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File: Slasher_doctor.jpg (58 KB, 370x600)
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Heinlein Station, 2511, Medical Sector's Surgical Block

You slowly pull back the curtains of the surgery room revealing one of the monsters slowly shuffling towards the window.
It was evident before that these things had human-like features, but it wasn't until you saw this one that you realized that they really were humans.
Dressed like a doctor, it can't help but make you wonder how this happened. Could it be like those old zombie movies?If that were the case, the rookie in the apartment...
You ignore those thoughts and focus back on the matter at hand. Taking this thing down should be easy now that you've got the drop on it.
Aiming at it's head you fire a burst from your plasma rifle which blasts it wide open.
Lucky for you the attack sends the monster into a flailing rampage towards the window and away from you, giving you the opportunity to take a couple more shots.
They all hit it's center of mass, and you notice that it takes quite a few to make sure it's down.
Perhaps you'll need a change of strategy when targetting his kind.
>Do something else in the room?
>Call the chief and confirm that – now – the area really is clear
>Write-in?
Drag the corpses back to the main area so they can be taken to the lab?
>Yes
>No
>>
>>983407
>Call the chief and confirm that – now – the area really is clear
>Yes
But really smash its head and rip some limbs off. You can never be too careful with monsters.
>>
>>983407
>>Call the chief and confirm that – now – the area really is clear
>Yes

And ask the chief just how much they know about those monsters and the maniacs who took advantage of the chaos for random murder. Also mention about how your latest kills seems to have once been a medic working there and how this shit is too irreal and like it came from a bad terror film
>>
For good measure you rip off the monsters' limbs and impale them with their own spikes, making sure they're really down.
You then wait for a bit before your superior picks up the comm call and acknowledges your second confirmation that the area is clear,
but not before making a joke about 'making sure you don't have to clear it a third time'.
Deciding that it's better to give the labcoats as many samples as possible you start dragging the two bodies back to the entrance.
A few doctors look with terror towards the downed creatures, but some seem more confused and try to question you about the clothes on one of them.
You can't waste time with it, you yourself don't really know the answer, so you just ignore them.
Arriving at the entrance barricade you're greeted by the sargeant once more. He looks a bit distressed.
“Officer, good work out there. I've got a situation here, the two other survivors from your squad should've reported to me 10 minutes ago. Just now I tried calling but all I've got is silence, so I contacted the lab units. They say they never got there.” he sighs and looks down to his feet, the bags under his eyes giving away the fact he hasn't rested since this started.
“I'm going to send a group to try and find them, and to take these remains with them.”
>Sir, let me go investigate it
>I'll let you handle that, anything else to be done?
What about the information you've acquired:
>Tell him about the ventilation ducts
>Point out the clothes on the monster
>Write-in/questions
>>
>>983436
My bad mate, didn't see your post.
>>
>>983442

>>Tell him about the ventilation ducts
>>Point out the clothes on the monster
knowing that then, where will you send me?
>>
>>983442
>Sir, let me go investigate it
>Tell him everything
>>
>>983442
>>Sir, let me go investigate it

We had people dying on us before and we have experience dealing with the monsters, we should offer ourselves to find about their fate.

>Tell him about the ventilation ducts
>Point out the clothes on the monster
>Write-in/questions

Those things seems to have once been regular humans, very likely turned into monsters unwillingly. They don't move like regular humans and can twist their bodies enough to freely move through the ducts, so they should do something with the ducts to deal with that advantage they have.

Tell him to pass the info to the other squads and be extremely careful as those sneaky bastards could appear from anywhere big enough to fit a formerly human body.

And at last, tell him how those monsters seems to have an extremely high pain tolerance and it took several hits to down one of them, so decapitation would be a favorable tactic to deal with them
>>
>>983456
>>983450
>>983448
“Sir, let me go investigate it” He seems to ponder your offer.
“Are you sure of that? I know you're injured and I've got other men I can send”
“Yes, I'm sure. I had others die on me, and I've fought them before.”
“Well, you've got a point, me and the others only got to face those crazy soldiers for now.
It'd do us good to have some with experience against these things out there on this mission.”
He offers you his hand and you shake it. “Good luck officer.”
“Thanks, but before I leave...” You proceed to relay the intel you've gathered on their possible weaknesses and hiding spots,
you also point out possibility of these things being transformed humans but while rather obvious it's an essential step to reaching real mystery you've yet to solve of 'how'.
“Since the lab hasn't got anything for us we've been handling things based on the information
that you and other field operatives have gathered,
I'll be sure to pass everything on, and by the time you're back we'll probably have finished barricading the air ducts.”
After parting with them you reload your gun, gather some ammo and head to the sector's elevator, outside the entrance the officers were guarding.
>Go straight to the tram station
>Wait, you've got something else to do before (write-in?)

Sorry for taking some time.
>>
>>983474
>>Go straight to the tram station

I have a bad feeling about the situation with the missing team, so the faster we get there the better.
>>
>>983474
>>Go straight to the tram station
>>
>>983474
>Go straight to the tram station
>>
>>983479
>>983478
>>983477
A missing team is all the reason needed for you to hurry. Taking the elevator down you end up on an empty control point.
You're heading out through the hall that leads to the tram when you hear the noise of glass breaking.
Looking in the direction it came from you see the control point's security room, where the surveillance and access systems are.
You wonder, could it be the team? The cultists? Or just more monsters?
>Shout out towards the room
>Sneak towards the door and open it
>Ignore, you're wasting time, get to the tram
>Write-in
>>
>>983486
>Sneak towards the door and open it
>>
>>983474
>Sorry for taking some time.
It's not a race, if you must take your time, take it and make sure the post is sound.
>>
>>983486
>>Sneak towards the door and open it

Shouting would only reveal our position. Let's see what we're dealing with first
>>
>>983486
>>Sneak towards the door and open it
>>
You sneak towards the door, as it's best to keep yourself concealed for as long as you can manage.
Leaning on the wall you try to listen to what's inside but all you get is silence.
Only way to deal with this then. You open the door and peer in, just as a bullet misses your head by inches.
“HOLY-” you hear a female voice “I'm sorry, I'm so sorry officer!” wait a moment, you recognize this voice.
Heading inside you see a familiar face, the same girl who was running alone in the business district.
> Intimidate, “You again, I'm going to need some answers. Fast.” (d20)
> Negotiate, “I'll let it pass, but I'll also need an explanation. Do you not only work for the bank but also tram control?” (d20)
> She's not important, ask if she saw or knows anything about the missing team
> Write-in


>>983488
Yeah I've been making a lot of mistakes and the quality of my posts isn't exactly what you'd call 'high'.
>>
Rolled 15 (1d20)

>>983505
>> Negotiate, “I'll let it pass, but I'll also need an explanation. Do you not only work for the bank but also tram control?” (d20)
>>
Rolled 10 (1d20)

>>983505
>> Negotiate, “I'll let it pass, but I'll also need an explanation. Do you not only work for the bank but also tram control?”

Don't fail me now, dice.
>>
Rolled 17 (1d20)

>>983505
>Negotiate, “I'll let it pass, but I'll also need an explanation. Do you not only work for the bank but also tram control?” (d20)
>>
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“I'll let it pass, but I'll also need an explanation. Do you not only work for the bank but also tram control?”
You grin and lower your weapon., an attitude that helps put her at ease.
“I – No of course not. I'll be honest, I couldn't stand being in the residential quarters so I snuck out. I was trying to find a way to get the trams to take me out of this zone but they're all on lockdown, law enforcement use only.”
“Really now? So where were you planning to go?”
“I... I hadn't planned that far.” This is suspicious, but the way she just stumbles around seems to be convicing enough evidence that she's just an idiot.
>Questioning about this is pointless for now, ask about the missing team
>Pressure her further(d20)
>Leave her and go continue your mission
>Leave, but offer for her to tag along
>Write-in /questions?
>>
>>983539
>Questioning about this is pointless for now, ask about the missing team
>>
Rolled 17 (1d20)

>>983539
>Pressure her further(d20)
She's a unitoligist plant or an agent for earthgov or something.
>>
>>983549
>>983543
5 then tiebreaker roll.

>She's a unitoligist plant or an agent for earthgov or something.
I wonder...
>>
Rolled 2 (1d2)

>>983549
>>983543
>>
“Look lady” you say sternly as you approach her “The last thing you want right now is an armed guy who thinks you might be dangerous”.
You put your arm on her shoulder and present your rifle without taking aim.
“So you better start talking, and I mean really talking none of this 'silly girl' bullshit front you're putting on”
Her face twists into a grimace. “I'm not afraid of you, but I feel like it's pointless to keep this facade up.”
She reaches for her pocket, making you almost reflectively target her, but you hold back as you see it's just some credentials.
“I work with intel, directly for the station's command under the director's aide.” she motions towards the console.
“They haven't let the news out yet, but we've lost the communications central, so I've been trying to restore our access to most of the security cameras and local control systems around the station.”
“Would it have been hard to tell me this from the start?”
“Would it be hard to trust an innocent and silly young girl in danger?”
“Have it your way.” You turn around ready to leave but recall your mission could use some extra directions. “One more thing, have you got any information on a team coming through here and headed to the lab?”
“Only thing I can tell you is that the no one took the transportation recently, according to the logs.”
Fuck. Does this mean they're still in the area?
>Ask her to help you track them down
>Leave, you'll search around on your own
>Question her further (about?)
>Write-in
>>
>>983589
>Ask her to help you track them down
>>
>>983589
>>Ask her to help you track them down

Well, if she's with intel, then she's good gathering intel.
>>
“Can you help me track the missing team?” she eyes you with disdain.
“Come on you're a big guy, don't tell me you're afraid to walk around this place on your own”
“It's not about that, I don't have a lead on their location. In fact, I have no idea where they might be other than near the tram.”
“Well, I could access the cameras as I was doing and try to find something. But I'll need a bit of a quid pro quo”
“Really? What do you want?”
“My next stop should be at the communications sector, I don't need to actually enter the hub just get to the control point of that area.
Problem is, the place's crawling with those unitology freaks. I'm thinking you'd make for a great distraction” the agent says with a grin on her lips.
This plan doesn't seem very safe.
>Fair enough
>No deal
>Write-in
>>
>>983612
>If I agree, how do I know you wont' just run off and leave me for dead?
>>
>>983635
“If I agree, how do I know you wont' just run off and leave me for dead?”
Carla laughs and starts working on the control systems again.
“It's quite simple really, I need you to get me out of there once I'm done, if I let you die I won't exactly have my escort on the way back will I?”
You're not sure if that answer is convincing enough but it's probably all you'll have for now.
>Deal
>No deal
>Write-in
>>
>>983662
>Deal
We really do need intel.
>>
>>983662
>Dealio
>>
>>983669
>>983682
“Thank you for the cooperation sweetie!” man, this chick really grinds your gears.
But you've gotta go along with it if you want to have any hope of finding the others.
“Now, according to the images I've pulled up... Oh my.”
“What? What is it?” for the first time she stays in silence, instead just showing you the video feed she got:
Sarge and Gomez followed by an officer and two civilians retreating from the station and towards the tracks, a pack of about 10 monsters chasing after the group.
“Where could they have gone?” it doesn't make sense, staying on the tracks would be suicide.
“Well, little known fact but there are maintenance tunnels that run under the trams, they have entrances near each station. They could've gone there.”
“Alright let's head out.”
“Excuse me, what do you mean by that?”
“We need to go rescue them”
“When did I say I'd go on a crazy rescue mission underground? Just come back in one piece will you”
>Alright, I'm going in alone
>You can clearly defend yourself, but can you survive here alone if more monsters show up?
>If you want your escort you better help me survive this
>Write-in
d20 for all diplomacy rolls
>>
Rolled 5 (1d20)

>>983693
>If you want your escort you better help me survive this
>The monsters come in packs. If you see one or two then more are around.
>>
Rolled 17 (1d20)

