually decide to sleep.


You wake up to the pilot announcing you’re about to land. You retrieve your gear bag from the overhead bins, and make your way off the plane.


You make your way down the stairs to the runway, and find a short Nepalese man in military uniform, and a tall American in a suit and jacket waiting for you.


The Nepalese man said something you didn’t understand. The American translated


“This is General Arjup. He commands the garrison here, and is the one that put out the contract. I am Adam Monroe, CIA operative assigned to the area. I’ll be your liaison and translator here.” He ushered you into the back of a large, canvas topped truck. “Are there any questions about the mission?”

>Any questions for Agent Monroe?
>>
>>282139
>Reply to Solomon (Write-in)
"Sounds like things are going good, then. What do you have for us on the mission site?"
>>
>>282224
How quickly do we expect the response team to arrive?
>>
“How quickly do you expect the response team after we retake the temple?,” Dunn asks of the agent.


He converses with the general for a few moments then turns back to your team.


“It’s twelve hours up the mountain, so at least that long. You can probably expect between eighteen and twenty four hours between taking the building, and having to fend off attackers. That’s assuming, however, that they don’t have a second team ready for this. We’ve seen no evidence, but you can’t be sure.”


He waits for any other questions. None come.


“If that's everything, we should be at the base of the mountain within the hour. Decide what you want to take up yourself, and what you want to give to the…,” he says something Arjup, who seems adamant on what to say. “The porters.”


>Some things have been assumed, mostly things with no alternative. However, there are still a few decisions to be made.
>What would you like to take up the mountain yourself? Weapon, armor and grenades have yet to be decided
>>
Gonna step out for a moment. With the pace right now, I doubt anyone will mind.

Should be back in 30 or 40 minutes.
>>
Back, if that's what you guys were waiting for. Or, maybe we're just a ghost town today. Time will tell
>>
>>282517
Hey I am here. Missed a part of it. Sorry
>>
>>282525
No worries. It was pretty short notice
>>
>>282279
XM-8 with RDS, foregrip, and rifle suppressor.
9bang and grey smoke.
Level III plates, both of them.

Can we assume that if it says (equipped) on our character sheet, the item is equipped and we don't have to specify it?
>>
>>282279
I say take up your armor, smokes, thermal, ammo, and your main weapons.
>>282537
Basically this
>>
>>282537
Yeah, those are the things that you brought no alternative for, so I just slapped them on. You can take stuff off if you'd like, though.
>>
>>282551
Why would we leave any equipment behind?
>>
>>282607
I certainly can't think of a reason, but you guys are free to do what you'd like, and have surprised me before. Gonna write when I'm done eating here.
>>
>>282613
What about a snowball fight with isis?
>>
>>282630
They tend not to play fair
>>
>>282646
Well we could put ice in the snowballs
>>
>>282279
Let's bring our normal loadout with suppressors fitted.
>>
You spend about half an hour digging through your bag, and another fifteen minutes setting everything up. You ultimately decide on your XM8 with all it’s goodies, the level III plates, a 9Bang and a graysmoke grenade. You’re also bringing your suppressed g19 in a thigh holster, and you tuck your g26 and an extra mag into a pouch behind your armor.


By the time you’re finished, you arrive at the quick and dirty base set up along the path up the mountain. The seven of you get off the truck, and Monroe begins speaking.


“The porters are at the foot of the trail, and will be ready to go as soon as you give them what they need to pack up.”


You bring your bag to the four men that Monroe mentioned. Each of the porters is bearing a long, curved knife in a thick leather sheathe, and a look of intensity you’ve only seen in place; a British Gurkha regiment in Afghanistan


Suspiciously, you hand them your bag, and they begin packing away. Hyun and Mitchell both give you a look, they seem to be thinking the same thing.


>Say something to Monroe and Arjup about the Gurkhas
>Leave it be, and start up the mountain.
>>
>>282719
Just leave it be. Gurkhas are pretty based.
>>
>>282719
>Leave it be, and start up the mountain
Hey, if the Gurkhas want to get in on some terrorist killin action on the down-low, who are we to complain?
We aren't being paid by the head, after all.
>>
You aren’t getting paid by the kill. This is good, becuase you imagine that these Gurkhas will be taking a lot from you. It seems General Arjup is not too happy about the political process of sending the military up to this temple. You simply nod at Monroe, and start up the mountain after your ‘porters’.


---------


Monroe wasn’t lying. It’s a full 12 hours up that mountain, and damn near morning by the time you reach the bridge across a chasm. One of the two gurkhas that speak english explained that the temple will be about 500 yards after a turn you can see from your side of the bridge.


Connor Dunn speaks to Mikail Dove. “Get a drone in the air over there. Let’s see what we’re getting into.”


Dove takes the drone he didn’t have put in the massive bags your nepalese comrades are carrying, and throws it in the air. He pulls a tablet from his vest, and begins controlling it.


A few minutes pass, and he speaks to the group. “Eight men outside the monastery. Six on the ground in front of it, not paying a whole lot of attention. Five AK’s, two near the door, and one longer gun, couldn’t get a good shot of it. There’s a small ridge overlooking the whole area, a PKM and another AK. They’re actually doing what they’re supposed to. Without optics, though.”


Dunn speaks. “Good work Dove. Now, a plan. It’s still dark, so we could probably sneak up if we wanted. Or, we go in fast, hit them with some shock and awe, and get to the hostages before anything worse happens to them.” At that, he motions to the half-dozen or so bodies hung from the rope bridge. You see a few children among them.


>Stealth in
>Go fast and loud
>Write in
>>
>>282819
Lets go for the Shock and Awe treatment. Lets rush in in numbers.
>>
>>282819
>Stealth in
Take that ridge first.
>>
>>282819
> Stealth in
>>
>>282819
>>Stealth in
We can still go loud if we need to interupt something, and shock and awe might be even more effective if we're already close.

And if we don't need to, well getting these fucks without them calling for help might buy us a couple hours till the siege.
>>
>>282837
>>282864
>>282882
>>282884
Majority votes to sneak in. That, however, will have to wait until tonight, or most likely tomorrow morning. I gotta do some shit around the house then go to work. I'll be monitoring from my phone to answer any questions you guys have.

We'll keep the thread up, so don't archive it please. Thanks for playing guys, see you in a while.
>>
>>282898
Thank you!
>>
>>282898

Aww, I only just made it
>>
I've been putting this off until we had a feel for Jan and his personality, but I think we should be okay. Let's do some meta shit. Tell me about Jan. What does he look like? What kind of car does he drive? What's his favorite movie? Hammer out some details like that while this thread is resting
>>
>>283239
Blonde hair. Blue eyes. Big and burly? Maybe a beard or a full goatee. When he isn't in some foreign shithole he drives a 2015 ford Mustang. As for movie, something polish. He plays a lot of Witcher, but not a lot of other games.
>>
>>283239
Sandy blonde hair, a scar over his left eyebrow from a fist fight as a teen, all his teeth are good except a bottom incisor that never fell, through nature or force, and ears that stick out just little too far from his head.
>>
>>283273
Most SOF dudes are kinda average in size. I figure a little taller than average, far more fit than average. Are ostentatious tattoos a universal thing or an American thing with respect to the military?
>>
>>283494
Most militaries of the CQ world have banned tattoos in order to distance themselves from the Private Military industry. Contractors tend to have them, though, when they've been in for a while. Kowalski wouldn't have any yet. Sorry breh. I can give a 'let's get tattoos' option in the future, though.
>>
>>283502
Gotcha. Most foot infantry seem to be of average height in the US. Is it the same deal for poles in the game universe?
>>
>>283540
A quick Wikipedia check says the average polish man stands 5'10ish. Seeing as SOF is generally the most physically demanding portion of a given military, we'll say they tend to be about 6 foot even
>>
>>282743
Their barracks are unhygienic as shit though and they have some real bad issues as of late with a fall in quality. My old man told me about how they did riot control in Ireland..now that shit was impressive.
>>
>>284462
Lately, probably. But like in WW2, man they were fucking legendary,
>>
>>284499
Defiantly. Hell the degrade has only started be be notable in the past 15 years. Such a shame
>>
Not gonna lie, I have a bit of a boner for Gurkha's. They aren't going to be some glory stealing QMPC's, but they'all be the real deal
>>
Picking up the thread when I wake up, probably about 8 am cst
>>
Anyone wanna hear about how Gurka's dealt with riots during the Ireland Conflict and how they "supported police".
>>
>>284754
Yeah
>>
>>284766
The Gurka's were deployed in a medium sized town to support the police in searching properties and maintaining order. This led to the populous rising up and begining a riot which spread through most of the town.

