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File: XCOM TROOPER QUEST OP.png (607 KB, 1600x900)
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Hiya, we’re going to try a bit more involved dice mechanics this time around, with more dice being rolled between both opposed rolls and support rolls from NPCs depending on the situation. Nothing should really change for you guys in rolling though!

Twitter: https://twitter.com/BurningGray
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=XCOM%20Trooper%20Quest

-----
XCOM HQ, Gym

“Odds are 3:1 on Ranger versus the new guy! Place your bets, lads!”

Somehow, your sparring match with Harita has gotten people’s attention. Though, Babbler throwing up bets and acting as a loud bookie for anyone who wished to participate in his antics on who would win between the two of you would probably be the reason why your training with the Nepalese Assault has become quite the show.

Focusing back to your opponent in the ring, you manage to dodge a flurry of quick jabs from Harita as she attempts to find an opening against you. She had initially been on the aggressive at the beginning of the match and had almost succeeded until you managed to get your bearings. From there, Harita had stepped back on her ferocity, waiting for the perfect moment to strike. She’s trying to feel out your capabilities in a scrap. The two of you have been circling around the ring waiting to see what the other would do first while exchanging the occasional rather ineffective attack against one another while most of the soldiers in the Gym watch with interest.

“I apologize, I did not mean for our training to attract this much attention.” Harita says apologetically before attempting to sweep your legs out from under you. You deftly sidestep her and give her an understanding nod. “Still, this is quite enjoyable.”

You smirk, you can see again why Harita had been recruited into XCOM. She’s not giving you an inch but remains just as friendly as when you first met her. At the very least she isn’t using her sword against you, you feel the match would’ve been over very quick. Still, it seems like the both of you are preparing yourselves for one final decisive attack, the question is who's going to act first and what are you going to do to finish this…

>Be Aggressive. You’ve been somewhat passive the entire match so she wouldn’t expect a sudden assault from you.
>Use Feints and Trickery. If you can bluff and outplay Harita you can take her down by surprise at the last moment.
>Stay Defensive then take her out. Weathering her attacks and taking her down when she's tired should be decisive.
>>
>>1667189
>>Be Aggressive. You’ve been somewhat passive the entire match so she wouldn’t expect a sudden assault from you.

FIRST POST
>>
>>1667189
>>Use Feints and Trickery. If you can bluff and outplay Harita you can take her down by surprise at the last moment.
>>
>>1667189
>>Be Aggressive. You’ve been somewhat passive the entire match so she wouldn’t expect a sudden assault from you.
>>
>>1667189
>Be Aggressive. You’ve been somewhat passive the entire match so she wouldn’t expect a sudden assault from you.
https://www.youtube.com/watch?v=V2XGp5ix8HE
>>
>>1667189
>>Be Aggressive. You’ve been somewhat passive the entire match so she wouldn’t expect a sudden assault from you.
It would match our frequent behavior so far of GO HARD offense
>>
>>1667189
Is this perk selection?
>Be Aggressive. You’ve been somewhat passive the entire match so she wouldn’t expect a sudden assault from you.

Get that Run and gun action!
>>
>>1667189
>>Be Aggressive. You’ve been somewhat passive the entire match so she wouldn’t expect a sudden assault from you.
>>
>>1667189
>Use Feints and Trickery. If you can bluff and outplay Harita you can take her down by surprise at the last moment.
>>
>>1667189
>Be Aggressive. You’ve been somewhat passive the entire match so she wouldn’t expect a sudden assault from you.
>>
File: XCOM Gym.png (520 KB, 1505x312)
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You decide that there has been too much waiting around with each other to make a move. If she’s not going to do it, you’re going to do it yourself. Without any warning you lunge forward trying to match or oven surpass Harita’s first barrage of attacks with your own. You’re going to end this here and now one way or another…

>Roll 1d20
>>
Rolled 3 (1d20)

>>1667259
here goes, unless I'm retarded and fucked up the format
>>
Rolled 2 (1d20)

>>1667259
>>
Rolled 16 (1d20)

>>1667259
>>
>>1667275
You are now the dice roller, anon
>>
File: XCOM Activity.jpg (32 KB, 400x400)
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Rolled 8, 2, 12 = 22 (3d20)

...
>>
>>1667290
She didn't do any better. Both must be getting a bit tired.
>>
File: Harita Fatigues.png (54 KB, 533x1136)
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Harita begins to back away quickly from you as you advance forward, taking a large amount of ground in the ring. You to attempt to grapple her and manage to grab hold. Harita attempts to kick you away and wrestle free with a hint of desperation. You realize she’s been attempting to keep away from you for just this situation, though you wouldn’t have surmised that with how hard she’s managed to hit you back.

The two of you struggle in each other’s grasp for a bit then you slam her down onto the mat with a resounding thud. There’s tension from the others watching in the gym as you attempt to pin her onto the ground. To her credit, she’s quite difficult to keep in one place but after some time it is clear she’s not going anywhere anytime soon.

Harita taps out, an upset in the room. One of guys throws down his towel in frustration as Babbler cackles, raking in the bookie’s cut from the bets. You relent, holding up your hand to help pull up Harita, which she accepts gratefully

“Well done, I did not see that coming.” Harita says standing back up and brushing herself off with a friendly smile, she’s no sore loser. “We have been going at it for some time now, let us take a break.”

In agreement, the two of you climb out of the ring as Babbler shoots you a thumbs up. You feel pretty good all things considered, the fatigue from your last mission not being as bad this time around, possibly due to the lack of the alien pods in the UFO crash site. Still, Command has made sure to emphasize keeping a reasonable cycle among teams being sent out on mission to let you all rest equally.

You’ve spent most of the time training with Harita, getting to practice the intricacies and roles that an Assault fills. For a mobile offensive specialization there’s a lot of different methodologies of sorts in how Assaults handle their roles. In any case, you’ve thoroughly enjoyed finally being able to practice with the XCOM Shotgun, which has exceeded your expectations in usage.

“You are a quick learner, which I can appreciate.” Harita compliments before pausing to giggle at a certain woman nearby using a treadmill.

Rachel is also joining you both for some training and practice in the gym, and had opted to take a go at one of the treadmills while you went at it, humming and following along to the music from a radio nearby. She had insisted she would cheer you both on but it seems she has become distracted in a sort’ve workout groove. Meanwhile it seems Babbler is joyfully counting the cash in hand, much to the displeasure of the losers who had betted on Harita. He happily ignores them...

>Harita is no slacker herself from your training with her, you wonder how she got here.
>You should check up on Rachel when she’s not in the zone, she’s been busy as of late and you wonder what mess she’s been up to.
>Clearly you should get a cut from the winnings from Babbler. He did just get a payday from you after all.
>>
>>1667429
>You should check up on Rachel when she’s not in the zone, she’s been busy as of late and you wonder what mess she’s been up to.
Acquire BATTLE BUDDY
>>
>>1667429
>>Harita is no slacker herself from your training with her, you wonder how she got here.
>>
>>1667429
>>Clearly you should get a cut from the winnings from Babbler. He did just get a payday from you after all.
A certain man owes us a slice of the pie.
After we're done:
>>You should check up on Rachel when she’s not in the zone, she’s been busy as of late and you wonder what mess she’s been up to.
our favorite shieldmaiden should be wrapping up.
>>
>>1667429
>Harita is no slacker herself from your training with her, you wonder how she got here.
>>
>>1667429
>Clearly you should get a cut from the winnings from Babbler. He did just get a payday from you after all.
>>
>>1667429
>Clearly you should get a cut from the winnings from Babbler. He did just get a payday from you after all.

get the ca$h
>>
>>1667429
>Clearly you should get a cut from the winnings from Babbler. He did just get a payday from you after all.
Acquire money. Use money for UPGRADES
>>
>>1667429
>Harita is no slacker herself from your training with her, you wonder how she got here.
>>
>>1667429
>Harita is no slacker herself from your training with her, you wonder how she got here.
Let's not disturb the woman in The Zone. Although, might see if we can squeeze out some good stuff from babbler.
>>
>>1667429
>>Harita is no slacker herself from your training with her, you wonder how she got here.
>>
>>1667429
>>Clearly you should get a cut from the winnings from Babbler. He did just get a payday from you after all.
>>
>>1667429
>>Clearly you should get a cut from the winnings from Babbler. He did just get a payday from you after all.
As much as I would love to check on Rachel, getting to know Babbler better might be nice.
>>
>>1667429
>Harita is no slacker herself from your training with her, you wonder how she got here.
>>
File: Rook.png (105 KB, 889x1260)
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As tempting as it is to mess with Babbler and get some of those winnings, you decide to start get to know Harita, not having the opportunity before to really chat with her on things that are not specifically about Assaults and your training with her. Harita blinks in surprise, as if not expecting the sudden small talk from you. She gives you a sheepish look.

“Ah, well there is nothing much to say.” Harita says, brushing one of her twin braids to the side. “My father and his father before him have served as soldiers and I had decided to follow in their footsteps. It was a bit of surprise to the rest of my family, but I had insisted and thankfully managed to prove myself to them and my peers.”

You find that a bit hard to believe that people would doubt Harita’s capabilities to which she merely laughs, shaking her head.

“Admittedly I was not as persuasive as I could have been and I was quite small when I was younger, but I suppose the results speak for themselves. I still find it hard to believe I am here in XCOM, but my superiors had insisted.” Harita merely says, humble as ever.

You both chat a bit more, exchanging some of your past as you cool off. As you are discussing some of the highlights in your previous occupation in the FBI, Rook enters the gym. He scans the room and his gaze ends on you.

“There’s an alien abduction and you’re on deck.” Rook states, motioning for you to follow him. Just you? You glance about at Harita and the others, but Harita merely shrugs and gives you an encouraging look. Rachel seems to sense Rook’s presence and stops running on the treadmill. Sliding off of the track and giving you her own encouraging thumbs up. Babbler has not noticed Rook at all, still in his own little world. Rook is already walking out of the gym and you move to follow him, giving quick good byes to both Rachel and Harita as you make to follow your Squad Leader.