>>983693
>If you want your escort you better help me survive this
>The monsters come in packs. If you see one or two then more are around.
>>
“If you want your escort you better help me survive this.”
She doesn't seem entirely convinced, so you decide to play into her fear for her own safety.
“Well suit yourself, but remember: monsters come in packs. If you see one or two then more are around.”
“Fine.” she sighs and starts gathering her gear.
“But if you get me killed I swear I'm coming back as one of those things just to kill you.”
Yeah right, like that's gonna happen. Both of you head out of the room and towards the tram access.
Getting there you ensure that there's no transports coming before you drop onto the track.
The whole place seems empty so you assume the monsters are all still chasing your team.
After walking for another 10 meters following her she points towards an open manhole.
“Should be down there”. You look into the hole, but it's too dark to see properly.
>You first
>I'll go first
>Let's put some light down there
>Ask her "Wait, should it be dark like that?"
>Write-in
>>
>>983714
>Ask her "Wait, should it be dark like that?"
If it isn't
>Let's put some light down there
It will make our location easy to see but it would be worse if we're taken by surprised.
>>
>>983722
>>983714
Pretty much this
Also, check'd
>>
"Wait, should it be dark like that?" you ask, not sure if you're that comfortable walking into another cramped dark place.
She shrugs and replies “As far as I know the tunnels have a motion detector system, if anything as big as a person moves it turns on the lights.”
“Hopefully there's no creature standing incredibly still down there. Alright let's put some light down there”
Both of you put your flash lights pointed at the hole, and stumble back falling together when a small ball of flesh flings itself upwards from the hole.
Looking up to the ceiling you see... a baby?
Oh this is too damn fucked up.
>Apply pulse rifle rounds to Devil Baby's face
>Hell, let's go down the manhole and cover the entrance
>Tell Carla to keep an eye on the hole
>Tell Carla to help you kill this thing
>Write-in?
D20 for action rolls
>>
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Rolled 7 (1d20)

>>983750

>Apply pulse rifle rounds to Devil Baby's face
>>
Rolled 20 (1d20)

>>983750
>Apply pulse rifle rounds to Devil Baby's face
Nope nope nope!
>>
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>>983756
I'm praying the other anons will have better luck.
>>
Rolled 15 (1d20)

>>983750
>Apply pulse rifle rounds to Devil Baby's face
>>
>>983759
Nice
>>
>>983759
A couple of pulse rifle shots straight to it's face, going all the way through to the other end of the body,
that's all it takes to completely pulverize a dead baby monster. And once it's peers come out from the hole much in the same fashion,
all 3 of them receive the same treatment. When everything is clear you check your ammo, it's at 35/50
Looking to your side, Carla is... vomiting? For an agent she sure has a weak stomach.
“Those were goddamn babies” the agent says, she doesn't look disgusted as much as she looks angry at the whole situation.
“No they weren't, not anymore at least. Let's go” you say pointing the light down the hole once more and making sure it's clear.
>Ladies first
>I'll take point
>Write-in
>>
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>>983782

>I'll take point
>>
>>983782
>I'll take point
If we have any, could we activate a flare and drop it down first?
>>
>>983800
Well you don't, I guess you could drop your revolver with the flashlight on or something like that?
>>
>>983782
>I'll take point
>>
>>983808
Nah, don't worry in that case. Make a note to pick some up if we find them though.
>>
>>983782
>>I'll take point
>>
“I'll take point” she doesn't argue against it.
Looking down the hole you estimate the floor below to be just 2 meters down,
so you just jump, saves time and lets you keep your gun ready.
“Is everything okay down there, Supercop?”
You search your surroundings, now partially lit, which you assume was caused by the motion detectors.
“Tunnel is empty as far as I can see it, let's go”.
She opts for actually climbing down the stairs. You won't blame her considering she's not armored.
“I wonder who was the genius that made detectors that only light up the section of the tunnel they are in rather than the whole thing.”
“Probably someone who guessed space monsters would one day use the feature to jump scare us” that gets a laugh out of her.
“So which way?”
>Inspect the surroundings there might be a clue (d20)
>Let's split up
>We both go right
>We both go left
>Write-in
>>
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>>983848
>Inspect the surroundings there might be a clue (d20)
Detective Mode GO!
>>
Rolled 11 (1d20)

>>983852
o wait
>>
>>983848
>>Inspect the surroundings there might be a clue (d20)
>>
Rolled 4 (1d20)

>>983848
>Inspect the surroundings there might be a clue (d20)
>>
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>>983858
Please roll.

>>983857
>>983863
Man...
>>
>>983848
>Inspect the surroundings there might be a clue (d20)
>>
Rolled 20 (1d20)

>>983858
Jesus saves, but not today.
>>
Rolled 8 (1d20)

>>983848
>>Inspect the surroundings there might be a clue (d20)
>>
>>983875
The Lord is with us today!
>>
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>>983875
>implying
>>
>>983875
Apparently he saves today too.
>>
What are the most easily spotted indicator of the direction someone was headed?
Footprints would be the best answer, problem is you don't see any,
and to make it worse the monstrous bloodprints get muddled up and look like a singular trail.
Hell, there has to be a clue you say while slapping your hand against the wall.
Weird, feels like there is a hole... someone shot and missed. The way the metal was torn up makes it clear to you.
“They went right” you say with confidence.
“How the hell would you know?” you point to the gunshot hole.
“You know, I underestimated you, there's a brain somewhere in that suit” she does sound genuine.
“Whatever you say. We're mov-”
“Oh christ behind you!” Ducking just in time to dodge a claw, you fire a few shots at another of those leaping creatures.
The detector having lit up the tunnel further back due to their movement you can now tens of these things coming for you.
>Shoot! We need to kill these bastards before they kill us [Roll d20]
>Use a grenade, maybe you can block the tunnel
>RUN LIKE HELL
>Write-in
>>
>>983915
To clarify, I'll need a Bo3 d20 roll for all options, I screwed up.
>>
Rolled 1 (1d20)

>>983915
>>Use a grenade, maybe you can block the tunnel

I don't like those odds and we have somebody without a reinforced RIG suit with us
>>
Rolled 1 (1d20)

>>983915
>Shoot! We need to kill these bastards before they kill us [Roll d20]
>>
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Rolled 19 (1d20)

>>983915
>Shoot! We need to kill these bastards before they kill us
>>983918
pic
>>
Rolled 17 (1d20)

>>983915
>>Shoot! We need to kill these bastards before they kill us
It'd be great if we could find something to slow them down, don't you think?
>>
Rolled 11 (1d20)

>>983915
>Shoot! We need to kill these bastards before they kill us
>>
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>>983919
>>983918
>>
>>983919
>>983920
>>983921
Okay I'm going to explain in case someone wasn't here last thread:
>bo3 counts the best 3 rolls of a certain option
>critfail erases the highest roll
>>
>>983918
>>983919
wtf?!
>>
>>983921
You have a stasis module which I completely forgot to mention which now that I think about seems like a huge fuck up.
>>
>>983931
17 isn't too bad.
>>
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>>983934
>You have a stasis module
>I completely forgot to mention
>seems like a huge fuck up.
>>
Time to shoot your way out of another crap situation, but first you remember an important fact:
You have a goddamn stasis module installed into your RIG. How could you forget all this time?
Maybe you should – really – see that psychiatrist. Freezing the closest two enemies seems to hold
the others back since the tunnels aren't very spacious.
“Let's fire and retreat” she nods and begins raining down plasma rounds on the enemies.
Together you manage to cut down the first wave, but the stasis wears down and the leapers
at the back manage to get closer it seems you're not out of trouble yet.
>Stasis and fire again (2/4)
>Just focus fire, save that for later
>Tell Carla to run while you throw a grenade
>Write-in plan

>>983950
I'll make up to you, I promise, just wait until you get to your destination
>>
>>983952
>>Stasis and fire again (2/4)
This is a maintenance tunnel, they're bound to have a stasis recharge dock somewhere.
>>
>>983959
>>983952
Oh and d20 for actions once more.
I've sure got the attention span of a fish.
>>
Rolled 15 (1d20)

>>983952
>Stasis and fire again (2/4)
>>
Rolled 9 (1d20)

>>983959
>>983952
Correct assumption
>>
Rolled 10 (1d20)

>>983959
>>
Why mess with what's working? You use all your charges to freeze another two leapers midflight.
Their allies stumble to try and get around, but you and Carla make short work of them.
At the end of it you count 10 dead. “Everything alright?” you ask.
“Yeah, that was actually pretty easy”
“Just pray we don't find more, I'm out of charges.”
“Well how about you use that?” she points to a stasis pack fallen among the corpses.
Disgusting, but you take it. Charges at 2/4.
“Let's hurry, we've wasted enough time here already”
Both of you start on your way opposite to the recently killed horde,
and towards the direction the team appears to have retrated to.
>Rush and risk detection [d20]
>Take your time to sneak
>Write-in
>>
Should ask Carla if she's got one of those baby as well so she can slow them if they flank us.
Hopefully she'll have a kinesis module as well and we'll find out that dismemberment is the best way to deal with those shits.
>>
Rolled 8 (1d20)

>>984004
>>Take your time to sneak
>>
Rolled 18 (1d20)

>>984004
>Rush and risk detection [d20]
>>984017
>baby
>vietnamFlashbacks.jpg
>>
>>984017
She's not in a RIG or with a module right now.


Unless by baby you mean a pet necromorph baby.
>>
Rolled 9 (1d20)

>>984004
>Rush and risk detection [d20]
>>
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>>984025
>>
>>984028
Last time I saw someone try hugging one of those they ended up smeared on the window.
>>
“Screw it, double time” she stops on her tracks “What're you on about?”
You shake your head and start running, and she follows soon after.
While you make your way down the tunnels you hear a few suspicious noise,
and for a moment feel a sensation like the one at the apartment, as if someone called you,
but you brush it off and continue with the fast pace.
Eventually, after about 10 minutes running you come across something weird, a small reinforced door on the side of the tunnel.
“I never heard about this before” Carla inspects the pannel.
“It's locked but I could try hacking it”
>Do it
>No let's keep going through the tunnel
>Maybe we knock first?
>Write-in
>>
>>984073
>Do it
>>
>>984073
>Maybe we knock first?
If they don't' answer
>Hack
If we hear monsters then let's just go.
>>
>>984081
This.
>>
You know and wait. Then wait a little more and knock again. No response.
“Looks like nobody's home.” Carla says while starting the hack.
“That's what everyone says before getting a big bony spike through their forehead. Be on your guard”
She rolls her eyes and backs away once the door is unlocked, letting you go first.
You were ready for danger, but the place is surprisingly... empty.
But empty doesn't mean normal. “This looks like a shrine”
“Not just any shrine” you say while inspecting the scribbles that spread across every wall.
“This is just like the crazy shit scrawled over the invaders' armor.”
“Unitologists had a secret underground hideout built within the station?”
“Looks like it”. In the corner you see a cache of supplies and weapons, which you quickly move towards.
Yeah, you've hit jackpot. After reloading your pulse rifle you take a look at the other items on the menu:
>Grab the Line Gun (2 slots)
>Grab the Sniper Rifle (2 slots)
>Grab extra Pulse Rifle Ammo(1 slot)
>Grab a Grenade (1 slot)
You have 3 empty slots
>>
>>984125
>>Grab extra Pulse Rifle Ammo(1 slot)
>Grab the Line Gun (2 slots)
>>
>>984125
>Grab the Line Gun (2 slots)
>Grab a Grenade (1 slot)
Can we give Carla the sniper?
>>
>>984125
>Grab the Line Gun (2 slots)
>Grab extra Pulse Rifle Ammo(1 slot)
>>
>>984161
She'll take whatever you don't take.
>>
While you gear up Carla seems to be inspecting papers on the opposite end of the room.
After a while she calls you. “Hey, check these out” she motions to a pile of schematics.
“What am I looking at, I'm not an engineer” she sighs
“Don't they teach you anything at cop-school or whatever it is they breed you guys at?
These are bomb schematics.” Suddenly you realize what she's trying to hint at.
“The hangar, that was them right? The explosion wasn't some accident.”
“I suspected as much, but it seems like it's confirmed. Those maniacs stranded us all here.”
“Fuck.''
“Indeed”
She leaves you to your thoughts and goes to grab whatever supplies remain, a sniper rifle and a grenade.
When you're about to leave you're hit with those whispers again, you manage to understand two words, “Find” and “whole”.
“What is it?”
> “Nothing, let's move on”, continue on your path
> “One second, I need to check something”, follow the whispers
>Write-in
>>
>>984198
>> “One second, I need to check something”, follow the whispers
>>
>>984198
*whatever -> wherever*
>>
>>984198
>“Nothing, let's move on”, continue on your path
Leave us alone, imps!
>>
>>984211
>>984201
5 then tiebreaker
>>
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>>984198