The Gurkas at the time were under the command of the police as an agreement, the Police not wishing to appear weak within their own community refused to use the Gurkas despite them falling back and most of the area falling into chaos. Eventually the Amry was requested to aid and the Gurka returned to British army command.

The police were instructed to form a defensive line of riot shields. The Gurka were gathered 100m behind this line and told to sit down facing away from the riot with their kukri on their laps.

The Commisioner of the area stood up on a podium and gave the rioters an ultimatum, disperse or they would deploy the Gurka's to "Restore and maintain Order".

The rioters refused and kept pushing on, however 5 minuites later the Gurka's stood up...the Rioters paused for a moment before continuing, another 5 minuites pass, the Gurka now begin a war chant of sorts and drown out the sound of the rioters. At this point some Rioters sense shits about to hit the fan and begin to leave. 10 minutes later half the mob has dispersed. At this point the Gurka's all turned around as one with their fucking kukri waving in the air and were ordered to march forward with the police riot line.

Needless to say panic set in, then apparently someone did something very very stupid...Someone shot one of the cops.

My dad said he was in an OP watching and he said the sight of suddenly a horde of Gurka charging through the rioters to reach the gun man was enough to cause the mob to break and run, only a few people got the chop, the ones armed and striking the police.

Their key goal was basically a fear factor and at this time they were not to hold back, screw the guns nothing scares people like a screaming Gurka and a fucking 18 inch blade.

>Sorry no exact details or incriminating stuff because i'm not meant to talk about this shit
>>
>>284845
Khukris are fucking boss, and Gurkas have one hell of a reputation. Got a three cheera hanging two feet from me.
>>
>>284845
That's brutal.

Gonna start up here in 15-20 minutes
>>
Rolled 18, 54, 82, 38, 12, 6 = 210 (6d100)

Let's get three rolls of 1d100 to see how you sneak up into range. I'll be rolling for everyone else. Dunn doesn't sneak, so he stays at the corner you saw from the bridge until it's clear. Solomon is also not coming up with you, as he's already well within range.
>>
Rolled 89, 79, 41, 47 = 256 (4d100)

>>
Rolled 79 (1d100)

>>285753
>>
Rolled 34, 69 = 103 (2d100)

“We should start slow and quiet,” you offer to Dunn. “If we need to go loud later, there’s nothing stopping us. We’ll actually be closer when we start, so it’ll be more effective.”


“Excellent point, Kowalski,” he replies, and begins splitting the team. “Hyun and I will stay back here. The rest of you get in as close as you can, and we’ll figure it out from there.”

The contractors ready their weapons, and move slowly, and low to the ground. The gurkhas draw their knives, and do the same Two of the gurkhas only make it about two hundred yards in before being forced to hide from the prying eyes of islamic extremists. Mikail doesn’t make it much further than that, being stuck behind a low wall.


A third gurkha makes it roughly halfway before having to stop, or risk being seen.


Mitchell gets within a hundred yards of the temple entrance, but quickly dives behind a statue as a man turns his direction. The guard seems suspicious, but not enough to actually leave the conversation he’s having.


You and a gurkha reach the temple, and round corner away from the ridge and the men on it. You can see the man on the PKM tap his spotter on the shoulder, and point to where the first two gurkhas are hiding. Looks like trouble.


“Dunn,” you say softly into your mic, “We need to put down those two on the ridge. Does Hyun have a shot?”


A moment passes, then your earpiece crackles to life. “He can get one. Can you do the other?”


Give me three rolls of 2d100. Failing to kill either of these men will alert the temple of your presence. Rolling for Solomon.
>>
Rolled 76, 99 = 175 (2d100)

>>285782
Oh boy.
>>
Rolled 18, 32 = 50 (2d100)

>>285782
>>
>>285799
Ouch
>>
>>285803
good thing you rolled loads better than me
>>
Rolled 21, 6, 49, 94, 1, 88, 75, 13, 68, 22, 11, 17, 49, 71 = 585 (14d100)

“Yeah,” you answer, and line up your shot, waiting for Solomon. His first shot goes high, slamming into the stones behind the gunner. His next shot hits, but as the man props himself up on his arms to see what happened. Hyun’s second bullet tears through the gunner’s right upper arm, nearly severing it. You hastily adjust your aim, and luckily fire off three quick shots, putting the man out of his misery before he can scream. The rifleman next to him seems awestruck at this turn of events. He snaps back to his senses, and reaches for a radio before three shots from your rifle blow his head apart like a watermelon.


>Round 1, over

>Solomon: 1 wound

>Jan: 2 kills

>6 enemies remaining, 5 AK models and 1 longer, unidentified gun. They are unaware of you.


“Good shooting, Jan,” Hyun says over the comms. “That was nearly a shit show.”


“Yeah, it nearly was,” Dunn’s thick accent pops into your ear. “So fucking kill him next time. Still six left. Those were the only two paying attention. The other four can sneak up, now, and we can finish up the outside.”


Several minutes pass as the other men sneak into position. The gurkhas, armed with only a kukri, surround the four men speaking in a circle. The one around the corner you leaves to join his comrade after resting a hand on your shoulder, and giving you a nod.

“Everyone ready?,” Dunn asks through his mic, and gets a number of ‘affirmatives’ in response. “Good. Let’s put these fuckers down, and get inside, then.”


Give me 3 rolls of 2d100 to see how well this little ambush goes. I'm rolling for everyone else, who also get two rolls each. Except for Dunn, because he's carrying a Mossberg 500 that's probably older than you are. That doesn't do quiet too well.

Solomon, Dove, Mitchell, Gurkhas 1, 2, 3, and 4, in that order.
>>
Rolled 17, 16 = 33 (2d100)

>>285843
>>
Rolled 27, 62 = 89 (2d100)

>>285843
we should police up all the guns and ammo after we take this place and use an identify scroll on that long gun
>>
Rolled 31, 96 = 127 (2d100)

Ya'll better hope these aren't high.
>>
Rolled 99 (1d100)

Dunn has decided his immediate action is required.
>>
>>285859
And is a fucking BADASS, it seems. Post should be up, soon.
>>
>>285856
Oh no lol
>>
Solomon fires two shots at the man at the left of the door, and misses them both. Dove also misses his first shot, at the other guard, but his next slams home in the man’s chest. He slides to the ground, a streak of crimson on the wall behind him.


Ty Mitchell takes aim at the man Solomon missed, and gets one round off before his rifle double feeds. He dives behind a statue, swearing, and begins trying to correct the malfunction.


The gurkhas explode from their hiding places, kukris in hand and utterly silent. It’s a little unnerving, even for you. Steel flashes, and men begin dropping. One enemy is utterly decapitated, and two others are stabbed through and through, and their necks broken in one swift movement. The fourth, however, senses something is very wrong, and dives forward, getting a shallow slash across his back. He’s now on the ground, and the gurkhas begin do descend on him.


You miss a third set of shots at the door guard. His mouth seems frozen in fear, but his legs are not. He makes a mad dash inside, and turns to slam the door behind him. From the corner of your eye, you see Dunn, tomahawk in hand. He rears back, and throws it with force and form any MLB pitcher would be proud of. The weapon flies through the air, and buries itself in the bridge of the final man’s nose.


He hops up to the door, and plants a foot on the extremist’s chest. Pulling out the tomahawk, he activates his mic. “Sloppy. You fuckers need to start hitting shots. Lives are at stake.”


>Round 2, over. Combat over

>Bishal: 1 sick decapitation

>Shekar: 1 kill

>Tiray: 1 kill

>Shamar: 1 light wound, 1 capture

>Mikail: 1 kil

>Connor: 1 kill

>1 enemy remaining captured and held by the gurkhas.


>Loot: 1 PKM 7.56x54r, 5 AK models, 7.62x39, 2 AK models, 5.45x39, 1 FAL, 7.62 NATO, 7 combat knives, 1 bolo machete.
Dunn walks over to the man held down by the gurkhas. “Anyone speak Arabic,” he asks over comms.


“I can,” Hyun says, and walks over with a looted AK in his hands. His M14 is nowhere to be seen. He is wearing same expression he did on the plane. He sets the AK on the ground, and pulls a combat knife from his vest.


He spends a few minutes waving the knife in front of the man’s face and speaking to him in Arabic. When he’s done, he stabs the man twice in the chest while covering his mouth.