>You wonder why it is only you and not the others. Maybe you should ask.
>There’s no point in asking, you should just get to it. Best to leave it at that.
>Other.
>>
>>1667594
>>You wonder why it is only you and not the others. Maybe you should ask.
What's different about this one?
>>
>>1667594
>>You wonder why it is only you and not the others. Maybe you should ask.
More intel is always better than less intel
>>
>>1667594
>You wonder why it is only you and not the others. Maybe you should ask
Mission-related questions SHOULD be asked, it isn't just idle fucking around, after all.
>>
>>1667594
>>Other
"Which Squad are we working with for this one?"
>>
>>1667594
>>You wonder why it is only you and not the others. Maybe you should ask.
>>
>>1667594
>>>You wonder why it is only you and not the others. Maybe you should ask.
>>
>>1667594
>"I take it it's us two, Nasu, Sweet, Chill and Peppermint then? Is it another downed UFO, or something else?"
>>
You can’t help but ask about the specifics for this mission, to which Rook merely shrugs.

“Commander’s orders, she picked out the squad among Strike One for this particular operation. You can ask her if you want. I figure she picked you for your previous experience as SWAT.” Rook says before frowning. “From what I’ve gathered we might be going to an urban environment for this mission, which you have experience in.”

You share the same sentiment with Rook. In the last couple of days while you were getting your training as an Assault proper, the other strike teams have been responding to more and more alien activities around the globe. The Aliens have been doing their abductions closer and closer to cities and settlements, which has steadily increased unease and unrest in the rest of the world. From what you’ve seen on the TV in the barracks nobody has said the ‘A’ word yet, but the media and government are running out of excuses for what is going on. Worrying stuff. Like clockwork it seems your squad is up next and given that a Skyranger can only fit six, not everyone can tag along.

You both make your way to the armory where you see the rest of Squad that will be joining you and Rook for the mission. It’s Naru, Burnout, Peppermint, and Sweet who are gearing up accordingly. Coincidentally, it’s the rest of Strike One who you had only just met recently plus Rook. Naru gives you a friendly wave before going back to considering which ordnance to bring for this mission as if deciding which shoes to buy. Burnout seems to already be good to go and is idly lounging about waiting for the others to finish. Peppermint, the woman you’ve spent the least amount of time with, is almost obsessively looking over her sniper rifle off to the side. It seems she’s keeping her distance a bit from the others. Sweet walks over to you and gives you a hearty pat on the back. You are temporarily winded.

“Time to see with our own eyes what you’re really made of, new guy!” Sweet grins as he twirls one of the Medikit spray devices around his finger like gunslinger. “Sure the others say you are a hot shot but I won’t believe until I see it.”

You’re already moving to gear up, opting for the standard armor and of course an XCOM Shotgun. You don't even consider picking an Assault Rifle and decisively stick with the Shotgun. Now it was moving on to what to decide for your secondary. As much as you like the Shotgun it does only have an ammo capacity of four...

>Pistol. The universal standard and versatile in all situations. Has quite the kick.
>Machine Pistol. While not as good at longer ranges than the pistol, it’s a solid complement to your Shotgun.
>Sawn-Off Shotgun. Absolutely devastating at point blank but useless past it. It may or may not be overkill.
>>
>>1667724
>Pistol. The universal standard and versatile in all situations. Has quite the kick.
>>
>>1667724
>Pistol. The universal standard and versatile in all situations. Has quite the kick.
>>
>>1667724
>>Pistol. The universal standard and versatile in all situations. Has quite the kick.
Short/Long(ish) range combo
also: skyranger only fits 6? guess we're not as long war as I thought (or the commander is really slacking on picking up squad size upgrades) considering we're supposedly a few months into the campaign.
>>
>>1667724
>Pistol
Wait until Newfoundland to take the Sawn-Off
>>
>>1667740
It's for convenience really on my part but also because the Commander is focusing on other techs at the moment.
>>
>>1667724
>>Pistol. The universal standard and versatile in all situations. Has quite the kick.
>>
>>1667758
Fair enough.
>>
>>1667724
>Pistol. The universal standard and versatile in all situations. Has quite the kick.
We already have a good short range option in the shotgun, need a medium-to-long option as well.

>>1667758
I can see that it's for your convenience, but what could we expect in later, larger missions like Base assault/defense?
>>
>>1667724
>>Pistol. The universal standard and versatile in all situations. Has quite the kick.
>>
>>1667724
>>Pistol. The universal standard and versatile in all situations. Has quite the kick.
Pop pop pop watchin ayys drop.
>>
>>1667782
There will be upgrades and unlike normal XCOM there ARE multiple Skyrangers in play, there has not been a reason to send more than one yet, though!
>>
>>1667788
>yet
Absolutely horrifying
>>
>>1667788
Nice. I think we already got a hint of that considering XCOM Asia is in play. Any chance we get to pay a visit?
>>
>>1667816
First Terror mission.
>>
>>1667724
>Sawn-Off Shotgun. Absolutely devastating at point blank but useless past it. It may or may not be overkill.
OVERKILL
>>
>>1667724
>Pistol
All these anons are right. We need a medium ranged alternative.
>>
You consider just how absurd it would be to use a sawn-off as your secondary with your Shotgun and while it is tempting for the hell of it you decide to play it smart and use a standard pistol instead. The pistol is another unique creation thanks to Shen and his team, a 10mm caliber pistol which warrants it’s kick. It’s fairly useful for finishing aliens off.

“Say, if we’re going to an urban area and we’re still supposed to keep it quiet on the whole alien invasion… why am I even coming along?” Naru asks to nobody in particular, having already decided her loadout, still somehow unphased with the load she is carrying.

“Don’t you want to blow something up?” Burnout says to Naru, raising an eyebrow with as much insistence as a lazy sunday as he casually inspects the motion scanner in his hand.

“That’s beside the point!” Naru snaps back. “At least I’m not suicidal like you are just wearing a tac vest!”

“It’s comfortable.” Burnout shrugs, as if that is valid answer much to the confusion of Naru. The tac vest certainly did give you a lot more mobility, but you would rather be assured to take a plasma hit with the normal armor instead of hoping to take one in those vests. You also don’t really get why those who wear the tac vests don’t really wear sleeves, but it’s probably nothing.

“You’re luck is going to run out one day…” The rocketeer sighs, shaking her head.

Peppermint is seen clearly getting a bit annoyed by the back and forth banter of your squad’s Rocketeer and Scout but doesn’t say anything.

“By the way, Engineering just finished those fancy new alloy plating vests and there’s a few for use if you want. Apparently it’s strong enough to take another plasma hit.” Rook reminds you before going back to check on his weapon. Besides the usual gear you’ve now been given access to the fancy alloy plate vest made from alien materials and a targeting module to help in taking down the enemies more precisely. Now the question remains once again on what to choose?

>Standard Kit: Alloy Plating, AP Grenade. Can’t go wrong with this.
>Flanker Kit: Laser Sight, Targeting Module. Mobile and deadly.
>Breaching Kit: Targeting Module, Flashbang. Nostalgic.
>Tank Kit: Alloy Plating, Ceramic Kit. You’re not planning on dying anytime soon.
>>
>>1667929
>>Flanker Kit: Laser Sight, Targeting Module. Mobile and deadly.
>>
>>1667929
>>Breaching Kit: Targeting Module, Flashbang. Nostalgic.
It's what we're trained for

(Though I wouldn't be mad if we went with flanker)
>>
>>1667929
I'd rather we go with Alloy Plating and Flashbangs, but if we can't then Breaching is fine
>>
>>1667929
>Breaching Kit: Targeting Module, Flashbang. Nostalgic.
Flash helped immensely last mission.
>>
>>1667946
Make it a write in then
>>
>>1667929
>Breaching Kit: Targeting Module, Flashbang. Nostalgic.
we're born and bred door kickers
>>
>>1667929
>Other
Alloy Plating and Flashbangs
>>1667958
Other wasn't exactly an option there; rather not make an arse of myself if I can avoid it
>>
>>1667946
Im not against it if you guys wish to choose that. For sake of convience and to speed things along I make preset kits. Is that what you guys want insteas?
>>
>>1667971
I mean, breaching does benefit from heavier armor.

so If it's allowed I'm definitely down with
>Alloy plating + Flashbangs
>>
>>1667971
It's 3 for Breaching currently. Anyone else wanna throw in with me?
>>
>no Canadian sniper yet
>Tabarnaking intensifies

Unless you plan on introducing them during Newfoundland.
>>
>>1667991
Commander is JTF2 (presumably)

Maybe she can come along to showcase her skills
>>
>>1667971
>>1667966
>>1667984
>>1667987
Support. Tanky breacher.
>>
>>1667984
Yeah I'll go with that
>>
>>1667929
>Alloy Plating, Ceramic Kit.
What's the difference in quality between the two? If I recall the last time it was mentioned they both could take a single plasma hit.
>>
>>1668011
Ceramic plate is just +1 armor (I think)
>>
>>1667929
>>Breaching Kit: Targeting Module, Flashbang. Nostalgic.
No brakes on this train.
>>
>>1667929
switching >>1667962 to alloy plating and flash bang
>>
>>1668010
>>1667987
>>1667984
>>1668004

That makes 4 for
>Alloy Plating + Flashbangs
>>
>>1668040
Make it 5
>>
>>1667997
>Commander controlling an Avatar

I shouldn't want this.
>>
>>1668040
Make it 6
>>
>>1668040
Screw it, changing. Make it 7.
>>
>>1668040
8.
>>
>>1668040
nine
>>
>>1668040
10
>>
>>1668040
11 dubs. Do it.
>>
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You know what you are good at, and while you have not gotten hit yet, it’s likely only a matter of time before you do. You decide to complete your loadout with one of the new Alloy vests and Flashbangs. Satisfied, you double check your kit and are good to go.