>> “One second, I need to check something”, follow the whispers
>>
“What're you doing?” You ignore her. It doesn't matter what she's saying you need to focus.
The whispers guide you towards the back wall, and you just let your body move on it's own.
It seems meaningless at first, but then you comprehend it and pull on the small marker-engraved emblem stuck among the many scrawlings on the wall.
An entrance opens from where there was none, and soon you and Carla make your way in.
It's a large and cold round chamber, dozens of pods line the walls, many of which are broken.
Approaching one of the intact ones you understand. These are burial pods for the 'faithful'.
“How did you know this would be here?” Carla eyes you with suspicion.
>Explain the whispers
>Say it was a hunch
>Refuse to answer
>Write-in
>ony


I might take slightly longer (like in this update) for the next one as I'm getting some grub.
>>
>>984284
>Say it was a hunch
She'll just think we're crazy if we say it was the whispers.
>>
>>984287
>>984284
Yee
>>
“Just a hunch” Better to just dismiss it rather than risk sounding like a nutjob by saying 'I hear voices'.
She doesn't seem to buy it but doesn't pressure you. Instead you see her take some pictures as evidence.
“The director needs to know, I'll need to send all this crap to him when we're back in range for communication.”
“What do you mean?”
“Well, they're clearly behind everything. Even the monsters. I mean, corpses missing, really?”
You have to give it to her, it fits.
After she's done both of you head back where you came from and continue making your way down the tunnel.
It takes a while but you eventually reach another manhole. “This should be the Research Labs sector”
“They might've come here, it was the mission afterall”
>Let's check it out, at the very least you could access the camera feed
>No, the labs reported no one, I don't think they're here, let's keep moving
>Write-in
>>
>>984336
>>Let's check it out, at the very least you could access the camera feed

Leave no stone unturned
>>
>>984336
>>Let's check it out, at the very least you could access the camera feed
>>
Deciding to investigate the area both of you leave through the manhole and exit the tracks.
Everything seems normal, until you arrive at the control point. Three bodies lie around the room.
Two dead cultists and one of your fellow officers, their wounds suggesting a gunfight occurred.
“Any chance that's one of the guys you're looking for?”
You frown, but approach the body to verify. Taking off his helmet reveals a face you've never seen before.
“No, it's probably one of the guys who was assigned to guard this area”
“Alright, I'll check the cameras”
She leaves towards the control room while you continue inspecting the scene and guarding it.
“I checked the tram cameras, no one left through that manhole, which means your friends aren't around here”.
Goddamn.
>Continue looking for the missing team
>A detour to check on the labs might be a better idea
>Call someone through comms?
>Write-in
>>
>>984422
>>Continue looking for the missing team

If there's even a slim chance of them being alive, we have to take it.
>>
>>984422
>>Call someone through comms?
Try to call our friends, but rather than giving ourselves away etc, tell them another Joke, showing it's us. Hopefully they'll give us a hint where they are cryptic enough that anyone listening would still not know.
>Continue looking for the missing team

Get girlie to tell the Director all we have found etc.
>>
>>984422
>Continue looking for the missing team
>Call someone through comms?
Warn them that there might be more monster strains prowling around, tell them about the baby and that hesitating will kill them, also tell them that stasis is great against them
>>
>>984422
>Call back and tell the chief about the religion cunts being behind it all and not to let any in
>Also keep looking for the missing team
>>
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>>984444
>>984422
Cunnin' quads are correct
>>
>>984452
Would that message be sent to the director/central command?
>>
>>984457
both would be great but central is the most important in this case?
>>
>>984457
Oh yeah, our RIG got a recording device in case someone decide to go "ah yes, reaper" on us?
>>
>>984470
It does.
Anyway, gonna get some meds and be back in a sec to write the update.
>>
>>984457
Unitoligist cult confirmed, unkown threat is using bodies of the deceased to multiply. Unitoligist threat has grow and are now rebeling against law enforcement and have murdered many.

They have safe houses and shrines set up across the station hidden away. Suggest pruge by fire.

Hostile unknown force, no apparent central nervous system connected to brain, rather than head shot or single shot rifles, shred them, remove limbs. Suggest move to Plasma gear when engaging. They are able to use ANY host size from old to new born babies, Advise destroy on sight.
>>
This moment of peace is a good opportunity to send your reports to the director and the command central.
You and Carla inform them of everything you've uncovered so far, providing evidence as well, specially of the unitologist hideout.
The reply is short but pleasant, the director thanks you and promises that the intel provided will be put to good use.
They're probably busy dealing with the many different messes that are going on all around the station, so you understand the lack of a request for an oral report.
“We should go back to looking for the missing team, Carla”
“Are you sure? You don't want to check the lab? Things shouldn't be very good if this is any indication.”
“I'm sure.” you stop on your tracks “You know, I haven't trying contacting the team yet, since the sargeant from the 3rd sent me on this assignment. Maybe I should...”
“Well if you manage to get to them even if for a moment I could get their location”
“Really?”
“Yeah, it's not that hard if you know what you're looking for”
“Alright let me try it out” you send the comm request, it takes a while but you get nothing.
“No use”. “Wait” she interrupts “They picked up, there's just no data coming up”
“What does that mean?”
“They're either in outer space or there's a jammer around them”
Great.
>Ask her if she can still get their location
>Question about the jammer, what?
>Just keep heading down the tunnel with comms open, we'll know when we reach it
>Write-in

>>984493
You've actually got about everything important down.
That said, surprised no one questioned something kinda important that I thought was "on your face", but I guess different people different concerns.
>>
>>984553
>Question about the jammer, what?
>Ask her if she can still get their location
Even a vague location is still good
>>
>>984553
>Ask her if she can still get their location
>Question about the jammer, what?
Inform them they are either in space or being jammed. Please turn this link off and one once for your in space and 2 times for ok shit we're being jammed. Just do it a shit ton if you hve hostiles and are hiding so please stop calling me.
>>
>>984553
>As her if she can still get their location
>Ask what could be jamming them
>>
“A jammer?” you've never seen something like this deployed, but then again you're just a cop.
“If it lets us connect to them, could we use the connection itself to transmit a message? Like 'call 2 two times if you're okay'?
Carla sighs but decides it's better to explain rather than just dismiss your idea.
“That would be smart, if you could find a way to communicate with the other side. The thing is, a jammer scrambles the data packages and sends them to well, anywhere that isn't their intended target. This means you establish a connection but everything sent either way just goes into the trash”
Well that's just dandy.
“Could you still find them through the call?” she shakes her head but smiles.
“I can't, but I can do something just as good. The jammer emits it's own signal while it's 'pinging' for anyone trying to use their comms, I could track the origin of that signal. It won't find us the team but it'll give a location to search at”
“Do it”
“Already on it”
A couple of minutes later and she starts celebrating to herself.
“Got it, they're in Sector 10”
“What the... the construction site?”
“Seems like it. It's just two stations over”
>Get a tram, it'll be faster, but you'll be noticed
>Go on foot, it'll take longer but you'll have the element of surprise
>Write-in
>>
>>984635
>Go on foot

The element of surprise is important
>>
Rolled 61 (1d100)

>>984635
>Get a tram, it'll be faster, but you'll be noticed
Maybe send the tram but we hide behind or or on the roof? She can hack a terminal to make it look like the tram was called to go there rather than sent. That way when it's investigate, there seems to be no one there and they'll see it was called by their side. Totally none suspicious.
>>
>>984635
>Go on foot, it'll take longer but you'll have the element of surprise
>>
>>984655
>>984665
>>984647
It's not mutually exclusive so I'll ask:
Do you want to send the tram first, then go on foot (as you all agree)?
>Aye
>Nay
>>
>>984673
Aye
>>
>>984673
>Aye
Take the tram part of the way then send it stop before it becomes obvious? Though if we bring it we'll have an escape ready?
>>
>>984673
>Aye
>>
“Carla, can you send the tram towards Sector 10 and make it seem like they called it?”
“A bit tricky, but it's doable, what've you got in mind?”
“We'll get in, move as close as possible through the fast transportation, then get out on foot and let the tram go all the way to sector 10. We follow behind and ambush the cultists”
“Sounds like my kind of game” game? “I'm all for it, just give me a second to set it up”
Soon you're doing just as planned. Ahead you can see the tram at it's final stop, you spot some cultists inspecting inside.
You count 5 of them.
>Move around the tram and ambush them from the station platform
>Throw a grenade to finish them all at once
>Ask Carla if she has any idea
>Write-in
>>
>>984712
Do we roll?
>>
Rolled 11 (1d20)

>>984712
>Throw a grenade to finish them all at once
Bait them into the Tran, then frag it. The tram though a little worse for wear will be fine
>>
>>984712
>Ask Carla if she has any idea
>>
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>>984723
Yep. Whenever it's an action and I don't mention rolls assume I just screwed up again.
>>
Rolled 1 (1d20)

>>984712
>>Write-in
Better Idea yet.
Call the Director, inform him 5 cultists are on the Tram from Sec10 to our place, wait for them to be inside then have it take them away from us straight to the security team waiting at the other station. Interrogations will be a go. We basicly bait them on board and then close the door and send them on their way. Clara hacks it so they cant get out, not even using any ammo
>>
>>984745
yeah I deserved that. for coming up with more than one idea.

thats my fourth 1 this quest. Anyone any other bright ideas?
>>
Rolled 6 (1d20)

>>984745
Jammer would be effecting us.

>>984712
NAD.OUT
>>
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>>984745
>>983919
>>983918
>>984749
(You) right now
>>
>>984745
>>984749
Jammer in effect. Also holy crap the crits in this quest.
That said, you're a pretty creative one so don't give up on plan crafting just yet.

>>984750
Got that right.

Seems like 2 for grenade, 1 for asking and 1 write-in. Will begin writing.
>>
Rolled 17 (1d20)

>>984736
>>
You get your good throwing arm ready, set your sights on the tram's window and...
The grenade hits the metal between the glass panels and gets diverted to the tram's platform.
You and Carla get to cover, but thankfully the cultists don't seem to have spotted you yet, but they're on alert now,
their group runs back to the platform and takes aim at the hallway that leads to the sector's access control point.
Your partner looks at you, as if asking for instructions.
>Hit them from behind, fire! (which gun? which fire mode?)
>Try another grenade (1 left)
>Write-in

If you need a reminder of what you've got, just ask.
>>
Rolled 11 (1d20)

>>984780
>Semi, pluse rifle or a slienced? Gun if we have one
>cripple one to beat up for info
>>
>>984805
Short version:

>Your stuff:
Line Gun
Revolver
Pulse Rifle
Grenade

>Her Stuff
Sniper(Seeker) Rifle
Pistol
Grenade
>>
>>984820
well fuck, ya. Guess we gotta be lod in semi-fire.
>>
Rolled 3 (1d20)

>>984820
Bait them. Have Clara draw them to look one way, then dive from behind cover, LINE GUN MULTIKILL! their fault for forming a nice firing line and not expecting this really
>>
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>>984851
>>984805
One more roll.