“Fifteen men inside,” he says. “Ten or eleven in the building proper, and four or five in the monk’s barracks with the hostages.”


Dunn whistles. “That’s a lot. Do we sneak in, storm the place, or try to lure them out here?”


>Rush in, guns ready

>Sneak in, eliminating as you can

>Try to draw them out somehow (Write in a plan)
>Write-in
>>
>>285907
I say to lure them out there. We can try to hide the bodies but the blood will still be in the snow.
>>
>>285907
>Try to draw them out somehow (Write in a plan)
see if we can't find anything on the enemies bodies like comms gear to draw some unaware attention outside, make them think its just something inconvenient and not suspicious, though what in particular I'm drawing a blank on as its 1am and I'm about to fall asleep
>>
Alright, looks like we want to find some sort of comms gear and lure a few out. Give me 3 rolls of 1d100. I'm gonna do a little behind the scenes rolling to see how many come out
>>
Rolled 11 (1d100)

>>285929
>>
Rolled 61 (1d100)

>>285929
>>
Rolled 83, 72, 10, 80, 1, 31, 2, 32, 37, 3, 94, 43, 47, 82 = 617 (14d100)

Rollin' for various attacks. There's a lot of you.
>>
>>285965
>1, 2, 3

pretty shitty mercs, also if I don't continue posting it means I've fallen asleep on my keyboard
>>
“I grabbed a radio from one of them,” Hyun says motioning to it. “We could use that to try to lure them out.”

“Do it,” Dunn nods. “Everyone get in position. Do it quietly, if we can. That way we still have the option of sneaking in.”

The four gurkhas take place behind the steps, looted AK’s slung over their backs, and kukris in hand. Dunn is around one corner, with a tomahawk in one hand and a small knife in the other. Mikail is around the other corner, his M4 at the ready. Solomon and Ty are up on the ridge, about two hundred yards from the entrance of the building. You set up behind a statue in the temple’s courtyard, with a clear view of the now closed door. The bodies were dragged around a corner of the building, and the blood stained snow trampled and torn up.

You hear Solomon say something into the radio, and several seconds later, six excited men leave the door, rushing out.

Solomon fires two shots, his first striking a man in the chest, killing him, and his second tearing through a man’s stomach, dropping him to his knees. Mitchells’ first shot goes wide, but his 1 second burst slams into a third man, sending him falling from the staircase, clutching his chest. Mikail’s weapon seems to jam somehow, and he dives back around his corner to take care of it. A gurkha slips on the ice as he attempts to jump onto the staircase, falling back to the ground with a thud, and another loses control of his knife, tackling a fourth man to the frozen ground below. Dunn slams into a man with all his mass, and drops the tomahawk, but recovers quickly and sticks the smaller weapon into the man’s throat. He drops to the stone floor, choking on his own blood. One of the remaining gurkhas kills the man tackled to the ground, while the final gurkha slashes the sixth man across thighs and puts him to the ground with a brutal headbutt. Your burst kills the man that Solomon wounded, ending the fight in a matter of moments.

>Round 1, over! Combat over
>Bishal: 1 kill
>Shekar: 1 incap, killed by the gurkhas on the ground
>Connor: 1 kill
>Jan: 1 kill
>Solomon: 1 kill, 1 wound
>Ty: 1 kill

>Loot: 4 AK models 7.62x39, 1 870 12 ga, 1 M4 5.56 NATO, 4 combat knives, 2 tomahawks, 1 Makarov .380 auto (Meets holdout requirements)

“That went better,” Dunn says over comms. “Good shooting gentleman. Now, storm, sneak, or try it again? They might expect something fishy this time.


>Storm in
>Sneak through the building
>Attempt to lure more out
>Write in
>>
>>286019
It's time to sneak in. I don't think they will fall for the same thing again
>>
>>286019
>>Sneak through the building
>>
Rolled 35 (1d65)

Alright, cool. Give me three rolls of 1d100. One of them will have to beat this roll. They don't get full 100, as they're not paying attention and don't expect trouble.
>>
Rolled 74 (1d100)

>>286033
>>
Rolled 1 (1d100)

>>286033
>>
>>286046
Lol
>>
>>286046
welp I'm going to bed now and never rolling again, hopefully that 1 doesn't haunt my dreams...
>>
Rolled 8 (1d10)

Unfortunately, critfails take precedence. Let's see how bad it is. Lower is better.
>>
Rolled 62, 27, 48 = 137 (3d100)

Incoming fire
>>
>>286052
Shit
>>
>>286052
do we have fate points or similar?
>>
“They won’t fall for that again,” Hyun says over your comms. “And they might be on alert now anyway. We should sneak in as far as we can, then go hard to the hostages.”

Dunn just nods, and lines up on the door. He quickly pushes the door open and files in with the rest of you shortly behind. It seems your little ruse drew out the first two rooms in their entirety, food still on a table in the first, and a dice game mid-turn in the second.

That, however, is where your good luck ends. In the second room, you accidentally knock a bust off a desk of some sort, and it shattering may be the single, loudest noise you’ve ever heard. In your panic, you look to Dunn who is already lunging for you.

“Cover!” he shouts midair, and tackles you behind a pillar, just as the door behind him explodes into gunfire. No one seems hurt, but you’re definitely between a rock and a hard place, here.

>Round 1, over’
>Stalemate
>Unknown number of enemies, and more sure to be on the way.

>The room you are in is roughly 10mx15m, with three central pillars, and a number of thick wooden cabinets and tables which your team is currently taking cover behind.

>Plan of attack?
>>
>>286056
Nope, nothing like that. Trying to keep this real...ish.

I will be honest though: It will be hard to actually die in contractor quest. That's not to say there won't be consequences, or that it's impossible, but actual death will be more a result of poor decisions, rather than bad rolls. For you, anyway. Teammates and friends will be easier to kill off than Jan will be.
>>
>>286074
>Trying to keep this real...ish.
Theres a vast difference between it being 'authentic' and 'realistic', and the former always makes for a better quest than the latter
>>
>>286071
suppressive fire to give us a window to check their disposition, then throw a 9banger into their cover and relocate to better cover (wooden furniture is concealment not cover hollywood) and engage

time for sleep
>>
>>286071
Do we have a grenade?
>>
Rolled 81 (1d100)

Alright, suppressive fire on the door, and Jan throws a 9Bang in. Give me 3 rolls of 1d100. This is for Ty keeping them away from the door.
>>
Rolled 53 (1d100)

>>286098
Would a smoke grenade have worked better or worse, do you think?
>>
>>286096
You brought a stun grenade and a gray smoke grenade. The team decided against frogs and similar grenades due to the risk of avalanche.
>>
Rolled 40 (1d100)

>>286098
>>
Rolled 100 (1d100)

>>286102
>>286098
>>
>>286101
A smoke wouldn't have helped much, as they were firing through the door, rather than taking aimed shots at you. It may in the future, though, depending on how all this goes.
>>
>>286104
Jan is on a roller coaster of competency, today. Give me an extra 3 1d100 rolls, using all three for shots.
>>
Rolled 36 (1d100)

>>286110
>>
Rolled 22 (1d100)

>>286110
>>
Rolled 58 (1d100)

>>286110
may as well roll the third before the darkness claims my mind
>>
Rolled 17 (1d100)

>>286110
>>
“Mitchell!” Dunn yells over the roar of gunfire. “Get them away from that FUCKING door!”

“On it!” Ty yells back as he pops out of cover, and begins putting slow, controlled bursts through the door into the next room.

Dunn turns to you next. “Get that damned 9Bang into those fuckers.”

You rush up, desperate to make up for your mistake. You hit the wall near the door, and motion to Ty to stop firing. He does, and you toss the grenade in. The BANGS bounce off the stone walls, and the firing from the other room stops immediately. You kick in the door, so damaged it flies off it’s hinges. You fire three bursts, the third hitting amanin his stomach, and he falls to the ground. You dive into his cover, putting all your weight into the knee you drive into his throat, killing him. You peek over your new cover and see three men covering their ears or eyes behind their chosen covers.

>Round 2, over
>Jan, 1 kill, 3 stuns
>3 enemies left stunned for 2 more turns.