>This will be your standard loadout going forward. If you wish to switch things up down the line I will ask you all that instead of going through the whole equipment process again.

The rest of the squad finish preparing as well and with a bit more urgency this time around you all make your way to the Skyranger waiting for you all. Rook once again moves a bit faster through Mission Control you note but you arrive at the hanger without issue, boarding the large dropship and taking to the skies moments later. Everyone settles in as you make your way to the abduction site.

“Command says we’re going to South Africa for this operation, near the outskirts of Bloemfontein. Local police has cordoned off the area but we’re still flying into an urban environment so we’ll need to be wary of any surviving civvies in the area.” Rook summarizes to the squad after getting the information himself. There’s affirmations from the group and you all get comfortable for the ride. The pilot, Twisted Sky, informs you all you’ll be arriving in an hour or so.

The dynamic with this half of the squad you note is interesting, with Sweet this time around chatting it up with Naru, poking light fun at her over the large rocket launcher on her side while Burnout takes a snooze, somehow unphased by the fairly bumpy ride going at however fast you all are going on the Skyranger. Apparently one can cross the globe in record time with the aircraft, and you don’t doubt it at all.

You spot Peppermint sneaking glances over to you before just as quickly going back to fiddling with her rifle for the thirtieth time, a perpetual frown residing on her face. Rook keeps to himself somewhat, waiting patiently for information from Command and the like. He seems to be the calmest out of everyone else, well besides Burnout. You have time to kill on the Skyranger, the question is how to kill said time.

>Join in the conversation with Sweet and Naru, they seem fairly easygoing and affable.
>Prod Peppermint, maybe you can find out why she’s keeps as much distance from everyone as possible.
>Talk to Rook, you’ve still not gotten much of a chance to speak with the stoic man.
>Mess with Burnout. You have nothing else better to do.
>Other.
>>
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>>1668181
PIXEL - DO THE THING
>>
>>1668195
>>Join in the conversation with Sweet and Naru, they seem fairly easygoing and affable.
I don't think Peppermint is a bomb we should be poking just yet - we're still fairly new here.

Also ninja'd
>>
>>1668195
>Talk to Rook, you’ve still not gotten much of a chance to speak with the stoic man.

Might as well talk to bossman.
>>
>>1668195
>Mess with Burnout. You have nothing else better to do.
>>
>>1668195
>>Talk to Rook, you’ve still not gotten much of a chance to speak with the stoic man.
>>
>>1668195
>Peppermint
"At this range, the extra couple of inches isn't going to improve your shot on me" (jokingly)
>>
>>1668195
>Join in the conversation with Sweet and Naru, they seem fairly easygoing and affable.
It is kinda obvious why one would stay stoic with this kinda job so lets just stick with the social ones if they want to be that way it's fine.
>>
>>1668195
>Prod Peppermint, maybe you can find out why she’s keeps as much distance from everyone as possible.

squat at her.
>>
>>1668195
>Prod Peppermint, maybe you can find out why she’s keeps as much distance from everyone as possible.
>>
>>1668195
>>Join in the conversation with Sweet and Naru, they seem fairly easygoing and affable.
>>
>>1668195
>Join in the conversation with Sweet and Naru, they seem fairly easygoing and affable.
>>
>>1668195
>>Mess with Burnout. You have nothing else better to do.

draw dick on face
ayys die of laughter
we win again space niggers
>>
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Peppermint has eluded you the entire time she has been back in XCOM HQ in one way or another. She seems to, from what you gathered from your squad, make herself scarce and usually either stays in her ‘lair’ (her bunk) doing whatever she does or spending time improving her skills at the base’s shooting range. Her icy disposition has kept most folks from chatting with her since day one except for only the most foolhardy and determined to seek her.

Apparently she shares a room with Babbler and a pair of troopers from Strike Two, but nobody has made much progress in chatting with her except in missions or when there is free alcohol to be had, the ultimate deal breaker apparently.

You decide to look her dead on to get her attention, essentially silently calling her out for the many sideway glances and peeks she’s attempted to sneak by at you. The first time doesn’t register to her, while the second causes her to raise her suspicions. By the fourth it’s too much for her and she looks at you head on, scowling as if you were the one who started it. You give a friendly smile and wave in reply.

“What?” Peppermint states simply, managing to keep herself in check.

“We’ve never had a chance to properly get to know each other yet. Just trying to break the ice here, besides at this range the extra couple of inches isn’t going to improve your shot on me.” You say casually, trying to sound as reasonable as you can be alongside trying to lighten the mood with a joke. Peppermint scoffs at you over that.

“...Hello, I am the squad’s Sniper. Does that suffice for your… ‘ice breaking’?” Peppermint grunts her scowl deepening, this somehow gets the attention of the rest of the Skyranger who look at you with a bit of surprise.

“It’s a great start.” You say back without missing a beat, trying to keep the momentum going while still remaining as friendly as possible. “Though usually there’s a bit more of an exchange than just that.”

“That’s all you get, be happy with it American.” Peppermint mutters back crossing her arms and promptly ending the conversation then and there. Rook raises an eyebrow at the exchange and glances over to you. Naru and Sweet both shoot you a thumbs up in approval. The others seem to make that exchange as some sort of a big deal for some reason. In either case you’ve got her to some form of speaking terms so you feel accomplished enough with that for now. Best not to push your luck...

(Part 1 / 2)
>>
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The rest of the flight over is relatively uneventful as but sooner than you think you are informed by Twisted Sky that you are touching down on the LZ. You and the rest of the team prepare to deploy as you feel the Skyranger touch down onto the ground. The ramp quickly lowers as you all pour out of the dropship, quickly taking up positions. The Skyranger immediately takes flight to observe from the air just as quickly as it landed. Probably to keep any civvies or aliens from spotting the large craft.

It’s evening, and in the distance you can see the South African city on the horizon bright and dazzling against the night sky. The civilians in the distance unaware of just how close they are to the extraterrestrial threat a mere stone’s throw away from them. The AO, as quickly reminded prior to touchdown by Rook, is a large quarry of sorts. Construction equipment and prefabbed small office shacks dotted around the large opening onto the ground. The site itself is mostly dark with only a few floodlights illuminating the area.

Even from here you can see the air is slightly hazy with the green fog, they’re here alright.

“You and Burnout, move up and secure the buildings ahead of us.” Rook orders over the comms, pointing to some of the prefabbed offices in front of you closer to the quarry itself.

>Stick close to Burnout. You’ll have a better chance in numbers if you stumble into a pack of aliens.
>Spread out a bit. Cover more ground so you can gather more intel and not both get ambushed by any waiting aliens.
>Other
>>
>>1668421
>>Stick close to Burnout. You’ll have a better chance in numbers if you stumble into a pack of aliens.

Never split the group. Last thing we need is coming across an AYY that can burrow.
>>
>>1668421
>>Stick close to Burnout. You’ll have a better chance in numbers if you stumble into a pack of aliens.
b-b-b-buddy system it up
>>
>>1668421
>Stick close to Burnout. You’ll have a better chance in numbers if you stumble into a pack of aliens.
>>
>>1668421
>>Stick close to Burnout. You’ll have a better chance in numbers if you stumble into a pack of aliens.
NEVER LEAVE YOUR BATTLE BUDDY
>>
>>1668421
>>Stick close to Burnout. You’ll have a better chance in numbers if you stumble into a pack of aliens.
>>
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Rolled 12, 15 + 2 = 29 (2d20 + 2)

While there is a lot of ground to cover and it would make things easier for the squad to get into positions if you can spread out the downside is that large ground is ample real estate for the Aliens to be waiting in ambush for lone a lone XCOM trooper to wander blindly into. You move to follow the already advancing Burnout, suddenly much more livelier than you’ve seen him since the entire time you’ve known him.

It’s actually a bit difficult to keep up with your heavier armor as Burnout leapfrogs from cover to cover before posting behind a pickup truck just in front of one of the prefabs. You do manage to slide beside him, scanning around the many dark covers and possible hiding spots where aliens might be waiting. You can already see several of the alien pods embedded along the quarry site, victims encased in that disconcerting green substance.

“Using motion scanner, cover me.” Burnout states, chewing on his cigarette as he looks down to fiddle with the handheld device.

You comply, scanning around you with your shotgun at the ready…

>Roll 1d20
>>
Rolled 6 (1d20)

>>1668465
>>
Rolled 1 (1d20)

>>1668465
>>
Rolled 1 (1d20)

>>1668465
here goes
>>
>>1668500
>>1668502

THAT'S XCOM, BABY
>>
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>>1668502
>>1668500
>>
>>1668476
>>1668500
>>1668502
RIP.
>>
>>1668500
>>1668502
well, I guess we're dead. It's been fun guys, good quest
>>
>>1668500
>>1668502
Haha........
>>
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>>1668500
>>1668502
pfffffttttt
>>
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>>1668500
>>1668502
RIP
>>
>>1668500
>>1668502
Plz no
>>
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Rolled 14 (1d20)

Uh oh!
>>
>>1668500
>>1668502
RIP BURNOUT
(OR MAYBE US)
>>
Rolled 5 (1d20)

>>1668465
>>
>>1668500
>>1668502
Hear bump in night fire widly hit civilian.
>>
This was my first thread actually rolling for a quest, too.
Maybe I just, like... shouldn't.
>>
>>1668421
>Stick close to Burnout. You’ll have a better chance in numbers if you stumble into a pack of aliens.