>mfw the next one is a 1
>>
>>984780
>pluse rifle
>cripple one to beat up for info
>>
>>984869
please roll a 20 on a 1d20
>>
Rolled 18 (1d20)

>>984869
>>
Rolled 11 (1d20)

>>984877
Well done.
>>
Rolled 8 (1d20)

You tell her to hit them with everything you've got while they're distracted.
Both of you open fire simultaneously, you manage to take down two of the cultists, while she takes one out with her sniper rifle.
The remaining two retreat to cover as they're now aware of your real location.
After a brief exchange of fire one of them grabs a grenade and runs toward you.
No way is this a suicide bombing?
>Fire on the grenade.
>Fire on him and hope the grenade rolls back
>Run back to behind the tram
>Write-in?
>>
Rolled 17 (1d20)

>>984905
>Fire on the grenade.

This is the oppsite of Making us whole fyi.
>>
Rolled 16 (1d20)

>>984905
>Fire on the grenade.
>>
>>984918
I guess in desperate times anything goes to protect your merry band of nutcases.
72 necromorphs await him in paradise!
>>
>>984922
Black Marker be praised!
>>
One second to stop yourself and your partner from turning to red bits of meat.
One shot. It flies and barely grazes the grenade but it's enough to set it off. The cultist is reduced to nothing.
It's good that you never skipped marksmanship classes back in the academy, because those lessons just saved your life.
The remaining cultists seems desperate and tries to run for it, but is stopped by a shot from Carla's sniper rifle that tears his right leg off.
“Missed, shit”
“Better this way, this will buy as a minute with him”
You both rush to the side of the dying fanatic, his breath is already getting ragged, blood loss will take him soon even if you don't.
>What do you want to ask him?
>>
>>984952
remaining cultist*
>>
>>984952
>Why are you trapping everyone? Do you cause this monsters to appear?!
>>
Rolled 4 (1d20)

>>984952
>What the fuck are you people doing? Why are you doing it? What did they promise you? WHERE'S THE FUCKING JAMMER AND IS IT GRAPE FLAVORED?
>>
>>984969
>>984961
Since this is such an open ended vote I'll leave it up for a bit more time.

You'll have time for a small exchange so a couple of questions will be doable.
>>
>>984982
We are supposed to roll for this as well or no?
>>
>>984738
The memes anon
>>
>>984997
Yeah do it, it's an intimidation roll.
>>
Rolled 6 (1d20)

>>984961
>>
>>985010
One more lad.
>>
Rolled 13 (1d20)

>>985029
>>
Time for some enhanced interrogation techniques. You put your boot's weight on the dying man's chest.
“Now, before you're gone to whatever whacko afterlife you believe in you're going to answer some questions” You release his chest so he talk.
“The marker's words will enlighten my path, you infidels will be purified once you're forced to hear it”
“Whatever. Why did you attack this place? Did you make these monsters, and how?”
“We will be” - he stops to cough blood - “remade, reanimated, and perfect as the creators intended”
“I feel like this is useless but let me try this again” you say as you press your fingers on the gaping hole that once was his leg.
“Why are you doing this? Where-” you were going to ask where the jammer was but he passed out.
Seems like you're out of luck with this approach, so you get up and start making your way to the access control room, which is when you hear a gunshot.
You turn back, Carla has her gun still pointed at the cultist's head.
“What, he said he'd be reanimated. I'm just being thorough”
She's not so bad.
>Make your way to the control point, head to the cameras to check them out
>No time, we've already made enough detours, straight to the elevator
>Talk about something meanwhile?
>Write-in
>>
>>985070
>No time, we've already made enough detours, straight to the elevator
>>
Rolled 1 (1d20)

>>985070
>No time, we've already made enough detours, straight to the elevator
I don't like it but time is not our ally
>>
>>985070

>No time, we've already made enough detours, straight to the elevator
>>
>>985121
Ok bull shut I'm posting from my phone and I still do! That's my fifth. MARKER TAKE ME
>>
“Let's get this over with” both of you head straight to the elevators and press the button set to the next level.
You'll clear this goddamn place one floor at a time if you have to, and you'll find the other officers even if you need to lift every table and go down every hole.
But you soon realize things might be a bit different than you expected,
as the door opens on the first floor and you're faced with an airlock chamber.
Through the camera panels showing the outside you see that lots of it just open space,
unfinished station blocks and many, many construction machines, some still operating.
You turn back to Carla and she says the first thought that crosses your mind "I'll need to find a RIG"
>Head back and try to loot one
>Tell her to wait at the tram instead
>Write-in

I'll need to take a break, for sleep and to try and get rid of this crappy headache and the whispers
Thread continues in 14 hours and 12 minutes.
>>
>>985166
>Head back and try to loot one
Thank you for running and get some rest.
>>
>>985166

>Head back and try to loot one
>>
Rolled 4 (1d20)

>>985166
>Head back and try to loot one
>>
>>985166
>Head back and try to loot one
>>
>>984738
bruh
>>
>>985166
>>Head back and try to loot one
>>
>>985166
>Head back and try to loot one
>>
Continues in 10.
>>
Splitting the team again seems like an awful idea, so you decide to go back down to try and find her a RIG even if it'll mean more time wasted.
Back on the first level of the sector a few 'shopping' options become clear to you. Granted that you'd love if there were auto-stores here.
“I goddamn hate this station and that 'wholesome traditional human experience' deal”
“Strange, thought a guy like you would enjoy a return to more analog experiences”
Your thoughts return to the matter at hand. The bodies on the floor have cultist-symbolism ridden RIGs, and altough damaged they'd be the easiest option.
The control room on the other hand could have a spare from the security team that should've been stationed here, but there's no guarantees.
Finally, there's a side entrance that reads “maintenance” that you figure will probably lead to the construction workers' storage and offices.
>Find her a Cultist RIG
>Look in the Control room
>Search around the Maintenance area
>Write-in?

Or rather 16 I guess. Close enough.
>>
>>987112
Give her the choice, we can waste time for a pristine RIG or take the gory cultist RIG of bad juju try to find some interesting loot in any case, like a kinesis module.
>>
>>987120
Cultists don't have them.
A security rig comes with one.
Engineering rigs don't necessarily but they usually have them since they're useful for their jobs.
>>
>>987112
>>Search around the Maintenance area

She will need a heavy duty RIG if she also wants to survive an unexpected necro attack.
>>
>>987120
>>987133

“Your pick Carla, gory cultist suit or we take our time finding you a clean one”
“If you don't mind I'd really rather not wear this thing” the look of disgust on her face drives the point home.
“Fine. We'll go check security then”
“Actually, why not the construction supplies? They might have more goods and if all security was recalled there might be no suit”
You nod in agreement and start making your way there. The place looks abandoned,
there are many rooms, all of them labeled something or another that doesn't really seem useful.
At the very end of the room you the engineers' dressing chambers. Lucky for you a basic engineering RIG is available, so you leave her to it.
Not long after she meets you back on the hallway, donned in that armor. You notice it doesn't have a stasis module.
>Spend some time to check the Construction Supplies
>Maybe you could find something in the office instead?
>Just head out, we're really starting to push it
>Write-in
>>
>>987149
>>Spend some time to check the Construction Supplies

With luck we find stasis and kinesis modules.
>>
>>987188
Roll me a d20
>>
Rolled 16 (1d20)

>>987197

In before critical failure and we encounter a necromorph
>>
“Maybe the supply room has something that'll make our life easy” you say while heading in.
She follows soon after, and both of you begin searching around the place.
A lot of it is just not very useful in the current situation, but among all the junk there are a few jewels.
You find a handheld Plasma Cutter, a stasis module, a couple of remote controlled mines, and the strangest of all a round metal 'shield' that you had never seen before.
Upon further inspection you find that the shield comes out of a gauntlet, activating a switch on it causes the shield's “blades” to collapse.
What do you take and who do you give it to?
Carla's Inventory: 6/8 slots
Phil's Inventory: 10/10 slots
>Plasma Cutter (1 slot)
>Stasis module (0 slots)
>Shield (0 slots)
>Remote Mine (1 slot)
>Extra Plasma Cutter Ammo (1 slot)

if you ever roll three 1s Carla will turn out to be an Ubermorph in drag and will attack you
>>
>>987224
either the shield so we can go revolver+shield or nothing. We already have a module on our suit.
>>
>>987237
You can assign stuff to Carla / give her the module.
>>
>>987224
>Shield (0 slots)
Good for bashing.
Carla gets
>Plasma Cutter (1 slot)
>Stasis module (0 slots)
>Extra Plasma Cutter Ammo (1 slot)
>>
>>987237
And our guy need to start using the kinesis module because that shit is glorious.
>Why are you dragging this severed leaper tail?
>Ammo conservation.
>>
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>>987249
>mfw

>>987237
>>987247
Not mutually exclusive so I'll mix.
>>
>>987224
>>Stasis module (0 slots)
>>Shield (0 slots)
>>
You affix the gauntlet over your RIG's armor and test the shield.
Seems to big enough to cover your torso, part of your thighs and part of your head, it's some decent protection.
Carla gets the stasis module, which is at full charge, and the plasma cutter along with some extra ammo.
“Dual wielding with this baby will be a lot of fun”
“You won't actually use two guns at once right?”
“Why not? I can totally aim with just two”.
'Just two'. You're suddenly reevaluating her mental stability.
Both of you make your way to the elevator and back to the airlock. You check your air supply and hers.
One minute, that's how much you've got every time you go into open space.
You wait as the room depressurizes then take in your new surroundings.
A catwalk leads to a new room about 10 meters away. On the other hand,
you can probably jump to a platform to your right which would give you a better sight of what's ahead.
“Hey there's a ladder over here” you look towards Carla, it seems next to the airlock there's a ladder that leads directly to the second level of the construction zone.
>Take the ladder
>Jump to the right
>Next room up front
>Write-in
>>
>>987280
>>Take the ladder
>>
>>987280
>Take the ladder
>>
Ladder it is. You and your partner head up, it feels a bit weird to move in open space but you start getting used after a while.
When you reach the top side your view of the lower areas is blocked, as you face a large station-block, not yet attached.
It's separated from you by a couple of meters, so you make the jump with no hesitance.
Carla however seemed to falter, but did it once you taunted her a bit.
“There's no gravity to pull you down kid”
“Yeah well, that's even worse, what if I missed and got lost forever in space?”
“How would you miss a gigantic piece of metal that's right in front of you”.
She shrugs and lets it go. You move to open the airlock before stopping to consider.
If there are any enemies inside they'll probably see you from the airlock's feed of the entrance.
>Go in guns blazing, the best tactic is overwhelming firepower
>Be careful, open it and let the air leave while you take cover on the sides
>Enter with your shield raised, but don't fire
>Write-in
>>
>>987304
>Be careful, open it and let the air leave while you take cover on the sides
>>
>>987304
>>Enter with your shield raised, but don't fire
>>
>>987309
>>987307
5 then tiebreaker.
>>
Rolled 1 (1d2)

>>987311
>>
With the airlock open a hail of pulse rifle fire comes from the inside.
“Come and get us you unitologist freaks!”
Wait, that voice is familiar.
“Wait, wait, wait! We're friendly, Sarge don't shoot!”
“Phil, get in and close that fucking door”
You hurry inside alongside Carla. Gomez closes the door behind you and you returns to attend
a downed officer.
One civilian is gasping for air trying to catch his breath, the other seems to have been dead already.
“What's going on, how did you guys get here?”
“Long story, we got stuck trying to evade those things and then got trapped by cultists here.
One of the civvies and officer Smith got wounded, and we can't exactly leave them behind to try and get help.”
>What happened to the monsters?
>What are the cultists doing here?
>We should retreating
>We should keep going and find out why they jammed this area
>Write-in questions or things to inform them?
>>
>>987351
As a clarification, by stuck I mean they couldn't exit the area, then trapped as in they couldn't exit the airlock.