>Plan of attack?
>>
>>286158
If they are still stunned then Jan can just stand up and mow them down
>>
>>286158
Fire controlled bursts into all of them. They're stunned, so take advantage.
>>
Alright, give me three rolls of 3d100
>>
Rolled 76 (1d100)

>>286207
>>
Rolled 54 (1d100)

>>286207
>>
>>286220
3d100, friend. Gimme 2 more please
>>
Rolled 53, 80 = 133 (2d100)

>>286229
Oh lol
>>
Rolled 55, 34 = 89 (2d100)

>>286228
>>
You decide to take advantage of the stun grenade, and leave cover. You fire one burst into the chest of a man trying to see through eyes that won’t work. You place your red dot over the chest of another man, but your gun clicks empty. Letting it drop to it’s sling, you pull your suppressed g19 from it’s holster, and begin firing. One man gets two into his chest, and another gets one to his throat and a second into his head.

>Round 3, over.
>Jan: 3 kills
>Your g36 has an empty mag in it. You have 6 in your vest.

>Loot: 3 AK’s 7.62x39, 1 M4 5.56NATO, 1 saiga 12 ga,

In the new-found silence, you hear men in the next room. One is shouting, and you hear a radio shouting back. The rest of your team hurries in, guns pointed at the door.

>Plan of attack?
>>
>>286287
Open the door a little, throw a flash in, wait for it to pop, and rush in.
>>
>>286287
Reload, shouldn't it be our XM8?

Put our thermals on, throw the smoke grenade in, and come in low and take them out.
>>
>>286311
Yes, yes it should. Thanks for catching that.

I think I'm gonna call the thread here for now. May pick it up again in the morning or later tonight.

Thanks for playing guys. Keep an eye on the Twitter. I'll be around on my phone to answer any questions.
>>
>>286287
Flash and clear, although it's a little risky because they know we're coming. Some CS gas would have been an excellent follow up to the banger.
>>
>>286324
Thanks, handler. stay frosty.
>>
>Merc
>Kostov Security
>Tomahawk
>some of the mercs personalities

This feel like a lot of subtle references to Deniable Assets Quest.
homoshowerwhen?
>>
>>287117
just wait until you see Kostov Security's logo

Also, probably when I feel like I'm a good enough writer and you guys reach a certain story point
>>
>>287117
I read somewhere recently that Handler took a lot of inspiration from DAQ
>>
>>287871
I believe I mentioned in my first few threads that two of my favorite quests were Polite Society and DAQ. Unfortunately, Maxim literally disappearee and Fall Guy had that 'real life' shit going on. I think I'mmm a quest curse. Nothing I've followed has reached an end before dying other than that sith quest where everyone insisted on going full retard with lightning and bled to death on a bar floor
>>
>>288313
Oh god I remember that! Why the lightning in that bar full of criminals in a game that was explicitly on hard mode!? So much potential wasted.
>>
>>287117
Also, Kostov Security is the only reference I've made intentionally. Tomahawks machetes and knives have different DC's and what not. Contractor/merc is just the overall theme, and it seems like 'witty smartass with a heart of gold' is just a quest go-to.

I will admit though that Impact!'s base is modeled slightly after The Brick. Even if that's more of an inspiration thing than a reference thing
>>
>>288385
Right? We'd already restarted once, and their backs were turned to us. Vibroblade and keep cover? Nah. Force lightning, blow cover as with, then die.
>>
Thinking about running if we have enough around.

So, let's get a robot roll call going.
>>
>>288631
A robot roll call?
>>
>>288637
https://m.youtube.com/user/mst3kofficial
>>
>>288631
Im here
>>
>>288631
here! Late, but here.
>>
Was waiting on three! Plan still to have someone toss a flashbang of some sort in and then start shooting?
>>
>>288807
Sure, I can't think of anything better at this point. Although if anyone takes cover and isn't hit by the flash we are in trouble. Lets hope the dice are in our favour a littlemore
>>
Rolled 39 (1d100)

>>288819
That's up to the dice gods, my friend. These dice gods, actually.
>>
Rolled 61, 47, 99, 9, 19, 24, 31, 54, 28, 89 = 461 (10d100)

>>288831
Gonna see who gets caught by the flashbang. Just a simple roll against that thrity nine. Don't worry, this isn't everyone in there, I'm just masking the actual number.
>>
Rolled 46, 50 = 96 (2d100)

Can I get 3 1d100 rolls for shooting?, taking the best. This is for the others rushing in, Mikail and Dunn
>>
Rolled 50 (1d100)

>>288873
>>
Rolled 49 (1d100)

>>288873
Rollin'
>>
Rolled 17 (1d100)

>>288873
Not looking too good.
>>
Return fire
>>
Rolled 61, 99, 41 = 201 (3d100)

>>288908
OR NOT
>>
>>288916
That was earlier than I was hoping for an enemy to crit. Writing.
>>
“Someone,” Dunn starts, “needs to get a stun grenade of some sort in there.”

Mikail runs up to the door, and opens it a touch, tossing a simple flashbang inside. He runs in immediately after it bursts, with you and Dunn right on his heels.

Dove’s first shots wing a man caught by the stun grenade in the shoulder. You and Dunn finish him off, you with your rifle rounds and he with buckshot. Three more men are in the room, and take aim as you dive into your various covers.

Over the roar of gunfire, one sound stands out. A gunshot. You’re not sure how you picked it out over the chaos, but you did, and now everything feels like slow motion.

It all snaps right back up to speed as your left hand explodes in pain, and your rifle flies from your grasp you don't have the nerve, yet, to check the hand.

>Round 4, over
>Jan: 1 shared kill, wounded. Will take penalties to all actions that require a roll.
>Mikail: 1 wound
>Connor: 1 shared kill
>3 enemies remaining, unknown armament.

>Plan of action? You haven't checked your wound yet, but your hand isn't working right and you can feel blood.
>>
>>288954
Take cover and pull out our side arm. Let the team know we've taken a hit.
>>
>>288954
draw pistol, charge and fire at the nearest enemy. We drop the volume of fire now we die. Suppress and kill.
>>
>>288954
Draw our pistol, fire at the closest enemy we can get a bead on.
Dammit, we JUST bought that XM8! If that shooter broke our gun, we're cutting his balls off!
>>
Stay in cover and deal with wound, stay in cover and shoot people, or leave cover and shoot people.

Decisions decisions.
>>
>>289039
Ill change my vote to

>>289031
>>289031
Leaving cover is stupid
>>
>>289039
I'll change vote to staying in cover and shooting people.
>>
>>289045
Alright, give me 3 1d100 rolls for pistol shots. These are for your teammates
>>
Rolled 82 (1d100)

>>289054
>>
Rolled 3 (1d10)

Also, rolling for the fate of glorious fish gun. Lower is better.
>>
Rolled 27 (1d100)

>>289054
>>
Rolled 36, 86, 10, 40 = 172 (4d100)

>>289054
Damn phone auto correcting to a capital D
>>
Rolled 61 (1d100)

>>289054
>>
You aren't going to die from a wounded hand. You may, however, die from people that keep shooting at you, so that takes precedence.

You stick your good hand out from cover, and a single eye. Two quick shots, and one of the gunmen falls, clutching his chest. One down.

Dunn quickly pops from cover, and sends a man slamming into a wall with a shell of buckshot, and Solomon puts two rounds through the head of the final man with a looted AK.

>Round 5, over. Combat ended.
>Jan: 1 kill
>Dunn: 1 kill
>Solomon: 1 kill

>Loot: 5 AK’s, 7.62x39, 1 M4 5.56 NATO, 1 Saiga 12 ga, 5 combat knives, 2 machetes

With the fight over, you finally look at your hand. It’s not pretty. The round struck about an inch below your ring and pinky finger, which are now hanging by skin and flesh, and split your hand from the wound up to the knuckles. You won't be using it for the rest of the mission, at least.

The XM8 made off much better than you did. Your forgrip is destroyed, and the red dot cracked when it hit the ground, but the rifle is intact. That’s a load off, at least.

However, you will need medical attention. Mikail is working with the hostages however. They seem beat up, literally, but nothing life threatening.

>Have Mikail look at your hand now
>Wait until he’s done with monks and other people
>>
>>289144
>>Have Mikail look at your hand now
The hostages will live.
>>
>>289144
>>Have Mikail look at your hand now
Can't look after them if we are bleeding out
>>
>>289144
>Have Mikail look at your hand now
I really don't like it, but we're bleeding right now and we need to stop the bleeding at least.
>>
Fuck the monks. You can't defend them short half your hands and half your blood.

“Dove”, you shout, sliding down a wall into a sitting position. “I took a round. Hand’s all sorts of fucked up.”