BUDDY SYSTEM
>>
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>>1668476
>>1668500
>>1668502
>Alien shoot burnout
>Burnouts cigarette falls out of his mouth
>Cigarette starts Fire
tfw your country gets mentioned in a quest of all things
>>
>>1668528
I don't think that's quite bad enough for a double critfail
>>
>>1668533
Don't give up just yet. I rolled 19s in this quest, and I rolled the first 1. Dice gods are fickle.
>>
>>1668513
PANIC
>>
>>1668540
Dice gods are for table top games, RNGesus for vidya. The gods are at ends with each other? Who are we supposed go appease?
>>
>>1668551
>sacrifice virgin to both
>win
>>
>>1668551
Well, that gets confusing. We're rolling for a quest that's based on vidya...buut we're not playing XCOM as vidya. I think we've angered both sides.
>>
>>1668557
Maybe a prayer to Gupta and Solomon is called for?
>>
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Rolled 7, 7 = 14 (2d20)

You prop your shotgun on the hood of the truck, using it to steady your weapon as scan around you. As you do so, you don’t realize until it is too late that that you may have done so a bit too hard. The trucks car alarm promptly goes off, announcing your presence to the entire quarry.

“Oh fuck!” Naru exclaims in horror over the comms. As suddenly movement is seen all around you, as the small forms of Sectoids skitter about in the darkness dashing into positions and immediately opening fire towards you all.

You are quickly scanning around for a target to blast before you suddenly feel yourself falling flat on your back, the wind knocked out of you as you feel a warmth on your chest. It takes you a moment to realize you’ve been hit thanks to your ringing ears from the car alarm and the hasty return fire from your squad.

“You’re fine! Get up we have to move!” You hear Burnout’s voice pierce the din of the car alarm, shouting over it. You blink and look down at yourself, at first you look horrified at the black burnt hole in your chest before you realize that you’re still alright. It seems your alloy vest has taken the hit for you but you can only assume that it’s kaput. You attempt to stand up but Burnout is quick to pull you back onto the ground as plasma flies above you. You’re both being suppressed. Stumbling up you smell smoke in the air, is it from your chest?

“We have to move! I’ll run the overwatch then you go!” Burnout reiterates again, and then you realize why. The truck you are taking cover behind is on fire. Shit!

You don’t have time to assess the situation as Burnout is already sprinting out of cover, the aliens honing in on him as they attempt to gun him down. You have to move before this damn truck blows up and takes you out!

>Head Left towards those excavators!
>Head Right towards that cement truck!
>Head Forwards towards the building!
>>
>>1668559
Prayers to our lord and savior Solomon, and his prophet an Australian Sectoid, are always appriciated
>>
>>1668559
No.We might be in South Africa for this mission but we shall not resort to heresy! If anything we should appease the water gods. Aliens are obviously evacuating the civilians before the country runs out of water. Foreshadowing XCOM 2, they will mention this as their "good deeds"
>>
>>1668559
No, we've gone too long without XCOM blood shed. They demand it.
>>
>>1668566
>>Head Left towards those excavators!
>>
>>1668566
>Head Right towards that cement truck
>>
>>1668566
>Head Forwards towards the building!
>>
>>1668566
>Head Left towards those excavators!
>>
>>1668566
>Head forwards towards the building.
>>
>>1668566
>Head Forwards towards the building!
>>
>>1668536
>tfw your country gets mentioned in a quest of all things
What country is it? Canada?
>>
Whichever way we run, I say we pop a flash to help cover ourselves
>>
>>1668587
the country xcom is currently in
>>
>>1668566
> Pop a flash!
I'm kinda torn between the excavators and the building on where to go (building is obvious but seems like we could take more contact there that we really don't want to deal with)

Whatever we do I think a flash is called for.
>>
>>1668566
momma always said you get one first impression... welp, atleast we made AN impression

>Head Forwards towards the building!
>>
>>1668588
We don't know where to flash.
>>
>>1668608
i gotta stop participating and running quests at the same time. Half my posts here are named and half of them over there aren't
>>
>>1668566
>>Head Left towards those excavators!
>>
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You have to move out on the double! Without wasting any time you dash forward from the blazing vehicle, making for the building just in front of you. Suffice to say you do not want to get caught in an explosion, wanting to make as much distance from the vehicle as possible. You don't even know where the aliens are yet but you waste no time as bright green plasma whizzes in the air all around you as you attempt to reach safety!

>Roll 1d20
>>
Rolled 14 (1d20)

>>1668624
Smooth as silk
>>
Rolled 3 (1d20)

>>1668624
>>
Rolled 8 (1d20)

>>1668624
>>
Rolled 17 (1d20)

>>1668624
>>
>>1668631
Tits, just not fast enough
>>
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Rolled 19, 20 = 39 (2d20)

>>1668624
One for Burnout and one for you...
>>
>>1668626
Well - it's not bad... but it's not great either. Hopefully it's enough because we already burned our alloy plating
>>
>>1668636
FUCKING HELL

Time for bandit quest i guess
>>
>>1668636
Well. Good game everybody. It was a good run.
>>
>>1668636
Looks like the RNG tables have turned.
>>
>>1668642
Well shit. We talked about Bandit dying and we never considered the opposite happening.
>>
>>1668636
Mother of fuck!

WHY!?
>>
>>1668659
No /qst/, you ARE the Waifu!
>>
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I knew it! I knew this would happen! Assaults have some of the shortest lifespans in all of XCOM!

WE SHOULD HAVE BEEN A GODDAMN BULLET WIZARD!

Though if it means we'll now get to play as Rachel and deal with the trauma I don't mind that at all
>>
>>1668660
That's Xcom Baby.
>>
>>1668636
huh... damn. I mean we really shitted this up
>>
Guys this isn't a one shot one kill game. We are both healthy enough to survive the shot. We just need to get the hell out of here after this.
>>
WHAT THE FUCK DID YOU GUYS DO
>>
>>1668674
that would be true - IF that wasn't a Crit
>>
>>1668674
It's collective PTSD running as one shot could mean instant death. We could just be wounded, but they did get a 20 on us.

Speaking of, Pixel, if enemies get a 20, do they have the chance to keep it or not?
>>
Rolled 20, 19 = 39 (2d20)

>>1668682
Nope.
>>
>>1668674
Yeah, but we already got shot once. THe double 1s
>>
>>1668681
Isn't it only one crit for one person, so shouldn't light weight tac vest burnout die?
>>
>>1668686
T-That's good right? Tell me that's good!
>>
>>1668686
Hopefully that is for getting hit and staying up
>>
>>1668686
Okay, cool.

So, guess we're keeping our cool on that roll and no one's panicking?
>>
>>1668686
What are you doing? what's going on now?
>>
>>1668686
Are you just rubbing salt in the wounds now
>>
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>>1668674

Looking at the worst case scenario, it's a crit from a plasma pistol. While we still have the alloy plate, there is still a chance RNGsus can fuck us and have that plasma pistol crit do an ungodly amount of damage and kill or critically wound us outright.

Otherwise, it's gonna really fucking hurt and we're gonna be laid up in hospital for a really fucking long time.

>>1668678
We XCOM baby'd ourselves
>>
Welp. If we survive this, I think we might have to take the MEC program.
>>
>>1668711
...I like how you think.
>>
>>1668703
>I left just before the peppermint conversation and came back to this
>mfw
https://www.youtube.com/watch?v=PiHxqg7Jyo0
>>
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You sprint forwards, and quickly manage to take a glance to your left to where Burnout was making his way towards cover. Your eyes widen in shock as you see him get tagged from another building, Burnout only just managing to fall into cover in a roar of pain. You hear can only faintly hair your squad’s chatter on the comms light up like fire as the explosion of the truck knocks you flat on your ass in front of the base of the prefabbed building, dazed.

You attempt to stand up and to try and stack up against the wall only to have the window smash in front of you as a pair of Sectoids point right at you from inside the building at point blank!

This time you feel the searing blinding pain of the plasma shot as it digs into your chest, everything going dizzy as you feel the shotgun fly out of your hand as you inadvertently pull the trigger as you stumble back onto the ground once again. You barely register the Sectoids ducking for cover from your wild and ineffective shot.

It’s the only thing you feel for who knows how long as you stare up at the sky, your vision fading… were they all wrong about you…?

(Part 1 / 2)
>>
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>>1668717
“...You’re good god dammit! Just stay with me!” You hear a voice faintly, the peaceful nothingness you felt before as your senses are overwhelmed once again with throbbing bursts of pain. You struggle to open your eyes as you see Sweet looming over for you, beads of sweat going down his forehead as he struggles to keep you alive.

You manage to just see Rook beside you both opening fire ferociously into the next building, the building you are taking cover behind almost in ruins as either a grenade or rocket launcher shot had impacted it… or something. You consider closing your eyes again until you feel the burning sensation in your shoulder start to dull.

“He’s stabilized!” Sweet yells out again as you manage to, slowly pull yourself up. It seems Sweet is some kind of miracle working as you feel yourself already back in the fight, did he put something in that Medikit? You quickly pull yourself up, reaching for your Shotgun as you assess the situation. The rest of the Squad minus Burnout moving up with coordination to push back the aliens in the area, down towards the quarry.

“We need to move to Burnout before he bleeds out!” You can hear the harried voice of Naru posted by the cement truck as she attempts to load another rocket into the tube hastily. You have no idea where Peppermint is. "They're moving up to him!"

“I can fight.” You grunt, much to the surprise of Rook and Sweet.

“You’re staying right there, trooper! Sweet only just managed to stabilize you! No heroics!” Rook orders you as he slams a fresh magazine until his Battle Rifle “We’ll secure him!”

>You’re fine, you can move.You have to get to Burnout, you started this mess and you need to save him after he saved you.
>You should listen to Rook, you don’t know if you can’t take another hit like that. You need to recover, no heroics.
>Other.

(You guys are back into the fight and in a decent position thanks to Sweet crit and Rooks roll. Don't waste it!)
>>
>>1668722
>>You should listen to Rook, you don’t know if you can’t take another hit like that. You need to recover, no heroics.

This time, we should stay. Suffice to say it, but we're pretty fucked ourselves and it'd be horrible having the team worry about us as well.

Also, thank fucking god Sweet.
>>
>>1668722
>>You’re fine, you can move.You have to get to Burnout, you started this mess and you need to save him after he saved you.
We still have that flashbang, right? Now would be the time to use it.
>>
>>1668722
>>You should listen to Rook, you don’t know if you can’t take another hit like that. You need to recover, no heroics.
>>
>>1668722
I want to move up and save burnout - but I also don't want to tempt the dice gods any more than we already have...