Some things are clearer when you think them.
>>
>>987351
>What happened to the monsters?
>We should retreating
>>
“What happened to the monsters?”
“That's the weird part, we went into the maintenance tunnels but at some point they just stopped chasing us”
A mystery for another time, you suppose.
“We took care of the cultists that went to check the lower area, we have a clear cost to retreat.”
“Alright but we need to leave through the other way.”
“Other way?”
“The civvie can't breathe in space, what else do you need?”
Of course. You forgot about that bit.
“There's an access elevator that goes straight to the construction admin office, but it's on the other side of this door. Last we checked there wasn't anyone so it should be safe.”
Officer Smith is down, who should carry him?
>The civvie (might not be able to carry the 250 pound armored man without slowing down a lot)
>Sarge
>Carla
>Gomez
>You
>>
>>987375
>Gomez
>>
>>987375

Can we choose to remove his RIG or parts of it and let the civvie carry him? He won't be needing it considering his status and we need ever able man to deal with cultists and necros
>>
>>987399
You'd need to remove the whole thing.
I'll wait a bit for you guys to decie and if no conclusion is reached I'll roll for it.
>>
>>987375
>Gomez
>>
>>987411
Gomez it is.

You motion for Gomez to take care of carrying the injured officer.
Sarge takes the rear, Carla coming front of him, then Gomez and the civvie and finally you.
Opening the airlock door to the other compartment emergency lights react to your arrival much like the maintenance ones,
allowing you take in your new surroundings: regular dull-grey metal floors and walls, same as all the other bits of the station.
Your group continues to make it's way forward according to the instructions Sarge gives, eventually reaching an open court that looks like a mess hall.
But you hear a sound from the other side of the room, it's the elevator the sarge talked to you about and it's coming up.
>Battle Plan?
Any info you need on the room and on your team just ask.
>>
>>987419
>Spread out and stay away from the vents. Prop the injured office up behind some cover and have 2 dudes watch the back while the rest aim at the elevator or vents? nearby.
>>
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>>987421
>>987419
Pretty high tier plan desu
>>
>>987421
>>987419
+1
>>
>>987428
SIMPLE TACTICS ARE MORE THEN THE CULT USE.
>>
>>987428
>>987421
>>987431
>>987432
Roll me those dee20s for execution lads.
>>
>>987421

Sure but y dont we use the sheld we got?
>>
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Rolled 9 (1d20)

>>987435
>>
Rolled 1 (1d20)

>>987435
Remember to throw shits that are not bolted down, like tables and chairs
>>
Rolled 12 (1d20)

>>987435
I Really fucking hate this lack of being able to follow posts because they removed the You's.

>>987438
Because we hopefully have cover already? No point in wasting the shield at all or use it willy nilly.
>>
Rolled 5 (1d20)

>>987435
Lets do this falx formation
>>
Rolled 7 (1d20)

>>987435
It won't matter anyways, The 1 will ease it
>>
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>>987442
'>pic related

>>987445
As do I. But at least Canadians are starving because of it
>>
>>987442

Y so many 1 in this quest
Man we would have died way back if qm did crit fails
>>
>>987453
Oh god we have bad rolls because we're starving out the fucking leaf's.
>>
Rolled 6, 8, 13 = 27 (3d20)

>>987441
>>987442
>>987445
Man you're lucky I only erase the highest roll.

The marker REALLY wants you dead.
>>
>>984738
bait picture
>>
Rolled 19 (1d20)

>>987435
>>
The group overturns the metal tables spread around the room. Thank god these things aren't bolted down.
Gomez props the officer next to his cover in the center. Carla stands to the back of the room, the civvie with her.
Sarge takes the left flank, and you take the right flank, both of you next to ventilation ducts, so you can ensure no surprises come up.
When the elevator arrives you're thankful to see two cultists and not any monsters, but the happiness is short-lived.
The pair is thrown out of the elevator, which is when you notice their backs were torn off.
From behind them comes...
Just what IS that thing? It's like someone injected steroids on one of those regular monsters and made some kind of super-monster.
All of you seem to fail your sanity checks as you open fire wildly. Only a few grazing hits, but the scary part? He heals from it.
>Open fire again! (any specifics?)
>Hide and pray
>Retreat!
>Write-in

>>987471
Too late.
>>
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>>987479
Forgot the pic.44

>>987467
Yeah my bad, I confused the bait version with the actual pic.
>>
Rolled 5 (1d20)

>>987479
>Stun/statis its ass with any Rigs and pick off of its body while trying to lead it to the airlock to vent maybe?
>>
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>The only 20 we've had in this quest was to kill babies
Anybody else miffed by this?

Or am I remembering the session wrong?
>Open fire again!
>Anbody have explosives? Use 'em!
>>
>>987485
Guess the only thing you're good at is killing babies. Post mortem abortioneer doesn't seem so bad on the resumee.
>>
>>987485
>>987479
Meant to be a reply
>>
>>987479
>Use Stun/Satis
Even if it doesn't stop it completely, slowing it down is still good.
>>
Rolled 8, 4, 5 = 17 (3d20)

>>987495
>>987489
Okay going to need 2 more rolls.
>>
Rolled 8 (1d20)

>>987479
stasis and push the fucker in a corner and rush the elevator.
>>
Rolled 16 (1d20)

>>987497
>>
Rolled 14 (1d20)

>>987497
Here's Johnny!
>>
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>>987497
on one hand, we're pretty bad at killing Bob, on the other hand Bob is pretty bad at killing us.
>>
Rolled 6 (1d20)

>>987497
Lets see how much damage I can do...

to your rolls!
>>
You swiftly throw the ugly bastard on stasis before he can charge, meanwhile your team opens fire.
By god their aims are off, maybe they still haven't recovered from the shock of seeing this thing.
The uggo regenerates from whatever small hits he takes, so you take it upon yourself to do some damage.
Two hits from your line gun do the trick and both his legs are down. You pray he can't heal that.
Stasis at 3/4
Line Gun at 3/5
“Well he's probably done for” Carla says.
You aren't so sure of that.
>Let's circle around him and get to that elevator
>Let's shoot him until he's done
>Let's blow this son of a bitch up (grenades, mines?)
>Write-in
>>
Rolled 12 (1d20)

>>987531
>Let's blow this son of a bitch up (grenades) and anything that remains needs to be vented into spaceee
>>
>>987531
>>Let's blow this son of a bitch up (grenades)
>>
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Rolled 18 (1d20)

>>987531
>Let's blow this son of a bitch up
Grenades!
>>
>>987543
>>987536
One more.

>inb4 1
>>
Rolled 10 (1d20)

>>987542
>>
>>987556
>It's not a 1
Thank the lord
>>
You ask Carla for her grenade, and Sarge gives you one as well.
Then the team heads towards the elevator while you stare at the monster.
The stasis fades so it starts crawling, the legs slowly coming back.
Can't let that happen, so you hit him again with stasis and proceed to drop two of the grenaded onto him.
The last two you stuff into the maw that is his deformed face.
“I'm sorry Bob, but I have the feeling we'll be meeting each other again.”
You don't have a lot of time before the grenades are set off so you hurry to the elevator.
As the doors start closing and you hear the mosnter's growl signalizing the stasis is gone the explosives go off.
If anything this will at least slow it down if not outright kill it.
-
Down on the first floor the team gets into the tram, Sarge is trying to communicate with the command central but nothing comes up.
You talk about the jammer situation and he gives up.
Now the question remains, where to go?
>Investigate the Lab, there was some trouble back there
>Straight to the central where the main security force is
>Back to the Medical Sector
>Write-in?
(if you want to ask what other sectors and places there are or theorize go ahead, but I don't know if you're interested on any of the other stuff yet)
>>
>>987571
>Back to the Medical Sector
Need to heal.
>>
>>987571
>Investigate the Lab, there was some trouble back there
>Might also learn what the fuck that was all about.
>>
>>987571
Gotta drop the lads off
>Back to the Medical Sector
>>
When you arrive at the medical sector things seem worse than when you first woke up there earlier.
Lots of civilians are injured, and you see at least ten security officers on sickbeds, some missing limbs.
The garrison sergeant greets you then helps Gomez take the injured officer to treatment.
The rest disperse, your own Sarge goes to find some grub while the civvie thanks you and heads to the waiting room as instructed by a receptionist.
Carla's the only one to stick around.
“You know, it's been fun following you around to solve all these mysteries and go into dark holes, but don't think I forgot our deal.”
That's right, you promised to help her with a mission on the communications hub.
>I'm breaking my word, you're on your own
>Just give me some time to check with the psychiatrist
>Just give me some time to get some meds
>Just give me some time to [something else?]
>Let's go now
>Write-in
>>
>>987595
>Just give me some time to get some meds
Can't protect if we're near death.
>>
>>987595
>Just give me some time to get some meds>Just give me some time to get some meds
Painkillers will save us from death, I swear!
>>
>>987595
>Just give me some time to get some meds
>>
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She doesn't seem to mind letting you get some medical attention, and goes to wait by the reception's computers.
You wonder if she'll try to mess with the systems here too.
After calling to a young doctor who seemed to have some spare time and explaining your situation he opts to get you a check-up to make sure the surgery's results are holding up,
some pain killers and a topical application of a medpack to speed up the healing.
>Health Indicator at 9/10
If anything at least you spared the medpacks you keep hidden.
You thank the doctor and head back to the main room of the med sector.
Strangely you pass by a mirror and see your armor looking different than normal,
so you go back and do a double check.
It's normal, maybe you're just tired.
>Talk to Carla and begin the mission
>Talk to the guys and see if anyone wants to come with
>Maybe stealth check on the psychiatrist and get some anti-psychotics
>Write-in
>>
>>987609
>Talk to Carla and begin the mission

REMEMBER, WE'RE FINE. ITS JUST STRESS.
>>
>>987609
>Talk to Carla and begin the mission
I would ask the guys but the Med-bay needs protections and it will be harder to sneak around in a bigger group.
>>
>>987609
>>Talk to Carla and begin the mission
>>
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>>987618
>>987611
>>987621
Just give me time to get more coffee, someone drank everything up.
>>
>>987628
>Not drinking superior tea
*sip*
>>
You get Carla and leave back to the tram.
The officers salute you on the way out, by the looks they give you someone's been spreading your recent deeds.
While on the tram and waiting to arrive at the comms hub she goes over the plan again.
“I'll wait until you've dragged their attention so I can sneak to the access control room and hack into the system.
When I'm done we'll retreat back here and haul ass.
I'm trusting that a few cultists won't be any problem to you, Isaac”
“Yeah no biggie”
>Wait what did you just call me
>Don't mention her mistake
>What exactly do you need on their system?
>Write-in

>>987639
Jolly good tea time eh old chap?
>>
>>987650
>>Wait what did you just call me
>>
>>987650
>What exactly do you need on their system?
>>
>>987650
>What exactly do you need on their system?

>Tfw its all connecting.
>>
>>987663
Please go on, I want your theories anon.
>>
>>987665
I haven't read the first thread yet. But this is during the second? outbreak and this is one of the people who encounted Isaac or survived the first round with the Undead? btw, where is the archived link to the first one?
>>
>>987669
This is after Ishimura/Aegis and before The Sprawl.
There is a reason for everything of course.

Link is here:
http://suptg.thisisnotatrueending.com/qstarchive/979465/
>>
>>987674
Danke

>tfw might be able to save Earth this time and help the True government. the panic of realizing the sheer number of markers in existence.
>>
Can't mention that. Whoever Isaac is you're sure it was just a slip on her part. Done, 'forgotten already' you think, just got to move to a different topic.
“So tell me, what exactly do you need on their system?”
“Simple really, I want to access the security feeds and help transmit all the disconnected data back to the central through a backdoor channel.
I'm also hoping to send a distress signal, but that's hard and I'm not sure you can buy me enough time to do so.”
“How much time are we talking?”
“About half an hour”
>No fucking way
>I'll try, no promises
>What if we just invaded the hub, wouldn't that be easier?
>Write-in

>>987680
>might be able to save the Earth
Yeah, get some moon-booster weapon so you can roll a 1 and miss the brethren moon and kill the Earth.
>>
>>987683
>What if we just invaded the hub, wouldn't that be easier? Though I won't promise anything.

Well if we can blow the whole 'religion' unlike Clarke was able too, We might be able to stop them and end the civil war quick enough?
>>
>>987683
>I'll try, no promises
Make it worth it.
>>
>>987688
>>987698
10 then tiebreaker.