He jogs over, and arrives in a matter of moments. He gags a little upon seeing the wound. “Yeah you fucking did. Jesus.”

He spends a few moments cleaning the wound and stopping the bleeding. Then, he pulls out a tube of super glue to get your hand back together. He proceeds pulls a small folding knife from his pocket and flips it open.

“Hey, what the fuck,” you say, jerking your hand to your chest, which you immediately regret.

“I can tell you right now you aren't keeping the fingers,” he explains in a doctory, bedside tone. “I can take them now, and save you a lot of pain over the next day or two, or you can deal with them flopping around like that, and tear open the wound every three hours, even with them wrapped up."

Looks like you have a choice to make.

>Fuck it. Take them now.
>I’ll get a second opinion on that, thank you very much
>Write-in
>>
>>289226
Fuck, this is a pretty big deal... Fuck ummm

He has a point... we are here for too long and it isn't like we can just put them on ice and go straight to the hospital.

>Fuck it. Take them now.
>>
>>289226
>>Fuck it. Take them now.
Put 'em on an icebox, we may (may) get the chance to reattach them if we can get to a hospital. Other way opens us to shit like sepsis.
>>
>>289226
Hey Handler, without spoiling anything, are we going to lose our job to this? We might have a lot of trouble holding a rifle for a while.
>>
>>289226
There's nothing in our Improved IFAK that can help with this?
Like some of instant-set cast plaster or something?
>>
>>289244
This is a pretty easy fix, once you're not in a thousand year old temple on top of a mountain. Don't worry, it's just a bitch for the rest of the mission. Like I said, I was countingnon an enemy getting a crit. Just not this soon.

Besides, you don't really NEED those fingers anyway.
>>
>>289247
The improved IFAK is many things, but a portable OR it is not. These fingers aren't broken, they're hanging.
>>
>>289254
Shit. I mean, grip strength will suck, but yeah I guess it's not a real need. We can always go for prosthetics, right?
>>
Looks like we're"re losing fingers. Give me three rolls of 1d100 to see if you're manly enough to stay concious
>>
Rolled 59 (1d100)

>>289271
>>
Rolled 11 (1d100)

>>289271
new study shows true grit just a meme.
>>
Rolled 57 (1d100)

>>289271
>>
You spend a few moments agonizing over the decision. Not too many, though.

“Fuck it, then. Cut them off.”

He says nothing. He only nods, and pulls out a handful of gauze rolls. He hands you one, and you bite down on it, rather than your tongue.

Solomon and Dunn hold you down, while the Gurkha's watch with a sick fascination. They’re judging you right now, and how you handle this pain.

You manage to scream, even through the guaze. You feel yourself losing consciousness after he makes the second cut. Mikail breaks something under your nose, and you snap back to reality. Smelling salts, good for more than just concussions.

Your turn your head to the side, and vomit onto Solomon’s boots.

“Dude, I know this sucks, but still. Fuckin watch it.”

You apologize through the guaze and the pain, as Dove wraps your hand with more guaze than you even knew he had.

The Gurkha's leave, uninterested. They expected you to pass out, or take it like it was nothing. Rather, you were exceptionally mediocre.

When the deed is done, Connor Dunn walks up to where you’re sitting.

“Are you good to defend this building, or do we need to bring these people down the mountain? We may meet the reinforcements on the way down, though.”

>Stay here
>Go down the mountain
>Write-in
>>
>>289344
>>Go down the mountain
I'm not really enjoying the prospect of fighting reinforcements now or later. Let's see if we can avoid them.
>>
>>289344
>>Stay here
easier to trap the way up
>>
>>289344
>The Gurkha's leave, uninterested. They expected you to pass out, or take it like it was nothing. Rather, you were exceptionally mediocre.
I guess we just lost the Gurkha's respect.

>Stay here
>>
>>289344
>>Stay here
>>
>>289357
You stayed awake. That alone is impressive. Just, less to a Gurkha. They expect it. They are utterly indifferent.
>>
You won’t be a happy camper either way. At least up here, you’ll get to kill someone and let loose some rage. Besides the secondary objective pretty much demands you remain at the temple. Come to think of it, your objective is to hold the building anyway, not get the people out. “I can stay. It’ll be easier to trap the way up or fortify this place than herd these people down the path.”

Dunn nods. Seems that was the right answer. “We’re putting you to work, then. Being wounded, you’re last pick. Do you want to dig trenches here with us, or go down with the Gurkha's and set traps?”

>Set traps
>Build defenses
>Write-in
>>
>>289399
>>Set traps
>>
>>289399
>>Set traps
>>
>>289399
>>Set traps

Unless we need a lookout. Or until. Because resting our hand might be a fine idea.

Also, if we brought it, we should maybe switch to the mp5 later, the recoil should be more managable, I suppose.
>>
>>289430
You did indeed bring the MP5. It's in the packs the gurkhas stashed before assaulting the temple
>>
“I’ll go with the locals,” you say. “I probably won't be shooting many people, so I’ll kill as many as I can in other ways.”

“Sounds good. They’re leaving now. Might wanna hurry.”

You drag yourself to your feet, and out the door. You pass a few monks, already breaking the ground in front of the temple in preparation for trenches and mounds. They raise some tough fuckers here in Nepal.

You catch up to the gurkhas just past the sketchy ass rope bridge, and continue down the mountain a ways.

After an hour of walking, the lead man stops. He speaks to the other three in Nepalese. He then turns to you, and points to two men walking down the mountain. “They go slow down enemies”, he says in broken English. “We work on killing. Who you go?”

>Slow the advance
>Cause casualties
>Write-in
>>
>>289503
>>Cause casualties
Slowing 'em would help us if we were running away. Or being evacuated.
But we're waiting for backup that's coming gods know when.
>>
>>289503
>>Cause casualties
So we can get used to operating our weapon minus those fingers.
>>
>>289503
>>Cause casualties
>>
>>289503
>>Slow the advance
Guess we should have invested in claymores
>>
>>289503
>Cause casualties
>>
So, for later on, during the defense: One of the first guys we killed here apparently had a PKM. Don't these things usually have bipods? I'd assume if that is set up, we could use it decently one handed, right?
>>
You motion to the man. “I’ll go with you. What’s the plan.”

He opens the pack he carried down, and hands you four claymore mines.

“Safe to use these this far from top. No avalanche. Not blow right away. Let more walk in than just first.”

Delayed fuse claymore mines, it seems. Those will be nice.

He also points you to the other man, who is setting up a boulder trap to crush, and tells you to help him before setting up your mines. As you do, the other man wanders off the trail. As you finish your boulders, which a dropped stone tells you will travel down the mountain at a frightening speed, the man comes back with three dead goats.

To answer your questioning look, he slits one’s throat, and spreads the blood around on the path. “We leave, wolves and bears and cats come. Eat and waste bullets.” He guts one, and goes further down the path, throwing the innards this way and that.

You set your claymores and their laser trips where they won't be seen, and find the two gurkhas waiting for you. You chat with them while the other two make their way back, and the four of you start back to the temple.

You arrive to find an impressive system of trenches, mounds, and a few pit traps around the temple entrance. Impressive for five hours.

Dunn walks up to you. “Get some sleep and some food. They’ll be here soon. And change that bandage, it’s fucking gnarly.”

You follow his advice, and eat an MRE before finding an empty bed to sleep in.


Dunn wakes you. “Dove’s drone says they’re about an hour out, and that your traps are working excellently. Cut them down from seventy to about forty. The leopards were particularly hard on them.”

Weird, that was the part you thought least likely to work.

Dunn continued. “Me, Hyun, Dove, and one of the gurkhas are going to be on the ridge, getting them in a crossfire. You, Mitchell, and the other three are going to defend the building itself. Any questions?”

>Any questions for Dunn?
>Also, what will your load out for the temple defense be?
>>
>>289574
You could, although reloading will be a multi-turn ordeal with one hand and a club.
>>
>>289586
I doubted it being use for that long anyways. Don't know how much ammo we have for that thing, and chaniging the position would probably be hard, too.

But it'd be a decent amount of firepower we can use, then ditch it and switch to one of our usual guns.
>>
>>289598
You could definitely one-bang it, empty it then dump it if you wanted. Get some support and we'll do it
>>
>>289574
Could fire until it runs dry then switch to another weapon, or have one of the monks help with reloading.
>>
>>289603
I'll support that. It's some decent fire power for whatever ammo is left for one run of it.