Thoughts?
>>
>>1668722
>You should listen to Rook, you don’t know if you can’t take another hit like that. You need to recover, no heroics.
>>
>>1668722
>You’re fine, you can move.You have to get to Burnout, you started this mess and you need to save him after he saved you.
>>
>>1668730
>>1668735
We could hand the flashbang to another person to use while we recover.
>>
>>1668722
>You’re fine, you can move.You have to get to Burnout, you started this mess and you need to save him after he saved you.

let's spit in the face of RNGesus
>>
>>1668722
>You’re fine, you can move.You have to get to Burnout, you started this mess and you need to save him after he saved you.

Flashbang fuckers
>>
>>1668722
>Other
Draw Pistol, begin to give covering fire.
Alternitively, trade weapons with Sweet to provide covering fire
>>
>>1668722
>>You’re fine, you can move.You have to get to Burnout, you started this mess and you need to save him after he saved you.

No heroics? Please--and let the rest of the squad hog the kills?
>>
>>1668735
>>1668739
If we can't go, we should give one of them our flashbang if we can't use it ourselves. Otherwise, if we still want to support we can flash while in heavy cover.
>>
>>1668739
...Hell, we don't have to be THAT close to throw a flash do we? What say you, Pixel?
>>
>>1668722
>>You’re fine, you can move.You have to get to Burnout, you started this mess and you need to save him after he saved you.
Gotta save him
>>
>>1668748
It'd be a rough throw thanks to your current condition, but you can manage it.
>>
>>1668730
>>1668738
>>1668740
>>1668741
>>1668743
>>1668749
If we're going to insist on Moving out can we at least agree to throw a flash before dashing?
>Throw flash, then move out
>>
>>1668757
Yeah, I can get behind that idea
>>
>>1668757
Works for me
>>
>>1668757
>>1668751
Yep.
>>
>>1668757
this
no heroics without somewhat boosting our odds
>>
>>1668722
Pixel was that second set of rolling for whether or not they die or end up in critial condition?
>Listen to rook
Anyway this goes we fucked up. I can only think about how long we will be in recovery after this
>>
>>1668757
yeah let's just try not to be a catastrophic failure
>>
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>>1668757

I'd feel a whole lot safer if anyone on this team had Suppression.

How many turns passed while we were out? Did Naru have to go hard in the paint and slap some Sectoid's shit in with a rocket?
>>
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I'm just going to come in and

>>1668500
>>1668502
>>1668636

May the God-Commander have mercy on us all this day
>>
>>1668766
Those rolls were for Sweet and Rook respectively. Forgot to add the XCOM Activity image.
>>
>>1668766
not risking you ass to repay your life debt
no Valhalla for you
>>
Rolled 244 (1d2000)

Rolling for how many sectopods show up
>>
>>1668784
oh thats fine
>>
Rolled 3 (1d6)

>>1668784

Now to roll for how many of our troops have died in the first enemy turn
>>
>>1668722
>You should listen to Rook, you don’t know if you can’t take another hit like that. You need to recover, no heroics.
>>
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Rolled 6, 18 = 24 (2d20)

Every part of you is screaming for you to stay put and rest. You don’t know what the hell they put in the Medikit but you can barely believe yourself that you’re still standing. Rook is going to chew your ass and grind your bones into dust for this, that is if Rachel doesn’t do it before him, but you screwed the whole team up and you need to save Burnout.

“Keep your head down.” You grunt as you pull the pin on your flashbang.

“Wait stop!” Sweet attempts to grab you but you’re already moving, winding your arm back for a throw with your shotgun in your opposite hand. You don’t even look at Rook’s face and tune out his orders for you to stop as you begin to Run n’ Gun, letting your instincts kick in as you try and save your comrade who saved you.

"In position." You hear somebody say over the comms, though you are too busy dealing with other things as you toss the flash and sprint forward...

>Roll 1d20+1
>>
Rolled 5 + 1 (1d20 + 1)

>>1668803
>>
Rolled 2 + 1 (1d20 + 1)

>>1668803
>>
Rolled 2 + 1 (1d20 + 1)

>>1668803
>>
>>1668803
go time fags
>>
>>1668805
>>1668806
>>1668808
HA
>>
>>1668808
>>1668806
>>1668805
RIP.
>>
>>1668805
>>1668806
>>1668808
Oh
my
fucking
god

Dice gods REALLY want this to be Bandit quest
>>
Rolled 13 (1d20)

>>1668805
>>1668806
>>1668808
>>
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Rolled 3 (1d20)

...
>>
>>1668816
YEEEEEEEEES
>>
>>1668816
Oh thank god
>>
Rolled 19 (1d20)

>>1668815
i hate you all

roll for suicide
>>
>>1668816
Yes we all suck
>>
>>1668805
>>1668806
>>1668808
>>1668816
Our saving grace is that our enemies rolled equally as shit.
>>1668803
Who was this roll for? Our allies?
>>
>>1668824
>our allies
likely.

Hopefully that means Peppermint took one out
>>
>>1668805
>>1668816
You lucky fucks.
>>
>>1668824

Enemy Overwatch, if I had to wager.

Just wait till we start facing against aliens with Opportunist--that shit'll be fun to counter.
>>
Man we are in so much fucking trouble when(if) we get back to base but we cant let our teammate die.
>>
>>1668830
No joke. The only question is who's going to give us the biggest ass reaming - Rook, The Commander, or Rachel.
>>
>>1668832
All three most likely.
>>
>>1668832
I think Rook will hold a grudge for this he seems the sort to be angered most by disobeying a direct order.
The commander will only be mad if we now aren't able save burnout. Otherwise pat on the back slap on the wrist.
Rachel though...We are going to see levels of rage never thought possible.
>>
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>get distracted for a little while
>look back
what the fuck
wow, what the FUCK
oh god man, oh god, the DICE bro, they fucked us UP, holy SHIT
>>
>>1668830
>>1668832
>>1668838
>>1668842
Most likely they'll all wrestle and tie us down to a hospital bed so we don't try pulling shit like this while we're in recovery.
>>
>>1668805
>>1668806
>>1668808

>>1668777
Valhalla for both of you. Told you we should have stayed put.
Dice gods or RNGESUS honestly I have no idea what the hell is going on anymore
>>
>>1668842
Poor Burnout...we hardly knew ye.
>>
Out of curiousity Pixel, what happens if we bite it?
>>
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You sprint forward, stumbling as you do so, you feel as if you’re dragging along weights as you rush across in the open. The Sectoids advancing on you turn to fire at you but by a miracle are blinding by your flash as you attempt to fire at them. You manage to wing one of them but your shots mostly go wide as you rush for cover.

Still dazed, the Sectoids attempt to return fire only for a successive and booming crack of a rifle once and then twice echoes in the air, headshotting one of the Sectoids with precision and causing the one you winged to go down in an explosion of yellow ichor from the high caliber round.

“Two down.” The voice over the comms says cooly, you it’s Peppermint. Looks like she took out the Sectoids.

You slide to cover and begin to check on Burnout as the rest of the squad scrambles to cover you. You keep your focus on Burnout and turn him over and see that his vest has taken a brunt of the shot. He’s knocked out and is likely injured in some fashion, but he’ll live and you reckon it’s not as bad as your own injury. But with how close the Sectoids were from overrunning his position he would’ve likely been killed if not for your actions. Somehow despite everything the French man still has the cigarette in his mouth.

“Fire in the hole!” You hear Naru call out over the comms as you hear the whistling sound of the rocket behind you as it impacts something ahead of you and you hear the horrified screeches of the Sectoids accompanied by the explosion. You don’t see what it is as you stay low, seeing to Burnout.

“They’re pulling back, advance!” You hear Rook bark as your squad moves up, Sweet sliding over to the two of you to tend to Burnout with a calm and determined precision. Even a mere glance at his face and you can tell Sweet is an expert paramedic, you standing here right now still fighting all but confirms why he’s part of XCOM. You assess the situation and see the remaining remnants of the sectoids have pulled back into cover at the bottom of the quarry, trapped. They’re likely going to get taken out but they could tag one or two of your squad before they themselves go down…

>You did your part, now it’s time to stay put.
>It’s almost over, do your part and finish the fight.
>Other.
>>
>>1668855
>You did your part, now it’s time to stay put.
nope. Did enough. Now it's time to hold the green goo that was our liver in place.
>>
>>1668855
>>You did your part, now it’s time to stay put.
STAY THE FUCK IN COVER
>>
>>1668855
>You did your part, now it’s time to stay put.
>>
>>1668855
>>You did your part, now it’s time to stay put.

Again, let's hold.
>>
>>1668855
>Other.
pray for good fortune
>>
>>1668855
>It’s almost over, do your part and finish the fight.
We aren't a bitch balls of steel remember
>>
>>1668855
>>You did your part, now it’s time to stay put.
>>
>>1668855

>It’s almost over, do your part and finish the fight.

Suffer not the ayylamo to live. PURGE IT
>>
>>1668867
>>1668866
Do you WANT this to be Bandit quest?

I mean, that's fine and all, but really though?
>>
>>1668855
>Stay put ffs!
We are playing with forces beyond our comprehending here boys
>>
>>1668867 >>1668855

Actually, no, nevermind, >You did your part, now it's time to stay put.