Meanwhile, if you guys have any suggestions that you could send either at the end of the thread or while we wait I'd be happy to read 'em. I am kinda clueless about most of the mistakes I make.
>>
>>987680
goddam game spoilers dammit!
>>
>>987484
>>987683

>I'll try, no promises
>>
>>987688
Say "I'll try, no promises"
then stop and look back and ask:
>What if we just invaded the hub, wouldn't that be easier? Though I won't promise anything.
>>
>>987720
>Spoilers for a game thats been out for god knows how long.

I bet you don't even know that the Red Marker was a copy cat, based on the one found on earth and sunk.
>>
>>987729
My Xbox and games got ratshit all over cuz my mums a cunt.
>>
>>987729
He doesn't even know that Nicole is [s]dead[/s]
>>
>>987735
Youtube the shite then mate, Its the second best thing or get it for the Comp. Unless you're running windows 98 you should be fine.
>>
>>987737
>[s]
You're not from there, right?
>>
“I'll try, no promises” you pause, considering if there are any alternatives.
“What if we just invaded the hub instead, wouldn't that be easier?”
She frowns. “An easier way of getting us killed maybe. I mean, we have no idea of how many guys could be in there.”
“Unless..” she goes silent.
“Unless what?”
“I'll be invading the camera systems anyway, I could check and then we see if we proceed with that suicide mission”
>Seems like a plan
>Nevermind it, too risk
>Write-in
>>
>>987739
I got Windows VISTA, and its not the same if your watching instead of playing, especially considering its a game about the tension, fear, and atmosphere the setting gives you. I'm not sure how far I got into DS2, its been about 2+ years now? Never got to DS3, and I'm not sure how far I got into 2 since it started to feel repetitive.
>>
>>987755
>Seems like a plan
>>
>>987755
>Seems like a plan

>>987756
You could watch just a person playing it without commanarty and shit I think? I personally never finished 1. Too Spooky for me.
>>
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>>987755
>Seems like a plan
Check'd
>>
>>987755
>>Seems like a plan
>>
“Seems like a plan” she nods and you both just sit back in silence, preparing for the next mess you're getting into.
Minutes later you're stopping at the communications sector.
From what you can see while peeking from cover the tram station itself is not that heavily guarded, just two cultists on patrol.
>I take the left one, you take the right one (d20, bo3)
>Wait, maybe we can distract them and bypass them? (how?)
>Write-in

Worst captchas are the ones that keep sending images for you to click on.
>>
>>987755

>Seems like a plan

Loved ds 1 2 was ok naver did 3
I cant hear twinkle twinkle little star the same any more since ds1 crepppy as fuck to me now
>>
Rolled 7 (1d20)

>>987775
>I take the left one, you take the right one
>>
>>987776
3 is generally considered the weakest, but it's still playable
>>
Rolled 3, 20 = 23 (2d20)

>>987775

>I take the left one, you take the right one (d20, bo3
>>
Rolled 17 (1d20)

>>987775
>I take the left one, you take the right one
>>
>>987779

Ok hmm damm i might go get ds1 on my laptop agin
>>
Rolled 9 (1d20)

>>987780
>20
I know it's a multiroll, but I think I should count it.
>>
>>987789

Sorry was t too sure as we had 2 people doing things.
So rolled for both.
Thanks 20 not just for dead babys
>>
Rolled 13 (1d20)

>>987775
>I take the left one, you take the right one (d20, bo3)

Whats bo3?
>>
>>987796
best of 3
>>
>>987789
Its an easy enough shot, they don't know we are there, and we have the luxury of time to aim at them.
>>
Rolled 5 (1d20)

Quickly lining up the cultist's head on your sights you send down a burst of fire that detaches his skull from the rest of his body.
You turn to the right-side cultist and see that he's still up, as Carla's shot only grazed his helmet.
Instinctively you draw your revolver and put two bullets that go through the underside of his helm and into his head.
“Damn, you're a nice shot”
“Only against babies and religious maniacs”
You both move ahead to the hallways connecting this area to access control,
but quickly move back and take cover on the walls as a group of 3 cultists moves in, one of them strangely wearing a RIG much like the one you imagined earlier.
>Throw a grenade
>Shoot again, it's a hallway they can't get cover
>Use the shield and bash them back while firing with the revolver
>Use stasis and do something else (what?) (2/4)
>Write-in

>>987800
It's fine, rolling is the best part.
>>
Rolled 10 (1d20)

>>987806
>Use the shield and bash them back while firing with the revolver
>>
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>20 for babies, cultists
Literally dues vult

>Shoot again, it's a hallway they can't get cover
>>
Rolled 5 (1d20)

>>987808
>>
Rolled 13 (1d20)

>>987806

Shoot again, it's a hallway they can't get cover
>>
Rolled 17 (1d20)

>>987806
>>Shoot again, it's a hallway they can't get cover
Mag dump them.
>>
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>>987816
>>987815
>>987807
>10, 5, 13
>>
Rolled 13 (1d20)

>>987806
>Shoot again, it's a hallway they can't get cover
>>
Rolled 20 (1d20)

Carla fires her sniper twice but misses both.
It seems she didn't realize hip-firing from a sniper at close quarters isn't the ideal right now.
You decide to fire wildly down the hall with your rifle. Despite spending half a mag you only kill the first guy and injure the second and rear ones.
They're now firing back at you but Carla switched to her Pistol and has got them pinned down.
>Switch to line gun and try to get both with one shot
>Grenade!
>Screw this, melee with shield
>Write-in
>>
Rolled 17 (1d20)

>>987840
>Switch to line gun and try to get both with one shot

I WANT HIS ARMOR.
>>
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Rolled 16 (1d20)

>>987840
>Screw this, melee with shield
>>
Rolled 7 (1d7)

>>987840
stasis the bastard and/or throw the a cultist corpse at him.
>>
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Rolled 9 (1d20)

>>987854
duno why a d7 came out.
>>
Rolled 16 (1d20)

>>987854
>>987848
>>987842
10 then tiebreaker, etc etc.
At least your luck seems to have improved.

Rolling for something completely unrelated.
>>
>>987840
>Switch to line gun and try to get both with one shot
>>
Rolled 16 (1d20)

>>987870
Forgot to roll
>>
Rolled 17 (1d20)

You put away the pulse rifle and ready your line gun.
Turning around the corner you see the RIG-wearing cultist aiming at you while helping his friend get up.
You send one shot down the hall that tears through his friend's abdomen and cuts some of the plating on the armored foe.
One more and the fanatics are both bisected completely.
“Oh god their guts are coming out, let's hurry out of here” Carla says while stepping over the corpses, you follow closely.
Arriving at the control point it doesn't look like they had any other defenses set up in this level, so she goes to work on the side-room.
“Keep them busy will you?”
“Just don't take your sweet time drinking leftover coffee or something”
Taking cover behind one of the pillars in the room you check your inventory:
Revolver 4/6 + 6
Pulse Rifle 25/50 + 50
Small Medpacks x2
Grenade x2
Line Gun 1/5
Gauntlet-Shield
Stasis at 2/4
>Wait here by the pillar, it's a longer distance but provides good cover
>Wait next to the elevator behind smaller cover where you can flank them
>Don't wait in cover, wait right in front of the elevator with your shield up and one last line gun shot
>Write-in
>>
>>987888
>Wait next to the elevator behind smaller cover where you can flank them
>>
Rolled 11 (1d20)

>>987888
>Wait here by the pillar, it's a longer distance but provides good cover
>If possible rig explosives using the grenades we have to be donated when the Cultists go to certain areas.
>>
>>987895
Forgot to say but d20 Bo3
>>
Rolled 4 (1d20)

>>987895
>>
Rolled 14 (1d20)

>>987888
>>Wait next to the elevator behind smaller cover where you can flank them
>>
>>987897
>Wait next to the elevator behind smaller cover where you can flank them
We can fall back, we have space to fall back to.
>Set up trip wire to our explosives.
>>
You decide to flank the enemy, positioning yourself behind lesser cover but taking aiming directly where they'll pass through, while completely out of their line of sight when they arrive.
A minute passes and you hear the elevator opens, a group of four unarmored men rushes out while scanning the area ahead of them.
To engage you...
>Throw a grenade while they're all close together
>Fire the pulse rifle while they're all close together
>Write-in
>>
>>987934
I forgot to update but you no longer have the two nades. (fixed now)
Also the remote controlled mine would've fit but you didn't take it.
>>
>>987942
>>987934
>>987938
In fact I even made the update without that in mind
>when you leave something to do later and it breaks continuity
Let's just leave your options at

>Use line gun's alternate fire (distance mine)
>Use pulse rifle
>>
>>987949
>Use line gun's alternate fire (distance mine)
It can hit more than 1 guy at once right?
>>
>>987968
It can.
>>
Rolled 9 (1d20)

>>987949
>Use line gun's alternate fire (distance mine)
>>
>>987949
>Use line gun's alternate fire (distance mine)
>>
Rolled 11 (1d20)

>>987949
>>987979
in case you wanted a roll
>>
>>987998
Yeah still one more, thanks.
>>
Rolled 15 (1d20)

>>987999
Check again.
>>
Thinking fast you use the line gun's secondary fire, emptying the last of it's ammo.
The mine travels towards the center of the cultist group, the noise making them all turn to face it.
“What's t-”
Are the last words one of them gets out before the mine's lasers shred them all to pieces.
You watch the bodies for a while to make sure they're gone, and as the seconds pass you are pleased by how well this worked.
“Hey just an update, got through the first level of security, got the feeds up. Now I'll work on the backdoor and when I'm done we can see if we'll progress with the invasion plan”
“Copy that”
You close comms and go back to waiting for targets.
Five minutes pass before you hear an explosion coming from the bathroom on the opposite end of the room.
At the same time three cultists leave the elevator and leap to cover.
>Focus on the guys on cover
>Try to take out whoever comes out of the bathroom
>Relocate to somewhere?
>Write-in
d20 for all actions
>>
Rolled 20 (1d20)

>>988032
best thing would be to take a look at what came out of the bathroom, my money would be on Bob, if we're lucky it'll be a necromorph and it may attack the cultist if it sees them before us.
>>
Rolled 13 (1d20)

>>988032
>Try to take out whoever comes out of the bathroom

They'll expect us to fire on the guys coming from the elevator.
>>
Rolled 17 (1d20)

>>988032
>Try to take out whoever comes out of the bathroom
>>
Rolled 2 (1d20)

>>988046
>>988041
>>988049
Nice
>>
Rolled 11 (1d20)

You hear the tram car departing, but you can't bother with that right now.
While the cultists scramble for cover you take aim at the elevator and wait.
A second passes and another three of them come out, likely they used explosives to create another 'entrance' to come down from.
You fire and manage to take down all three despite spending a lot of ammunition.
At that the remaining trio starts sending shots your way, which you respond to, enough that you're all stuck in this situation.
Eventually you reload and hear one of them take footsteps.
>Stop reloading and use the revolver to take the one out of cover down
>Keep reloading, let him be you can do it later
>Take the opportunity to relocate using your shield for protection
>Write-in
>>
>>988081
>>Stop reloading and use the revolver to take the one out of cover down


NO RISK, NO REWARD!
>>
>>988081
>Take the opportunity to relocate using your shield for protection
>>
Oh yeah
>d20
>best of 3
>good write-ins welcome


>inb4 someone asks if we can throw the shield
>>
Rolled 15 (1d20)

>>988093
>>
Rolled 11 (1d20)

>>988094
Oh, we need to roll? Okay!
>>
Rolled 3 (1d20)

>>988094
>Stop reloading and use the revolver to take the one out of cover down
>>
Rolled 7 (1d20)