As for gear:

XM8
Level 4 plates
Glock 19
Red smoke
9bang

and whatever is usual standard
>>
I think I'm gonna cut the thread here guys. Will probably pick up late tomorrow morning, 11ish or noon.

As you can see by the trip, I'm posting from my phone. Any drop in writing quality with that? If not, I'll probably stick with it. I like it a lot better than the fiance's tablet.

Also, always looking for questions comments and concerns. Thanks for playing! Hope to see you next time
>>
>>289627
Hadn't noticed a drop in quality. As good as ever.

Thanks for running, see you next time.
>>
>>289254
>Besides, you don't really NEED those fingers anyway.
Yeah you do.... Losing fingers ends your career as an assaulter and pretty much counts you out of ANY frontline deployments...
>>
>>289259
>they're hanging.
Oddly enough an easy enough fix even with today's medical tech, you just need to immobilize them until you can get to an OR, then they can save them and do the prep work for implanting new bones and ligaments that are needed.

I had essentially a similar thing happen but to my left shoulder, arm was just hanging by the joints being attached to the ligaments as the shoulder ball and plate were destroyed.
>>
>>290129
This being said, successful reattachment hinges on actually keeping the fingers in a decent enough state to be reused, which with the local environment and our IFAK, is rather doable to get them chilled and stabilized to prevent cell death.

Either way, we're gonna need those fingers, whether we reattach our originals or get fancy prosthetics, those two fingers are actually really crucial to an assaulter/pointman.
>>
>>290124
Maybe there are some crazy prosthetics
>>
>>290142
Well we've not seen anything yet, so who knows, but things don't look good for our future with this.
>>
Have faith, guys. One unlucky roll isn't going to shut this quest down. Trust me, and get through the mission, alright?
>>
>>290250
We're definitely going to try even if we start an avalanche just by sheer volume of fire that hits everything but our intended targets
>>
>>290258
That's the spirit. We got enough around to run?
>>
>>290268
I'm about to head off to bed, its nearly 12:30 here in my shitty timezone
>>
>>290268
Here
>>
>>290278
Dude what timezone even is that? Seems like we have this conversation every morning I run.
>>
>>290285
AEST, best country on the planet, worst timezone
>>
>>290287
Ahhhh. An Aussie
>>
>>290287
That sucks man. I'll start trying to run night time sessions so you can participate
>>
>>290268
Here. Might be a tad distracted, though.
>>
>>290302
nah no worries man, you run when you're comfortable, I'm in the minority, no real need to cater just for me
>>
I don't think a reader and a half is going to be worth it, guys. More so for the lack of rolls and plans than me not willing to write for you. May try again around 830 or 9ish. if I can't I'll just archive the thread.
>>
>>290442

Not sure if you gave up on it but I am here if you wanted to run
>>
>>290889
Sorry dude, started running errands. Probably later tonight though, 9ish my time
>>
>>290897

Not a problem, what Timezone are you working from?

Sorry if you answer this question a lot
>>
>>290921
Central Standard. Although, shit, I guess I'm done with errands soon. I could run now for a few hours if there's three or more people around
>>
>>290931
Here
>>
>>290931
Here
>>
>>290931
hey there
>>
Fuck it. We're running. For a few hours, at least. Maybe more will show up.

What load out do you want for the defense? You can set aside weapons and ammo for use as the needs arise.
>>
>>290989
That PK, smokes, and your pistol. Can't really use anything else with your fucked hand
>>
>>291009
There is a waist high wall that can be used to support weapons. You'll still have penalties, though
>>
>>290931
Present.

>>290989
PKM mounted, and maybe the MP5. If we can still kind of handle that. I'm not experienced with guns, like a couple guys here seem to be.

Maybe a couple "supportive" grenades (smokes, 9bangs, stuff like that) we can stack up next to the PKM, since we're gonna be stationary at least for a while, and I'd assume that we can throw those rather easily.
>>
>>291022
Alright. We could use the fish gun too
>>
Alright, looks like the PKM, the XM8, your MP5, and all your grenades, which currently amount to 1 9Bang, 2 gray smokes, and 1 red smoke. Also, both pistols.

Forgetting anything?
>>
>>291042
Thermal
>>
>>291043
Those are attached to your helmet, so no worries about that.

Which armor plates do you want in? You can switch mid combat, but it will take a few turns
>>
>>291048
I'm saying we take the thick ones. They'll probably keep longer, and the weight shouldn't be much of an issue, since it should be a rather stationary battle.
>>
>>291048
Use 4
>>
>>291051
It isn't really a matter of thickness. Level IV are ceramic and Kevlar which can stop larger caliber rounds but will deteriorate with each hit. Level III are steel, and will stop intermediate rounds, but are basically indestructible.
>>
>>291070
Well, IV's are still supposed to stay intact for a dozen rounds or so, right?
If we get hit much more often than that, chances are our extremeties are gonna be swiss cheese anyway.
>>
>>291077
Yeah. Besides I don't want to cut off Jan's legs too.
>>
IV's it is. Writing.
>>
You gather your weapons for the defense of the building. You snag the fully loaded PKM and bring it to the entrance, and set the bipod up on the low wall. You also set both your XM8, after ditching the ruined accessories, and MP5 on the ground next to you, with their respective magazines. There is also an impressive pile of grenades at your feet.

Mitchell, who himself has his M27, an AK, a saiga, and a handful of grenades, turns to you as you switch your armor plates out. So much good they did your hand. “If you’re feeling up to it, we could wait for them at the bridge. These two guns,” he says referring to the LMG’s the two of you are wielding, “could really fuck them up in that bottleneck. Only problem,” he continues, “is then we have to run across five hundred yards of trenched ground. You up to it?”

>Stay at the temple
>Ambush them at the bridge
>Or, we could cover each other with bounding fire on the way back
>Write-in
>>
>>291110
>Or, we could cover each other with bounding fire on the way back

Seems like the best of both worlds there, and keeps them under pressure the whole time
>>
>>291110
We could bottleneck them, toss a few smokes, and run back to the temple
>>
We can combine these no problem. In order to prevent a thirty word update, who is taking first overwatch, and who is ambushing at the bridge?
>>
>>291149
Lets have Mitchell ambush and Jan on overwatch
>>
>>291155

Sounds good to me, especially since we can look through the smoke and Mitchell just needs to keep the LMG pointed at the bottleneck
>>
Rolled 5 (1d12)

Rolling for mister Mitchell. This battle is going to be done a little different, at least until I'm not rolling an obscene amount of return fire.
>>
“If you hit them at the bridge,” you begin, the gears of your mind turning, “I can be back in cover, and keep them off you as you run for it. Sound good?”

Ty nods, agreeably. “That sounds like a great way to not get shot. I’ll run it over with Dunn, they can probably help us out up there when we get closer.”

The two of you make your way down to the bridge, and the corner in the path. You stop about a hundred yards, and take up cover behind a boulder the size of a car. Ty continues down, and takes cover behind two similarly sized rocks, his rifle poking out between the narrow gap. He inserts a 50 round drum magazine, and has a second attached to his vest.

About thirty minutes pass, and you have a chance to change the bloody rags than your hand has made of your bandages. Your wound looks no better with time.

As you finish re-wrapping your hand, tour comms spark to life. Mikail, reporting what he sees through his drone.

“They’re coming up on the bridge. About 40 of them. Most are hanging back, they’re sending twelve up over the bridge. Small arms only, though the dumbasses have a pair of RPG’s in the group that stayed behind.”

Geniuses. They’re gonna bring the whole mountain down on your heads. New priority targets.

“They’re most of the way over the bridge. Opening fire.” A loud string of automatic fire erputs, and he barks back into the the comms. “Killed five. Rest running back. Popping smokes and dipping out.”

You see him pop up to a knee and throws the grenades to the end of the bridge. He makes a dead sprint back towards the temple, and about as he passes you, a handful of the extemists round the corner he just left.

>Roll me 3 rolls of 1d100. If you hit the DC, I’ll do the roll for how many you get.
>>
Rolled 59 (1d100)

>>291236

Are we able to conceivably hit the RPG guys?
>>
>>291246
They have not crossed the bridge yet, and the geography of the immediate area does not give you a line of sight
>>
>>291249

Gotcha, we should keep an eye out for them, wouldn't want this entire place to slide off the mountain
>>
Rolled 97, 60 = 157 (2d100)

>>291236
>>
>>291236
dice+1d100
Lurker here, may interect mmore when I have time, for now, heres a roll.
>>
Rolled 1 (1d100)

>>291270
Displaying my noobness, testing
>>
>>291267
Well, taking out two exact persons is more Sol's job, isn't it? We do our best to cull the herd, and he can save our collective asses from being burried in snow.
>>
>>291276
You fucker
>>
Fucking A. From now on, a 97-100 is now a crit, and a 1-3 is a crit fail.