Guarding Burnout is more or less what I think we should do IF we go heroic, and that's what staying put does, rather than ditching him. Imma delete my other vote when I can.
>>
>>1668855
>>You did your part, now it’s time to stay put.
Stay put and cover Sweet and Burnout, that's what we came here for.
>>
>>1668855
>It’s almost over, do your part and finish the fight.
>>
>>1668864
>>1668862
>>1668861
>>1668860
>“They’re pulling back, advance!”
Disobeying a direct order out of cowardice
>>1668873
No I don't want to be a bitch
>>
>>1668855
>You did your part, now it’s time to stay put.
>>
>>1668884
>>1668879
>>1668881
>Ditching your comrades for heroics.
>>
>>1668884
>>1668887
Giving the dice a third chance to kill us with our rolls being what they are isn't bravery, it's stupidity.
>>
>>1668884
to be fair, we ALSO have an order to stay put (an individual one), whereas Rook gave a squad order to advance. I'm not frankly sure what the hell I'm doing, especially because I' a bit winded right now IRL, but I think the individual order we just blatantly disobeyed takes prevalence.
>>
>>1668884
There's being brave, and there's being reckless. We're pretty wounded right now, and we just spent our resources. Better to live to fight another day fighting ayys rather than die now.
>>
>>1668855
>You did your part, now it’s time to stay put.
>>
>>1668890
the order was to stay put over there...
>>
Fuck, I want to follow orders but I'm also not even sure what they are.
>>
>>1668860
>>1668861
>>1668862
>>1668864
>>1668869
>>1668875
>>1668881
>>1668885
If somebody dies now it is on your shoulders anons
>>1668887
>You did your part
AKA give up hide back
>do your part and finish the fight.
AKA finish the mission
>>
>>1668890
Yeah, i don't imagine Rook would be yelling "Squad, advance, except the rookie, who's holding his guts in"
>>
>>1668897
That's cool with me. Plus, they've been handling the situation much better than we are right now.
>>
>>1668897
We've fucked up enough that it's ALREADY ON our shoulders.
Charging forward just makes it more likely that we die too.
>>
>>1668899
>>1668900
Remember If we are present we can help If we aren't they are at the mercy of the dice and the dice alone.
>>
>>1668898
oh Rook will definitely be yelling about the rookie who's holding his guts in. just not this second.
>>
>>1668901
Vs when we're there and they're at the mercy of our dice. Things would surely be much better.
>>
For the record as there has been some confusion, Rook is ordering the rest of the squad to advance quickly to not waste time before the Sectoids get positioned. He did not mean for you to advance with them specifically, though, I suppose you could argue it later that he did for this particular part of the mission.
>>
>>1668897
>If somebody dies now it is on your shoulders anons
They have armor, we don't. They'll be much better off than us.
>>1668897
>AKA give up hide back
>>1668887
Hide back and cover Burnout and Sweet so they don't potentially get flanked, sure. I don't think anyone's guarding those two besides us right now.
>>1668901
Aren't we already at the mercy of the dice?
>>
>>1668901
What exactly would we be helping with? We're wounded and we've used our flashes - about the only thing we could do is provide covering fire, which we're kinda shit at because we only have a shotgun and a pistol.
>>
RIP being Gung Ho about being the DOOM Marine in an XCOM game.
>>
>>1668916
It will not be missed.
>>
>>1668916
At least we're not dead yet when we could have just died outright.

There'll be more chances in the future.
>>
>>1668908
So basically either we follow an order we aren't sure if he meant to aim at us and move up or we run the risk of disobeying a second order in the eyes of our superiors and not out of bravery but out of cowardice and everyone voted for the second great job anons.
>>
>>1668908
Thanks Pixel. I really appreciate you coming in and clarifying things.
>>
>>1668923
Are you ignoring the other posts now, anon?
>>
>>1668923
I think in most military ops, being shot excuses you from the general advance order. Especially by a hunk a hunk of burning alien love.
>>
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>>1668923
>>
>>1668930
Why nobody is listening so I'm just going to let whatever happens happen and if I'm wrong I'll admit it but If i'm right then we have fucked up
>>1668937
Just because you don't agree with the sentiment doesn't mean it is bait.
>>
>>1668941
>Why nobody is listening so I'm just
So you just admitted you're not listening, alright then.
>>
>>1668941
Rook told us to stay put. It makes no sense for him to suddenly order us to advance.
>>
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Rolled 19, 8, 3, 2 = 32 (4d20)

(Part 1 / 2)

...
>>
>>1668947
No I'm not fucking Ignoring them but I'm trying to get people to listen to my points about why sitting back could be a bad idea but we already voted so I'm not going to sit and waste my time.
>>
>>1668941
A burst of searing hot plasma nearly liquified some of our vitals we're in no fit state to advance.
Besides Doc Sweet only "stabilized" us meaning that he doesn't have the revive ability. By rights we shouldn't even be standing.
>>
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Rolled 8, 16 = 24 (2d20)

>>1668957
...
>>
>>1668957
>One of these things is not like the others.
>>
>>1668962
>>1668957

One for one, it seems.

If they're wearing alloy plate, it should be fine.
>>
>>1668957
>>1668962
hmmm.

That's... Probably ok?

At the worst it's an injury, not a death so we should be fine.
>>
>>1668958
Given our luck in this thread, the best we could do is get shot and die rather than someone else getting shot and surviving.
>>
>>1668941
>>1668958
We listened, and we refuted those points. There's not much else to it. However, the dice are already rolling and you said you'd stop anyways so that's a moot point.

>>1668957
>>1668962
That's a lot of dice rolling.
>>
I'm really liking the idea that we're a berserker/tank build, its a nice change of pace from being Mr.Stealth. We're a god damn Freight Train
>>
Well, we may get torn into by fucking everyone for our actions this mission but at least we'll get to bro it up with Burnout in medbay, considering we're both wounded and we saved his ass.
>>
>>1669005
Well, that was the idea anyway. But the gods of Xcom demanded blood. We might still be able to pull it off though (if we don't get benched for all eternity after this)
>>
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As much as you’d like to push your luck and somehow salvage this mission with one more spout of ferocity, the exhaustion and injuries you’ve sustained coupled with your spent resources has deemed it smarter that you hunker down and stay put this time. Now that Burnout is secure you are relieved and can trust the rest of the squad to mop up the rest. You scan around the rest of the AO, covering Sweet as he helps Burnout while the rest of the squad moves into position at the top of the quarry, exchanging fire with the enemy below. Shots of plasma shoot out into the night sky.

“Well, I guess the others are right. You definitely one crazy son of a bitch.” Sweet says to you as he keeps his attention on tending to Burnout. You can’t really tell if that’s a compliment or not. “Alright, he’s stabilized. I’m going to move up and help the others. Cover him.”

You don’t have to hear him tell you that twice as he moves forward to position up with the rest of the squad, joining the battle just ahead of you…

It’s finally over as the last shot is heard in the quarry. You look over to see the others relax as you are informed by Central as well that the AO is clear of hostiles. You take a moment to collect yourself. From what you had heard in the exchange of fire, one of the Sectoids had almost managed to hit Naru before Rook and Peppermint combined their fire to take down the last remnants of the aliens.

There’s no time to stick around however as you and Burnout need medical attention. Gauging the rest of the squad’s reactions to the mission is a wholly mixed bag. It’s quite clear that the only thing keeping Rook from exploding in anger at you is that he needs handle the after action report and other related squad activities, including preparing the area for asset recovery. Naru is upset at how very nearly you and Burnout had almost died, she’s keeping her distance from you and you don’t blame her. With Sweet you can’t really gauge him as he is too busy tending to both you and your fellow squad member, remaining focused.

Fully expecting to get some snide and totally justifiable remark from Peppermint you however instead see she’s already skulked away from the rest of the group, boarding the now landed Skyranger. You manage to catch her looking over to you and, much to your surprise, she merely gives you an understanding nod before entering the Skyranger without another word.

You sit there for a moment considering the probable shitstorm looming over you but at least nobody died, that’s acceptable right? Without another thought, you promptly pass out, the green fog and exhaustion finally hitting you as the adrenaline wears off, you’ll just deal with the mess later…

>>And with that, we’re going to call it here for tonight. That was a rollercoaster of a battle, but… that’s XCOM, Baby! It would be appreciated if I had your guy’s thoughts on the new dice mechanics, too much dice? Too little? In either case...

Thanks for playing!
>>
You know the scene in Full Metal Jacket where the other recruits beat the shit out of Private Pyle at night with a bar of soap in a towel? That's going to be our next session. That's going to be us. Rachel is gonna be like Private Joker, too. Hesitate but then she'll really lay into us.

...except with verbal lashings and not literal beatings.

Probably.
>>
>>1669012
About the dice, I think we just got fucked by some monumentally bad luck.

About the mission end - Rook is gonna kill us, Naru is definitely closer with Burnout than she lets on (which was already kinda obvious), Sweet is gonna be fine with us for saving Burnout once he gets over our heroic stupidity, and Peppermint has clearly lost someone.
>>
>>1669012
Everyone's alive, and we're gonna get a reaming for this.

But hey, everyone's alive.

Still, having Rook not too pleased isn't great, Naru's dealing with the possible loss, and surprisingly little from Peppermint.

But man, have the tides turned. Seems fine for now, Pixel, and I'm curious on what >>1668957
and >>1668962 meant. One thing: you do need to make it more clear on what's happening, or we'll get more shitstorms heading our way.
>>
>>1669019
The rolls with the XCOM symbol are our squadmembers, the ones with the ALIEN ACTIVITY are the ayy lmaos.
>>
I'll admit it ended without us fine but it still felt a bit out of character for us to say back
>>1669019
>>1668957
Is Xcoms rolls
>>1668962
Is the aliens rolls not that hard
>>1669012
QM how do you feel about how things went?
>>
Does anyone else see us becoming viewed more as an Attack Dog than a soldier. I mean we're fucking lethal, able to take a hit and wit minimal care are up for more.

I think we should make it clear when we wake up we know what we did was wrong. But saving lives is what SWAT was all about, we know we're XCOM now and we'll adapt.
>>
>>1669022
I wouldn't say its out of character. We're not dumb, but we do suffer from chronic hero syndrome.
So we saved the bleeding out guy, because he was in very imminent danger, but also recognized that due to the red fog, we'd just be a liability if we continued to push.
>>
>>1669019
That was for the final exchange of battle between your squad and the remaining ayys. I'll try going forward to make things more specific on what roll is for what, but generally speaking if you see the XCOM logo it's the good guys rolling and vice versa for Alien Activity.