Poor bastard doesn't know what hit him, and probably never will now that he's got two revolver bullets in his chest.
You go back to cover just in time to avoid the barrage his partners throw your way.
“Hey Philip, I've got a small problem here so this might take longer than what I expected.
They detected my hack and are trying to circumvent it, so I'll need to shut down their access and divert their attention somewhere else”
“I'll buy you the time, just focus on doing what you do best”
Which is definitely not shooting, as seen earlier.
You hear foot steps coming out of the elevator and the bathroom.
Putting your shield up you check the area and spot a total of 9 cultists all around firing on your position.
>Time for a charge, get to the tracks while protected by the shield
>Hell, let's retreat into the female bathroom
>Stay here and try to take a few more out
>Try to use stasis and then take one out
>Write-in
>>
>>988124
>Hell, let's retreat into the female bathroom
>>
Rolled 15 (1d20)

>>988132
Oh yeah bo3 d20 mates.
>>
Rolled 8 (1d20)

>>988132
>>
Rolled 19 (1d20)

>>988136
Rollerirooo
>>
>>988139
>Inb4 rolled 1
>>
>>988144
I'll assume you're voting for the same as the pink anon.
>>
Rolled 13 (1d20)

A tactical retreat into the female bathroom seems your best bet to survive this.
Using the shield to protect your upper body you slowly retreat into the bathroom and take cover in the internal wall.
The cultists start approaching you for better shots but it's quite hard to when you're just waiting under cover.
“Hey is everything alright out there?” Carla says on the comms.
“Yeah had to retreat but I'm in one piece”
“Alright, just to let you know one of these fucks is outside my door, he tried to open it but I locked it tight before starting my work.”
“You think they can manage to open it?”
“Not for now, but try to keep them busy, please, things are hard enough in here already”
“At least you don't have a bunch of freaks shooting at you”
“We all have our problems”
You turn your attention back to the battle.
Maybe you could find a way to lure them in?
>Move to the other side of cover and hit the opposite end's wall.
>Ask Carlie if she can do anything to help out here
>Just keep your location and take a few shots back, try to stall
>Write-in
>>
>>988178
>Move to the other side of cover and hit the opposite end's wall.
>>
>>988178
>Move to the other side of cover and hit the opposite end wall.
>>
Rolled 16 (1d20)

>>988178
>>Just keep your location and take a few shots back, try to stall

a good offence is the best defence
>>
Rolled 17 (1d20)

>>988190
>>
To bait the enemy you move to another position and create a sound that indicates you're moving further into the bathroom.
Like clockwork a cultist rushes in, but with the advantage that you knew where he'd be you manage to make the first move.
>Bash his face with the gauntlet and use him as a meatshield
>Shoot his sorry unitologist ass
>Reatreat further and shoot the lights
>Write-in
>>
Oh yeah, d20 and all that.
Sorry for taking so long for such a short update, I myself was where the good MC is.
>>
Rolled 7 (1d20)

>>988220
>>Bash his face with the gauntlet and use him as a meatshield
>>
Rolled 11 (1d20)

>>988220
>Bash his face with the gauntlet and use him as a meatshield
>>
Rolled 11 (1d20)

>>988220
>Bash his face with the gauntlet and use him as a meatshield
>>
Rolled 1 (1d20)

>>988178
>Move to the other side of cover and hit the opposite end's wall.
>Ask Carlie if she can do anything to help out here
Like cutting off the oxygen in the room or depressuring it?
>>
>>988246
A little late for that vote, buddy.
>>
The last thing he expected was a heavy armored glove hitting him square in his unarmored jaw.
While it didn't knock him out it made him lose his focus for long enough that you could disarm and grab him.
Now that you've secured yourself some human cover you could take back the initiative and charge out.
>Head out and lay some pulse rifle fire
>Hurry out and try to negotiate, just to stall them
>Hurry out and try to get close enough to use the Rifle's secondary fire (shotgun)
>Write-in

>>988246
While you've made a good suggestion on mixing two options you did get a little late for that.
At least this means the 1 is doubly invalid.
>>
Rolled 20 (1d20)

.
>>
>>988253
>Hurry out and try to negotiate, just to stall them
>>988255
Ah, fuck
>>
Rolled 1 (1d20)

>>988253
>Hurry out and try to negotiate, just to stall them
>Just stall them.
>>
Rolled 6 (1d20)

>>988253
>>Head out and lay some pulse rifle fire

Do it from behind the shield, if possible.
>>
Rolled 2 (1d20)

>>988260
>>
Rolled 16 (1d20)

>>988253
>Hurry out and try to negotiate, just to stall them
>>
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>>988263
>>988264
>>988268
2 it is
>>
Rolled 9 (1d20)

“Now, I've got your friend, how about we -”
You get thrown back by the sheer force of so many guns shooting at once.
Man these guys really don't give a shit about their own well being and that of their mates.
Options are running out and you're pinned on a wall getting blasted, only alive because the chunk of meat is still holding.
Eventually the body is too far gone so you release the shield and try to stay in place, a few smarter cultists lower their aim.
Three shots to your legs, one hit the armor, one was a graze and the other went right through, that left leg is fucked.
“Hey, Philip, I got it! I'm in! And I've got you a little help, how fast can you get into a bathroom stall?”
“On -” fuck that hurts “I'm on my way”
You run like a madman as the round fly past where you just were, blasting a wall.
As you jump into one of the stalls you hear the footsteps of the batallion of men coming for your head.
And then everything goes dark, except your suit systems.
“Got it. I just overloaded the emergency generator, EMP blasted everything, but I had to get your suit out of range.”
“Doesn't this fuck the communication systems?”
“No, just the cameras, the upper levels are all shielded and would be out of range anyway.”
You can hear them outside, stumbling around and shooting blind while insulting your family down the tenth generation.
>Battle Plan?
Health at 5/10

Remember, roll a d20.
>>
Rolled 4 (1d20)

>>988301
Stasis, then run to a better position.
>>
Rolled 3 (1d20)

>>988301
>Army crawl out and take out their legs.
>Also pop a medkit?
>>
>>988310
this is a better idea
>>
>>988310
>>988307
Seriously, what's with the rolls in this quest.
>>
>>988314
Its simple, We just want to die.
>>
Rolled 1 (1d20)

>>988310
Rolling for this
>>
Rolled 1 (1d20)

>>988307
>Stasis, then run to a better position.
>>
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>>988317
>>988316
Someone upstairs really really hates this guy.
>>
>>988325
>>988317
Wut
>>
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>>983918
>>983919
>>984745
>>985121
>>987442
>>988246
>>988263
>>988317
>>988325
>>
>>988341
sheit.


we're dead.
>>
You use a medkit, your indicator going back up to 7/10.
Next you decide to crawl out of the bathroom while shooting the cultists.
Only one thing you forgot, the light from your suit and flashlight makes you look like a goddamn Christmas tree.
The cultists open fire, you feel the blood pool up inside your suit, you've been hit multiple times because of such a stupid mistake.
But you're still awake when you start hearing the trembling of a heavy gun destroying the area in front of you.
Moments disappear as your consciousness fades in and out.
You wake with Carla holding your head
“You're going to be alright, Philip” things fade back, and when you return there's an unknown soldier over you, his hands working on your chest.
“Come on slugger, gotta keep you fresh for what's coming”
Things fade to black once more, and the next few bits are just disconnected words coming from the vacuum.
“Director orders”, “Leave comms”, “Team omega”, “No help”.
Then it all turns back to dreams, just dreams of unknown faces and dark places, of more alien symbols and whispers that turn to screams.
You don't know how long has passed when you wake up again.
Around you a small bunk, the surgical equipment lying around mixed with someone's personal belongings makes it look like a makeshift surgical room.
There doesn't seem to be anyone nearby.
>Get up and try to inspect the area (d20)
>Shout for someone
>Just lie back and catch your breath, collect your thoughts [talk to yourself]
>Write-in
>>
Rolled 9 (1d20)

>>988361
>>Get up and try to inspect the area (d20)

hoping for something useful
>>
>>988361
>Just lie back and catch your breath, collect your thoughts [talk to yourself]
>>
>>988376
>>988372
10 then etc
>>
Rolled 4 (1d20)

>>988372
This
>>
Rolled 8 (1d20)

>>988361
>Get up and try to inspect the area (d20)
Very slowly, is there anything that could be a weapon? Maybe listen carefully and see if we can over hear talking
>>
>>988361
>Just lie back and catch your breath, collect your thoughts
We seriously deserve a rest.

>>988317
>>988325
Maybe of the noobs stopped rolling so soon after one another, like not in the same dam minute we get less 1s.
>>
Rolled 20 (1d20)

>>988361
>Just lie back and catch your breath, collect your thoughts [talk to yourself]
>Mutter about how much of a fucking pay raise you need
>>
Rolled 6 (1d20)

>>988376
>>
MOTHER FUCKER, SERIOUSLY? I AM SALT NOW
>>
>>988399
I'm pretty sure if the RNG is clock-based it uses a processor clock and not just the time, then again I don't know for sure.
>>
>>988406
>4th (useless) roll is a 20
>right after we get two 1s and thrown out of combat
Yeah I'd be mad too.
>>
>>988399
>thinking the RNG is time based
>>
You breathe deeply and relax, then spontaneously start talking out your thoughts.
“You need a pay raise Philip”
“I agree, but you've been through so much, might as well call it quits”
“I'd never quit, this is all I know. I can't be anything but a cop”
“But maybe it'd be better if you changed to something less dangerous?
“No, I screwed up but it won't happen again”
“Are you sure? I mean, would you trust a man that talks to himself with a gun?”
That's when you come to and realize what you were doing.
You were just trying to relax, and yet this turned into something much stranger.
>Try to clear your head, get up and look around (d20)
>Call out, you hope nobody heard this little... talk
>Write-in
>>
Rolled 3 (1d20)

>>988441
>Call out, you hope nobody heard this little... talk, Asking for your gun
>>
Rolled 2 (1d20)

>>988441
>>Try to clear your head, get up and look around (d20)


try to find away out.
>>
>>988441
>Call out, you hope nobody heard this little... talk
>>
Rolled 11 (1d20)

>>988441
>>Try to clear your head, get up and look around (d20)
>>
>>988449
>>988448
>these rolls
No really, this is the real horror here.
>>
>>988427
Seeing how we're rolling so badly quickly...
>>
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Tie again, waiting for a breaker or rolling for it in 5.
>>
>>988441
>>Call out, you hope nobody heard this little... talk
>>
Rolled 7 (1d20)

>>988441
>>Call out, you hope nobody heard this little... talk
>>
>>988454
This is nothing, Shadowquest had it worse.
>>
You call out, hopefully nobody heard this little event.
It'd be bad if you were forced into the psych ward during the apocalypse.
After a couple of minutes you call out again, as loud as your injuries allow.
No response, hell now that you think about it you can't even hear anything outside.
Looking around again you think, if this is someone's personal bunk there's only one place you can be.
But last you recall, the residential area was guarded and all civilians were being kept there,
so there's no way – no one – would come and check on the shouting maniac.
>Try to get up and snoop around the place
>To hell with this, look specifically for your gear first
>Keep trying, someone is bound to come
>Write-in

>>988475
How was it?
>>
Rolled 20 (1d20)

>>988492
>To hell with this, look specifically for your gear first
Vewie, vewie quietly. After we snoop
>>
Rolled 14 (1d20)

>>988492
backing this guy >>988497 FINALLY HAVE A FUCKING 20
>>
To hell with this, you won't feel safe until you've got your ass covered in metal plating and your hands holding a mean killing machine.
You get up, the pain is nearly unberable, but after you're up it's not that much of a bother.
Shuffling around trying to find a place where your crap might be hidden would take a long time,
but you luck out and open the closet in front of the bed finding your armor alongside your trusty revolver and gauntlet.
You check and recheck but there's no sign of your other goods,
and the revolver doesn't seem to have been reloaded so it only holds 2 rounds in it.
After dressing up you're ready to worry about other matters.
>Look around the place, whose bunk is this anyway?
>Try to use comms to contact someone
>Leave and check outside, see who's around
>Write-in
>>
>>988531
>Try to use comms to contact someone
>>
Rolled 14 (1d20)

>>988531
>>Look around the place, whose bunk is this anyway?
Search for ammo and Plasma Cutters, our stasis modual still equipped?