Therefore. The general's crit overrides Lurker's critfail.
>>
>>291269
Ignore the 60.
>>
>>291276
Hey there lurker friend, never roll again.
>>
>>291284
Thank fuck for that.
>>291287
I have already locked my rolling privalges away, never agin.
>>
Rolled 3 + 3 (1d4 + 3)

>>291287
Nah, he got the bad one out of the way.

Rolling for your results and writing..
>>
You can feel the PKM speaking to you. “Fret not, comrade,” it says. “You are of being one handed. I will do work. Will, however, leave one. To spread the tales. To tell the others.”

What the fuck did Mikail break under your nose? Smelling salts, or something stronger?

Either way, you feel the gun jerk in your hands as you depress the trigger. Six men fall before the hail of gunfire spit forth by the PKM, in various states of dismemberment.

“The deed is done, Friend,” your PKM says to you. “In return, you no leave on mountain, da? Now go. More coming.”

You take the haunted gun’s advice, and haul ass back towards the temple.

“They’re dead,” you shout as you pass Mitchell. “Back to the temple!”

The two of you reach the temple unaccosted, and set up next to the three gurkhas.

“Looks like they’re all mobilizing,” Dove says over the comms. “About thirty, all going across the bridge.”

Sure enough, about a minute later, a mass of screaming islamists turn the corner, firing wildly and shouting their usual bullshit.

“Open fire now,” Ty says next to you, “or wait until they’re closer?”

>Unload on them from here. The earlier you start shooting, the better.
>You aren't sure your PKM friend can do that twice. If this is going to be on your one-handed ass, you should wait for them to get in better range.
>Write-in
>>
>>291336
Isn't there little to no cover out there? If so;
>Unload on them from here. The earlier you start shooting, the better.
>>
>>291336
That hand must be infected. Also, wait till they get closer but have your allies start shooting if they have a shot
>>
>>291346
The odd boulder and tree, and you also have to shoot past your defenses and the statues outside the temple
>>
>>291353
Ah, well in that case
>You aren't sure your PKM friend can do that twice. If this is going to be on your one-handed ass, you should wait for them to get in better range.
>>
>>291350
Infection shouldn't have set in by now. It's a couple hours of time, shouldn't be enough for actual infection to set in at the hand, let alone a systemic response with enough fever for that shit.

Also, we wouldn't be in action in that case.

>>291336
>You aren't sure your PKM friend can do that twice. If this is going to be on your one-handed ass, you should wait for them to get in better range.
>>
>>291363
It must be some weird mountain monk bacteria
>>
>>291336
>You aren't sure your PKM friend can do that twice. If this is going to be on your one-handed ass, you should wait for them to get in better range.

But if you guys have the shot, take it, I'm not at my best and want to make sure the ammo counts
>>
Rolled 81 (1d100)

Rollin and writing
>>
>>291336
Also, in case we are waiting: that might be enough time to reload before the real shitshow starts.
>>
Rolled 4 (1d6)

>>291394
>>
Rolled 37 (1d100)

Rolls rolls rolls. Always need more rolls.
>>
Rolled 48, 40 = 88 (2d100)

“I’m not hitting anything, not past all that shit,” you reply, gesturing to all the obstacles. “If you have a shot, though, by all means, take it.”

He waits a few moments, then brings his IAR to bear. He fires off a few rounds, and you see a handful of men drop to the ground. Whether hit or tripping over bodies, you aren't sure.

A few more moments pass, and they’re closing the ground quickly. Now within 200 yards, and beginning to home in with their shooting. Then rounds are bouncing harmlessly off the stone walls around you, but they are at least hitting the building, now. They have still not taken cover, and will be hitting the first trench soon.

>They are now in the firing lane of the ridge.
>Plan of attack
>>
>>291443
Doubt we could throw a 'nade that far, a smoke would be quite bothersome for them to travel through
>>
Rolled 92 (1d100)

>>291455
The only trench line you can throw to is the first kney, about 25 yards away

Also, forgot some stuff.
>>
>>291443
>Plan of attack

Give the call to open fire now, once the enemy gets closer is when we want to pop the smoke, for right now their shots are still inaccurate
>>
Rolled 4 + 3 (1d5 + 3)

>>291462
>>
>>291443
Damn. Open fire to kill as many as possible and then just take potshots.
>>
Looks like you're opening fire with the PKM. Give me 3 rolls of 3d100, and we'll take the best combination
>>
Rolled 86, 16, 38 = 140 (3d100)

>>291483
>>
Rolled 52, 49, 29 = 130 (3d100)

>>291483
Also, Mitchell is shooting as well
>>
Rolled 63, 12, 67 = 142 (3d100)

>>291483

If we get through this we're keeping that PKM, it's been a bro
>>
Rolled 20, 47, 24 = 91 (3d100)

>>291483
>>
Rolled 13 (1d100)

Return fire
>>
>>291494
>>291496
>>291500
All the rolls in this quest are always mediocre or horrible.
>>
Rolled 72, 97 = 169 (2d100)

As they near the first trench, you are reminded of the pit traps. Mostly, through men disappearing mid sprint, and switching from screaming ‘Allahu Ackbar” to just screaming as the stakes hidden in the holes tear them apart. The ridge fires, but can't seem to hit anything, as well as the gurkhas, aiming low and hitting the mounds of dirt meant to make the trenches less traversable.

You and Mitchell open fire, and two men fall beneath the gunfire. Both on your side. Mitchell either didn't hit anyone, or didn't hit anything vital. It seems like there are under twenty now. They hit the trench, hard, and pop their rifles over the dirt mounds to return fire. Blind Firing is just as hopeless as it usually is, and they fail to even hit the building.

>They are at the first trench, about one hundred and fifty yards away
>Plan of attack?
>>
Rolled 1, 2, 2, 2 = 7 (4d3)

>>291532
Oh baby. Crit from the gurkhas.

>>291529
That's kind of a risk you take with a d100 system, I feel.
>>
>>291532
What would happen if we threw a smoke in the trench and rushed it?
>>
Rolled 4 (1d5)

>>291532
>>
>>291532

Have the ridge back off firing for a second, lure their heads up or possibly even have a few of them try to start the charge again and then hit them hard
>>
>>291540
Right now? Not much. Wait a few turns and they'll be at the near trench, though.

Remember you're short a hand, though.
>>
>>291540
But why would you do that
>>
>>291549
Ah right.
>>291552
Cool action sequence?
>>
>>291555
We're kinda trying to not die, or get any more mangled.
>>
>>291532
For their supposedly "well-trained reinforcements", these goons seem kind of dumb.
If we make it seem like we're falling back further into the temple by slacking our fire, could we get them to try to climb out of the trench and expose themselves to Jan and Mitchell?
>>
>>291560
We could give the thermal to a ghurka
>>
Rolled 11, 45 = 56 (2d100)

>>291543
You are only in command of yourself and Ty. The ridge and the gurkhas get orders from Dunn.

>>291561
You guys have been rolling well when it counts, and they've been failing. I'd any of their return fire had met the DC, you would have had a mess of rolls coming your way.

I also have trouble finding a balance between challenging and not-suicidal

Speaking of return fire
>>
>>291580

I don't particularly mind about the difficulty sort of serving between the two, life tends to have difficulty finding that sweet spot as well so to me it just comes out more as realistic than anything else
>>
In the trench, they feel safe. They don't realize they’re being flanked by men on the ridge. That is, until a salvo of bullets tears into them, and sends the rest running over the mound.

The moment they’re past the point of no return, then gurkhas open fire, shredding them even harder.

One of the RPG men goes down, and the rest don't even give him a second thought. The second is still up and going, though. The riflemen return fire, but between their sprinting and your cover, nothing hits. There a few worrying twangs and ricochets, however.

There are eight or ten men left, about 25 yards from the middle trench, which is roughly 100 yards away. When they reach it, the ridge will no longer be able to fire at them.

>Plan of action
>>
>>291592
Prioritize that last remaining RPG. Shoot him first, then anyone else who isn't in cover.
>>
>>291592
Switch to your pistol and focus on the rpg. Then mow the rest down
>>
I'm gonna stop for a few hours. My thumbs need a break from typing on this phone, and I need to get ready for supper with my dad.