Most of the time it'll be a die per squad member who is pertinent for the next action. Perhaps more depending on how proficient they are. For example in the beginning I rolled 2d20+2 which was a Bo2 with a bonus for Burnout doing recon, since he's a scout.

Unless I specify it's an enemy rolling, most of the time the rolls that are not ALIEN/HIDDEN Activity are squad members or what have you.

>>1669022
Personally, I found the fight really exciting and terrifying. Perfectly XCOM in my book, but I can understand if there's too much dice being rolled around. I will definitely make sure to keep things as clear as possible going forward.
>>
>>1669027
It will be what it will be, I figure that things will end up resolved with time and development.

I'm really looking forward to the tongue-lashing Rook gives us, because I feel it will be the most useful -- Rook knows from a soldier's perspective exactly what our kind of fuckup can achieve, more than anyone else, even the commander.

And, of course, Rachel's reaction, but that's entirely for stupid shipping reasons.
>>
>>1669030
We should wake up to her crying on our shoulder about how worried she was about us followed by her Cursing us out like a sailor once she realizes we're awake for maximum anime.
>>
>>1669030
I think this is a kinda cultural divide between military, like Rook, and Policing, like us.
Military, the most important thing is finishing the mission.
Police, the most important thing is ensuring everyone gets home at the end of the day.
>>
>>1669012
Fuck it. In X-COM, if at the end of a mission no one died then I call it a win.
>>
>>1669012
Everyone lived, that's a better result than most get.
>>
>>1669034
While I wouldn't necessarily complain, I don't really think things should progress quite that stereotypically -- I feel it would give better insight into Rachel's personality if it was a more normal, if probably still very emotional, reaction.

Of course, she may also be the type of person to do that. It's still early in the quest.

I wonder if Burnout will be more pissed at us for getting him into his shitty position in the first place, or more thankful with us for putting our necks on the line to correct it.

Or even mad at us for the latter, like Rook.
>>
>>1669021
>>1669022
>>1669029
Obviously, I understand that first set was XCOM, next set was the aliens. It was how the numbers worked against each other I was curious about.

Unless it's the total number of the rolls XCOM makes versus the total the aliens get.
>>
>>1667594
>“There’s an alien abduction and you’re on deck.”
>>1669012
>As much as you’d like to push your luck and somehow salvage this mission with one more spout of ferocity,
>>1669029
What happened to the mission since we didn't push further? More civilians died? What was the objective?
>>
>>1669049
If it's working like VMQ then each individual roll is for each unit's action.
>>
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>>1669034
Gif related
>>1669028
It wouldn't have been a particularly dumb move to move up and assist either there was minimal danger and we could've helped finish them off
But I digress
>>
>>1669047
I'm (mostly) kidding. I'd also prefer things not be quite so stereotypical.

And yeah, I think Burnout's reaction is going to be the most interesting one to see.
>>
>>1669052
Nothing major. Naru got hit but she is fine we completed the mission but WE didn't finish the fight get what I mean?
>>
>>1669055
We have a shotgun, a pistol and a hastily patched up sucking chest wound it would've been a very dumb move.
>>
Thanks pixel for the session. I like the amount of dice being rolled becuase the xcom baby has a better chance to direct the flow of the battle and story. Let's be honest it's great that you have a narrative and everybody has personality but people are going to die, that's just how xcom is. Even though I rolled not to rush forward to secure burnout I really like his character. I really hope the dice gods/RNGesus is more forgiving next session. Again thank you and I can't wait till next time
>>
>>1669049
Ah, it depends on the situation but if it's for large groups each die on XCOM is a squad member, and each die for Aliens are per pod or so. Then, it's a process of cancelling and comparing each dice over the other. Though if it's individual soldiers doing something their proficient at they might got a BoX.

Sectoids are usually pretty shit unless they have enough time to use psionics and only use a die per couple of Sectoids for example. More aliens / more powerful units I'll scale up the dice or I might switch over to doing BoX depending on the scenario.

Overall it depends per situation, but if it's not a larger scale conflict more dice means BoX.
>>
>>1669039
This is a good post
>>
>>1669065
Naru didn't actually get hit, she just ALMOST got hit before the others kicked ass.

There weren't any repercussions to staying back.

But boooy did we fuck up this mission, I'm fascinated and terrified to see next week's session. Oh, the wait is gonna kill me.
>>
>>1669030
Keep in mind that the tutorial mission happened. Rook does NOT want people dying on him again. We're reminding him of that.
>>
>>1669070
The more dice that are rolled, the more of His attention we attract, at this point I'm fully expecting us to have a totally different cast by the 1/3 point, and I have to say that I'm not okay with that.
>>
>>1669072
Also Pixel, it seems relevant for us to know what happens if we do bite it. How does the Quest proceed? Do we just hop into a new squad member?
>>
>>1669072
Gotcha, so we beat the alien roll by 2, since 19 > 16.

Good to know for later threads.
>>
>>1669077
I get where you're coming from but to be frank, if ever there were a quest where character death should be a thing, surely XCOM quest is that quest.
>>
>>1669078
We'll probably hop to Bandit, then Rook when the dice fuck us again, then we move down the squad list every time we get a bum roll.
>>
>>1669078
Yep!
>>
>>1668957
>>1668962
>>1669012
>one of the Sectoids had almost managed to hit Naru before Rook and Peppermint combined their fire to take down the last remnants of the aliens.
>>1669065
>Naru got hit but she is fine
>>1669072
>>1669085
She didn't, her low roll was countered by our allies' high rolls.
>>
>>1669074
>Naru didn't actually get hit, she just ALMOST got hit before the others kicked ass.
Ahh ok thanks for clarifying.
>There weren't any repercussions to staying back.
We shall see but yes it seems to be fine
>But boooy did we fuck up this mission
Ehh aside from the car alarm we didn't really do anything wrong the ignoring of orders was bad but justified we will get yelled at by rachel and rook for sure the commander maybe but i think she will care more about the results and we actually did well for the situation we found ourselves in
>>
>>1669088
I think that we can avoid particularly high mortality if we play well enough, just like in actual XCOM.
>>
>>1669089
>this easily made and simple of an answer

you're scaring me pixel
>>
>>1669089
Good to know. Thanks for running BTW, it's been a blast.
>>
>>1669086
Yeah but the only problem with a quest where character perma-death is a problem is the moment the illusion is shattered. Does the QM pull a reason for the avatar character to survive out of his arse in which case why should we be concerned, or does he just let them die in which case why should I care about these characters, or worse: why should the QM care enough to make them decent characters to begin with.
>>
>>1669090
...Which is what I thought happened: best of 4 on XCOM and best of 2 with the Aliens.

XCOM got a 19, and the Aliens got a 16, so XCOM wins by 2.
>>
>>1669093
We played pretty well today, two nat 1's set off a car alarm and attracted every pod on the map, that doesn't happen in X-COM last I checked.
>>
You know, if the sort of AN HERO thing that we (and I) voted for this thread is a character pattern, we should start a running tally of the people who we have directly saved and the people who have directly saved us.

People who have saved us: Burnout (by keeping them from nailing our ass), Sweet.

People we have saved: Burnout (...by keeping them from nailing his ass)
>>
>>1669102
XCOM 2, maybe.
>>
>>1669100
I was referring to your post for supporting my statement.
>>1669072
>Then, it's a process of cancelling and comparing each dice over the other.
However the way the QM phrased it seems that it's done by competing rolls rather than best of rolls, but we won 1/2 rolls and cancelled the other one.
>>1668957
>Rolled 19, 8, 3, 2 = 32 (4d20)
>>1668962
>Rolled 8, 16 = 24 (2d20)
Which is why it seems like we had a close call.
>>
>>1669099
If we die than we hop to another character in the squad - that's a pretty good reason to care about them and develop them as characters. Because they could be us someday.
>>
>>1669100
>>1669106

For clarification the last two sets of rolls were NOT a BoX roll but a series of individual rolls per XCOM trooper and per grouping of aliens. It was then a matter of cancelling and see which was better. I will definitely clarify going forward if it's a BoX roll or not for ease of everyone's sake!

My bad if things are confusing, still ironing out all the kinks for more in depth dice mechanics and all that.
>>
>>1669104
We're a liability every second that the first list isn't equal or less than the second
>>1669105
Maybe but I don't think so.
>>1669107
And then they could all get a Code Black if the dice X-COM BABY us the very next mission, then Pixy needs to come up with new characters with new stories that could also get wiped whenever.
>>
>>1669107
I will say, I really hope our MC here doesn't die.

So while I do like the kind of "no man left behind" dedication we seem to have, and have voted as such, I also think we do need to consistently know our limits... like we also did this session.
>>
>>1669109
Would you mind telling us what each squad member is gonna yell at us in spoilers so those who want a surprise wont look?
>>
>>1669113
You planning on dying in the next week Anon?
>>
>>1669112
It is very American, that Rule only got removed recently in warfare. I think after Black Hawk Down
>>
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>>1669113
Nope, gotta wait till next week!
>>
>>1669109
No problems, I just usually want to see how the mechanics work, since it helps us see how fucked our teammates are or not.

Also, if you think the amount of rolls is bad here, Mecha Space Pirate Quest has a LOT more rolls in play when stuff happens.
>>
>>1669104
Do we have a life debt of honor chart too?

>>1669109
Huh. Interesting mechanic. Competing rolls with this many dice. Thanks for clarifying.
If you want to, you could keep this as confusing as it is to simulate the chaos of war.
>>
>>1669116
more along the lines of no net access for quite awhile
>>
>>1669117
You know what? We work well as an Assault, but if we weren't an Assault I could have seen us as a Medic too.