>Try to use comms to contact someone
Whistle into the coms and ask if anyone is home?
>>
>>988549
Stasis is, yeah, same charge as before. 2/4
>>
Rolled 7 (1d20)

>>988531
>Try to use comms to contact someone

What is up with MC's being able to sleep through literal hell on earth?
>>
>>988531
>Whisper "make us whole" into comms
>>
Rolled 4 (1d20)

>>988539
>>
>>988557
Near death then sedated.
>>
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>>988560
>>
>>988572
That shit hasn't stopped even some humans. MC's a bitch.

>>988560
>They know the crazy religion nuts are behind it, So lets whisper the crazy nut shit into the comms.
>>
>>988560
no.
>>
You briefly look around the bunk for anything that catches your eye,
and that happens to be a small portrait frame with an old picture in it.
A young girl and a much older man smiling, you think you recognize the place,
it's the station's residential quarters but they do look slightly different.
The girl takes you some time to figure out, but the realization that it's Carla at least explains who got you here and arranged for a medic.
She probably felt guilty for putting you in that situation.
Regardless of all that you still have a job to get back to, so you tune in to command.
And then to Sarge Anderson. Then to the medical sector. Then to Carla.
Nobody picks up. Hell this could mean a bunch of things, you could be jammed,
they could all be busy, or maybe comms are out.
You try to ignore the possibility that there's just no one to pick up the calls anymore.
>Get out of here, you've stayed enough
>Try someone else on comms
>Look around some more, for what?
>Write-in

>>988582
What do you mean?
>>
Rolled 13 (1d20)

>>988599
>>Get out of here, you've stayed enough
>>
>>988599
>Try to tune into cultist comms and ask for a membership form
>>
>>988599
>Try someone else on comms
>>
Rolled 14 (1d20)

>>988599
>scavange the room for whatever spare shit we can and then get out.
>>
>>988603
Cheeky.
>>
Rolled 14 (1d20)

>>988605
>Support
Maybe while we're doing so try search the Com channels for any chatter. We may get a read as to what is going on.
>>
You decide to keep looking around for any supplies.
Most of what you find is completely useless, personal belongings, used surgical supplies,
some toys – no really, why? - and 'unmentionables'.
Eventually however you fall a stray medpack that was under a table. Someone probably let it fall and roll over.
You could use it right now or save for later.
>Health Indicator at 5/10
Next you tune in to the comms channels available. Mostly a lot of nothing, but eventually you think you get something. It takes some fiddling but you hear a message repeat a couple of times and then go silent.
“Find us” it said.
Alright, so maybe you aren't alone.
>Scour the residential area, let's see what's going on around here
>Leave and head straight to the elevator, you need to get to [where to go?]
>Leave a note in case someone comes back?
>Write-in
>>
>>988640
>Leave a note saying "It all makes sense now!"
>Scour the area and go full /k/
>>
>>988640
>Leave a note in case someone comes back?
>Scour the residential area, let's see what's going on around here
>>988652
xD
>>
Rolled 20 (1d20)

>>988640
I'll back this mad man. >>988652 Follow the words of the Murder Kube.
>>
Rolled 8 (1d20)

>>988652
I SECOND THIS
>>
Really, guys?
>>
>>988676
If they come back, They can call us. I'm not wasting my fucking 20 on anything BUT full innthewoods mode.
>>
>>988690
But you're supporting him to go crazy. What kind of plan is that?
>>
>>988705
>The note will be the downfall of us

If it is, I'm gonna fucking break out laughing in tears. But I'm hopeing we find others or good stuff.
>>
>>988712
Everyone is tense because of a crazy cult is trapping people with monsters. Why would you want people to think you're with them?
>>
You decide to leave a message, in case anyone comes back here.
Looking around you see nothing to write it with,
so you get a kitchen knife and start scratching the wall.
“IT ALL MAKES SENSE NOW”
Hopefully no one will think you're insane.
You're not, you're the sanest man on the station,
damn you're the best cop too. A man of the law. A man of sanity.
Why are you rambling?
Out of the apartment you see that the residential zone looks more like a war zone.
A few bodies torn apart, some of them security, others civilians, very few of them cultists.
Eventually you find a few necromorph remains but you count a dozen at best.
Makes one wonder if the other apartment blocks look the same.
You break into a few houses for supplies, and even manage to steal some food.
Only from the recently deceased of course, you're a cop afterall.
Most of the houses don't have anything useful other than food, in fact it seems most civvies aren't really war-ready. Pathetic!
You do come across a pulse rifle, some ammo for your revolver, another medpack and a whole bunch of homemade explosives.
What do you want to take?
>Pulse Rifle + 21 ammo
>8 Revolver ammo
>IEDs x5
>Medium Medpack
Lastly you find some bloody scrawlings near the exit to the block.
“Omega, S-2 safe”
Well that means a whole lot of nothing.
>Go somewhere else in the station (wanna check the map lads?)
>Go to another apartment block, see if the situation is the same
>Try your hand at making noise, maybe some creepy fuckers will show up
>Write-in
>>
>>988725
>IEDs x5
>Go to another apartment block, see if the situation is the same
>>
>>988725
>Pluse rifle ammo, and Revolver ammo
>Use the small Medpack and take the medium
>Take the IED's

>Check the map to see where the fuck we are.
>>
>>988725
Forgot to say, you have 9 inventory slots.
>IEDs = 1 slot per IED
>Medium medpack = 1 slot
>Revolver Ammo = 1 slot
>Pulse Rifle + ammo = 1 slot
You could take everything but hey, up to you.
>>
Rolled 9 (1d20)

>>988725

check the map to see if there is an omega block, or something

medpack is a must, anything else is optional
>>
>>988739
We HAVE our pulse rifle right? We don't need to carry this extra one?
>>
>>988725
>8 Revolver ammo.
>Pulse Rifle + 21 ammo
Use small medpack, take medium.
>IEDs x5
Also dismember a necromorph's spike arm and attach it to a metal rod to make a makeshift spear.
>>
>>988752
Nope, like explained earlier, you found the Revolver and the Armor + Shield.
Everything else was gone.

now I'm not saying you were robbed but...
>>
Rolled 6 (1d20)

>>988725
>>988761
then take all the things. Fucking cunts, and use the small medpack.
>>
>>988761
Do we still have our RIG?
>>
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>>988767
Yep
>>
You pack up with everything useful you could find.
A good old rifle taken from one of your fallen comrades? Check.
More ammo for the trusty hand-cannon? Check.
A medpack to replace the tiny one you just used? Check.
Enough explosives to open a hole the size of your head on the station hull? Add five dynamite shaped checks to that list.
For some reason you also feel the urge to break a necromorph's spike and keep it with you.
The damn thing is pretty long, you could probably stab someone 4 feet away with it.
To your next order of business you head to the elevator, and before deciding where to head you decide to inspect that map of yours.
It lights up and you look at the holographic projection of the station:
>Sector 1 - Command
>Sector 2 - Engineering
>Sector 3 - Hangar & Warehouses
>Sector 4 - Communications
>Sector 5 - Residences
>Sector 6 - Business
>Sector 7 - Medical
>Sector 8 - Laboratories
>Sector 9 - Waste Disposal
>Sector 10 - Unfinished Construction Site
Now, where to?
>>
>>988812
>Sector 6 - Business
>>
Rolled 8 (1d20)

>>988812
I just noticed the fuck up but I pray none of you will see it.
>>
>>988812
>Sector 1 - Command
>>
Rolled 11 (1d20)

>>988812
>Sector 1 - Command

If everything is on fire, we'll at least know it from Command. Even more so if they are on fire.
>>
>>988833
broadcast on comms that we're headed to the construction site to gear up
>>
>>988819
>>988829
>>988833
>>988838
Seems like
>2 for command
>1 for back to business
>1 for misdirection
I'll go grab a snack and something to drink and count if any new votes appear when I come back in 10
>>
Rolled 16 (1d20)

>>988820
>S2 engineering
Because omega team are there and it's kinda safe apparently
>>
>>988819
I'll switch to
>S2 engineering
>>
>>988890
>>988868
2 for engineering
2 for command
Still 3 minutes to go from the promised time.
>>
Rolled 2 (1d2)

>1 - Command
>2 - Engineering
>>
>>988918
Make us whole
>>
Omega, S2, Safe.
Of course, omega is the strike force that operates under the director's personal commands,
S2 safe means they're holed up in the engineering sector and it's safe. Or as safe as anywhere can be in this situation.
You press to move down to the tram station level and the elevator does so.
The hallways and the control station seem empty, as does the tram station it self.
After boarding the tram with no further complications you make your way to the engineering sector.
Minutes pass and you're face with the entrance, but rather than waltz in you jump back to cover.
A pair of turrets moves to aim at you, they seem makeshift, using surveillance cameras and security pulse rifles.
You crouch back down. They haven't fired yet, but you're not feeling lucky today.
>Maybe there's someone watching who'll know to stand down? Go on and take a peek
>Try calling out to someone or using comms again
>To hell with this, attack the turrets (IED, rifle?)
>Write in?
>>
>>988918
get ready to chuck some IEDs
it will be under siege from either necros or our friendly neighbourhood cultists
>>
>>988945
>Maybe there's someone watching who'll know to stand down? Go on and take a peek
>>
Rolled 3 (1d20)

>>988945
>Try calling out to someone or using comms again

>Everybody is a fucking Uni.
>>
Rolled 12 (1d20)

>>988953
>>
>>988956
>>988953
5 then breaker.
>>
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>>988945
>Try calling out to someone or using comms again
>>
Rolled 19 (1d20)

>>988945
>Maybe there's someone watching who'll know to stand down? Go on and take a peek
Also use the coms maybe tell a joke that's totally us
>>
>>988956
This.
>>
If someone's listening to comms then you might be able to get out of this mess without (another couple) scratches.
“What's the only good unitologist?” You broadcast.
“A dead one that stays that way” a couple of minutes pass before you hear the turrets' whirr as they move to face a different direction.
“You can come out now, Phil” that's definitely Sarge's voice, so you do as instructed.
But you're faced with a bunch of armed men, some officers, others engineers, and 3 of them dressed like military. They've all got their pieces aimed at you.
One of the military men moves forward.
"We're all grateful to meet another survivor" he pauses motions for the others to surround your tram.
“However, before we let you in, would you care to explain how a dead man is knocking on our door?”

To be continued.

Tomorrow afternoon.
>>
>>988945
>engineering
>autoturrets
time to sap dat shit
>>
>>989002
Pauses and*
To be continued, tomorrow afternoon*
Had to read twice to notice the former. Half the reason I'm calling it quits for now.

Anyway lads, tomorrow same time as today I'll be making a new thread.
>>
>>989018
Thank you for running.
>>
>>989021
Thanks for playing!
>>
>>989002
Knew making bad jokes was a good thing to do.
>>
>>989023
see ya tomorrow.
>>
>>989018
Thanks for the run, make us whole, bring us home
>>
>>989026

Yeah, now we are the bad jokes guy. If we don't live through this, we will "live" through the shame of being remembered as the guy who died like he lived, telling bad jokes.
>>
>>989018
Don't forget to archive it.
>>
>>989140
Now you're just being soured.
>>
>>989002
>well you see, when god dones't want you and satan is too busy unleashing hell. You get told to return to Sarge because he needs good men.
>>
>>989140
Also, better to be that than being remember as some crazed man.
>>
Rolled 17 (1d20)

>>989018

Rolling to resist making a knock knock joke
>>
>>989002
Why did we not check date/time when we got up? I am assuming we have a watch that can do that or something. That or the residential area should have had a couple of digital clocks.

Also check pulse" I got a pulse so i say someone told you wrong about me being dead"
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>>988761
We got sperm jacked!

>>989002
Look behind ourselves to the nearest door. Then give him a wtf look.

Make the absolute wort pun/joke we can think of to mess with sarge.
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Ist:
>>990903



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