Should be back in fourish hours, I'd say. Thanks for playing.
>>
Who's around? Gonna give myself carpal tunnel on this phone.
>>
>>292570

Here
>>
>>292570
Here
>>
>>292570
I'm here.
>>
Fiance surprised me with a stop on the way home. Will write shortly
>>
>>292570
here sorry.
>>
>>292693
4. Not bad.
>>
>>292706
About as high as it gets around here
>>
Alright. Looks like we were a little split. Putting down RPG guy, but with what? Vote from here
>>
>>292785
I vote to use your sidearm.
>>
>>292785
Mp5. It's a sub, it should be controllable with one hand.
>>
>>292798
Is the recoil gonna be enough to handle?
>>
>>292830
Maybe if we fire single shots. I'm sure it's going to be better than if we had chosen the PKM.
>>
>>292838
True. Do we have a pistol though? I feel like we could fire the smg just as well but
>>
>>292845
We do, but pistols don't have a long effective range. They're sidearms. Just think of a MP5 as a pistol with a stock you can use, and an automatic mode.
>>
>>292862
I guess we could put the front of the smg on your forearm and use it as like a base. That makes sense...I think,
>>
I will say this, using the MP5 will have a lower DC than using the g19. Both will be pretty high, though. Even the PKM will be, as you're no longer unloading into a huge group of people
>>
>>292875
Glad I picked the right one then.
>>
>>292875
Well I say MP5.
>>
MP5 it is, then. Give me 3 1d100'sx and I'll start writing.
>>
>>292875
The PKM should be easier to hit at range, since it's firing a full-power cartridge instead of a 9mm.
>>
Rolled 67 (1d100)

>>292893
>>
Rolled 25 (1d100)

>>292893
Plink plink plink.
>>
>>292897
That's what I was thinking, but it's been settled it seems. It still would not have been an easy shot.
>>
>>292897
Is it? Rifle cartridges certainly travel further, but require more control to keep on target.
>>
Rolled 64 (1d100)

>>292893
>>
>>292923
>but require more control to keep on target.
Yeah, but the PKM also has a bipod, making keeping it on target easier.
>>
Rolled 78, 13, 23 = 114 (3d100)

Writing
>>
>>292943
Isn't the recoil really bad though? Or is that only full fire?
>>
Rolled 64, 75, 54, 45, 43, 73, 32 = 386 (7d100)

Return fire. This is where it gets hairy.
>>
Rolled 6, 9 = 15 (2d10)

2 hits, let's see how bad. Lower is better.
>>
Rolled 5, 6 = 11 (2d6)

>>292971
You, Ty, Gurkha's.
>>
That idiot with the RPG is going to kill everyone when he brings hundreds of feet of snow slamming down the mountain at seventy miles an hour. He needs to die, not just to save your life, but more as punishment for his stupidity. You can't turn the PKM far enough, fast enough with one working hand, so you leave it leaned on the low wall, and grab your SMG.

You take aim, the barrel rested on the wall, but you’re still shooting one handed. You can see the dirt burst around the man’s feet, but it comes to nil. He keeps rushing forward.

Ty and the gurkhas open up, both missing shots, but the ridge manages to put down a man before they hit the trench.

The extremists are now 100 yards away, and out of sight to your men on the ridge. They may be on their way down, but odds are this fight will be over before they arrive.

Return fire comes your way, and two gurkhas fall under the barrage. One gets right back up, coughing from the impact with his armor, but is no worse for wear. The second is bleeding heavily from the shoulder, and drags himself and his rifle inside.

>The enemy is now at the second trench, about 100 yards away, and seems to have no interest in leaving it. RPG man is setting up with his weapon, and seems to be taking aim.
>Plan of action?
>>
>>292994
Get that RPG guy down. Throw a smoke to buy some time.
>>
>>292994


This guys plan looks good

>>293000
>>
>>293000
We're getting charged, smoke is actually the bad choice. Tap the RPG guy and suppress the rest with the PKM.
>>
Rolled 8332 (1d10000)

>>293006
We could tap him in the smoke
>>
>>292994
Whack the RPG man.
>>
>>292994
Wait, we have a pile of grenades at our feet, right?
Start chucking them into the trench, and try to take out the RPG.
>>
>>293019
Rolled out of habit
>>
>>293026
They're a hundred yards out man. Jan probably doesn't have a tossing arm that good.
>>
>>293026
None of them are regular explody grenades because of the avalanche risk
>>
Do we have a plan yet?
>>
>>293059
I don't think so. Can we get a vote? Either that or we can shelve it 'til later, it's past midnight here.
>>
>>293080
One last update before I archive the thread. Vote from here, please.

>Gank the rocketeer
>Throw smokes and stall for time. Pick off stragglers through thermals
>Write-in
>>
>>293090
>Gank the rocketeer
>>
>>293090
>Gank the rocketeer
>>
>>293090
>>Gank the rocketeer
It's either this or smoke and countercharge with gurkha knives.
Keep up the exchange of fire.
>>
Rolled 100 (1d100)

>>293107
Alright, give me 3d100 rolls. This is for Mitchell.
>>
Rolled 55 (1d100)

>>293120
Holy shit Mitchell
>>
>>293120
HOW MANY CRITS AND CRIT FAILS WILL WE HAVE THIS THREAD.
>>
Rolled 62, 15, 57 = 134 (3d100)

There's only one thing to do when there's a crit for killing a man with an RPG. See who around him can get out of the way.
>>
Rolled 52 (1d100)

>>293120
rip camelfuckers.
>>
Rolled 11 (1d100)

>>293120
>>
Rolled 61, 3, 72 = 136 (3d100)

gurkhas. The fourth is still wounded.
>>
Rolled 33, 54, 89 = 176 (3d100)

Return fire
>>
Rolled 3 (1d10)

>>293185
Welp.
>>
Rolled 3 (1d5)

>>293190
Same order.
>>
“Mitchell,” you yell, louder than is probably needed. “He’s gonna bury us all with that thing.”

Ty immediately sees what you’re talking about, and shifts his aim ever so slightly. Five rounds leave his barrel, and they start at his stomach, and walk up his chest until the final bullet tears his teeth through the back of his skull.

Falling back, the man’s lifeless hands depress the trigger on his launcher, and send the warhead into a grouping of his fellow asshats. Two manage to dive mostly out of the way, but are still thrown clear of the trench. A third is feet from where the explosion happens, and is ripped apart by concussive force and melted copper.

There is a single moment of utter silence as everyone waits with baited breath for the wall of snow and ice to come storming down. It never does, and the fighting continues.

Your shots go quite high, being amazed by the work of art performed with five simple bullets.

The Gurkhas open fire, and one immediately dives back behind cover to fix a jam in his FAL. Another misses his shot, but the third hits his mark, one of the men thrown by the rocket.

The return fire comes, as always, and another gurkha falls back, his hand shooting under his armor, and a visible wave of relief comes over his face as it leaves his chest clean and bloodless.
>>
Gonna call it here. I realize this isn't a great place to call it, but I'm fading fast

Next thread... A day after I think my thumbs can take it. Doing all this on a phone is a bitch.

Thanks for playing. I'll archive, don't worry about it. Always looking for comments and questions. I'll lurk the thread for them until it falls off.

Keep track of the twitter, probably the most reliable way to get updates on the threads. Handler and @ContractorQM
>>
Rolled 71 (1d100)

>>293218
Thanks for running.
>>
>>293218
Take care, man. It's been pretty fun so far. Would incendiary grenades like WP make the same shockwave a frag would, and put us at risk for burial?
>>
>>293218
Thanks, Handler!
>>
>>293225
I'd say no. But you didn't bring any.

>>293220
>>293226
Thanks guys! Thanks everyone. I really enjoy doing this, so thanks for letting me.
>>
>>293235
>I'd say no.
Hey anons, guess what we should add to the packing list.
>>
>>293240
I wanted a couple before it started, but no one saw its uses.
>>
>>292947
thats what the bipod is for and why you load into the bipod...
>>
>>293225
incen grenades have an absurdly small kill radius, as in you need to be in the same very small room with one and can't get out within 20 seconds

WP marker grenades are a fair bit more nasty being designed to disperse a large cloud of WP to clearly designate a target area, out on the open they are nigh useless outside of trying to force people from a trench or single fox hole, inside they suck up the oxygen from a room and make indoors fighting a nightmare



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