>>1669118
Fuck, you've got me excited. This is a good damn quest Pixel.
>>
>>1669121
That list's pretty empty at the moment unless we're counting our old FBI/SWAT team.
>>
>>1669111
I mean, theoretically, that could happen with any quest if the dice fuck you hard enough. Talking worst case scenarios doesn't seem very reasonable.
>>1669112
My sentiments exactly. I actually really want us to succeed (if only because I think seeing the consequences of this play out over the next few months will be interesting) and I'm glad we reigned it in at the end.
>>
>>1669122
Imagine starting a new job and nearly getting most of your co-workers, and yourself, killed.
We roll low next week and mama commander may bust us down to bench warming duty.
>>
>>1669132
I don't think Pixel will be that merciless -- while we did make the decision that will get us yelled at, a lot of our problems this mission were dice-caused, and obviously Pixel knows that.

We will be warming something, though: a medbay bed. We got kinda fucked this mission.
>>
>>1669131
I'd say it's a perfectly reasonable concern, given how likely it is to happen in an X-COM quest.
>>
>>1669102
>>1669105
Not even. Breaking Concealment in XCOM 2 just means that you go back to the XCOM gameplay of "Tiptoe-ing forwards until you run into an Alien Pod"

There is an XCOM 2 mod that makes it so the Alien Pods start converging on your location once you get spotted, last I recall.

Anyway, considering how everything went, the Mission could have gone catastrophically worse. We just got dicked over by the RNGesus this time.
>>
>>1669136
We had a double critfail with an opposing crit this mission and NOBODY DIED. I think you're seriously overestimating the likelyhood of a "Rocks fall, everyone dies" scenario.
>>
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Remember the mantra.

And thanks for running Pixel.

>>1669139
Although the timer puts a spin on that...
>>
>>1669141
Yeah with an "all Sectoids, all the time" mission, can you imagine how fucked we'd be if there were any Thin mints or Mutons?
>>
I'm really happy with our overall decision-making this thread. The stuff like the car alarm and getting nailed wasn't our fault OOC, but once everything went to shit, we both EXPLICITLY saved Burnout's life, and we then didn't go off the rails and get killed, though we probably got a bit dicey on that when we saved Burnout.

I'm just really happy with how the latter half of this scenario went. A little giddy, really. I really like this quest.
>>
>>1669148
Yeah, we likely lose one or two people and maybe have to evac, as is only right and proper with XCOM. I think a Total party kill would require even worse luck than what we just had.
>>
>>1669144
Yep, though for me, I'm using the True Concealment mod which makes the Timer only start ticking down when you're Revealed.

It does balance things out a bit by shortening the Timer in exchange for letting you take your time when you're still Concealed.

>>1669148
Really, it was the Nat 1s and the Car Alarm that really screwed us over on this mission.

Having Thin Men and Mutons in play would make things much, much worse, but I imagine that the Commander would've had new Techs researched and we'll have multiple Teams if it's the really big Missions like Terror Attacks or Landed UFOs.
>>
Pixel are you going to add dice modifier effects for our aim after upgrades or is it too early to for you to decide?
>>
>>1669159
It's still a very real possibility to still have ballistic weapons and kevlar by the time you start fighting Mutons.
>>
>>1669167
m-man, all this negativity is a real bummer to my "everyone survived" high
>>
>>1669171
Sorry I just suffer from a terminal case of "I've played enough X-COM to know that I shouldn't get attached to the soldiers."
>>
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>>1669160
Modifiers were actually in play, if you guys play for your strengths you get modifiers such as when you Run N' Gunned it towards the end. You would've actually gotten a +2, but it had dropped to a +1 when you opted to throw the flash as well. There will be aim upgrades and the like going forward as well.

Also I'm really happy you guys are enjoying the quest so far. I had always always hated how short-lived XCOM quests have been despite how much of a great setting it is for a quest. I had decided on running this on a whim and haven't looked back since.
>>
>>1669167
That is true.

We already have Alien Alloy Vests though, which is a good sign.

In any case, we can only worry about that when we get to that point.

>>1669171
This is XCOM. While it's not the 'Imperial Guard' degree of expendable that Classic X-Com has, people will still die in this Quest.

Whether or not those people we know and care about is the question.

>>1669175
So does that mean that if we commit to a specific Action (like the aforementioned Run 'N Gun), we get a higher modifier than if we made multiple actions?
>>
It's a good thing we took that alloy vest. Otherwise, we might've bit the dust there.
>>
>>1668195
>>1669149
One of our best decisions was opting for the custom loadout with the Alloy Plating and Flashbang, they legit saved our life. Guess our luck really did run out this time.

>>1669175
Did we get any stat bonuses from the previous crits we got back in the start of the quest, is going berserk a thing in XCOM?

>>1669176
>So does that mean that if we commit to a specific Action (like the aforementioned Run 'N Gun), we get a higher modifier than if we made multiple actions?
If it does, I think in this case using the flashbang was the right call.
>>
>>1669176
Hopefully that's where the other faceless/nameless strike teams come in.

I think it means that if we take assault/SWAT related actions (like breaching, run-'n-gun or using the boomstick) we get better modifiers.
>>1669180
If Sweet didn't roll a 20 we would've probably bit it anyway.
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>>1669118
Thanks for the thread OP!
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>>1669176
It depends, but that's generally on the right track!

>>1669182
You'll be getting gradually better over time for sure, I'm keeping the character stats and builds abstracted since I can't be asked to fiddle with character sheets and pastebins, but you are basically making your class build and selecting their perks through missions and choices in character.

I will gear the story and choices accordingly as you guys settle in your roll. Don't worry I'm keeping track of everything!
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>>1669182
Probably. We were already in too bad a shape to actually shoot straight.

>>1669184
Yep. I trust Pixel to be able to strike a balance between letting us have characters we can become attached to and reminding us that we're playing XCOM.

You can also argue that using a Flashbang is an Assault/SWAT-related action depending on the context. (Like throwing one into a room before clearing it.)

>>1669193
Alright, thanks for the clarification, Pixel!

Can't wait to see everyone's reactions to our brush with Death and bout of reckless heroism. :D
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>>1669198
I kinda subfoldered that under "breaching"
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>>1669199
Fair enough. Just arguing that Modifiers are more context-based than strictly the Actions themselves like what Pixel just mentioned.

>>1669173
It really all depends on the decisions you've made and (of course) the RNGesus' fickle whims.

I mean, I've had Jake Solomon as my Ranger in one Commander Ironman Run and that man has survived more point-blank/flanked shots than he had any right too. Even Executed the last Avatar in the final battle. (Though the shot would've killed the bastard regardless)

"Fix Your Bullshit" indeed.
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>>1669193
Next Friday can't come fast enough.

If we get the Long War choice of perks next time we get promoted (...probably not this mission), we should take Steadfast, if we want to go the No Man Left Behind route.
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>>1668566
>>Head Left towards those excavators!
>>Head Right towards that cement truck!
>>Head Forwards towards the building!
>>1668636
>Rolled 19, 20 = 39 (2d20)
>>1668717
>You attempt to stand up and to try and stack up against the wall only to have the window smash in front of you as a pair of Sectoids point right at you from inside the building at point blank!
>>1669193
Assuming the enemy got the same rolls but we opted for one of the other options instead of the building, what would've happened? Would there still be more Sectoids nailing us from the woodwork?
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>>1669216
Given how hectic the situation is alongside the nat 1s I randomly rolled where Sectoids would be, you guys had further bad luck and picked the location where you'd be staring face to face with Ayys. The rolls I don't think would've changed much in the situation, as the 19 was for Burnout who lost the roll regardless and the 20 was... well the 20.
>>
Well, since I can't seem to keep my mind off of this quest tonight, I've been thinking about one possible in-character way to feel about the events of this session:

Extremely mixed feelings. On one hand, there is the undeniable fact that our character fucked up BAD and made the mission a lot harder, and our charge to save Burnout was reckless and Rook has a right to be furious with us.

...but on the other hand, Burnout survived, and he did because we acted. We may not have acted in the best way, and we directly disobeyed orders, but Burnout survived, and that seems a little hard to ignore completely from our perspective.
>>
>>1669222
I admit I don't know what those rolls were for. Were they for us surviving, or for the aliens shooting at us, or what?
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>>1669223
We can only hope that Rook and the Commander doesn't look down on us too poorly of our habit of disregarding Orders.

It's a legitimate issue that would only be worse if we didn't manage to get good results.
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>>1669224
The 19 and 20 were the Alien's action versus Burnout's roll of a 7 and you guy's 14 respectively from attempting to run away from the exploding car.

Both of you were running Overwatch and took hits.
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>>1669226
I don't think we should get away scot-free with it. I just hope that in the future we can find ways to save teammates in trouble without having to blatantly break orders.
>>
>>1669223
>>1669226
>>1669231
What're they gonna do, call us a loose cannon?
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>>1669235
>>1669015
how about this lol
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>>1669235
Commander forces us to eat all her burnt and reject cookies so they don't go to waste.
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>>1669239
That is implying the commander ever burns her cookies which is heresy
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>>1669239
No she just spanks us and grounds us for the rest of the month.
>>
Holy shit. I just get a chance to read the quest and find out that a pair of double 1's completely X-COM'd the mission. And the in-universe translation for that was "character braces gun on car, sets off car alarm."

...But nobody died and the mission was accomplished. As a player, I call that a win.
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>>1669239
No she'll do the worst thing she can possibly do give us the mom voice and tell us she's disappointed.
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>>1669889
>No she'll do the worst thing she can possibly do

>Sitting down with Central and making us wear one of his style sweatervests and having to hold a conversation for three hours
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>>1669919
>we end up enjoying it and making friends with bradford
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>>1669889
The mom voice.
Only thing that can make a grown man feel like he's 5 again.
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>>1669529
Exactly. Mission accomplished. Nobody died.
That's a great thing to consider in XCOM.
>>
Is there a reason for the switch to opposed rolls? Or is it just to up the difficulty?
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>>1670364
Pretty sure it's in service of creating more THAT'S X-COM BABY moments both in our favour and against.
See: the great car alarm hullabaloo.
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>>1670416
I guess that makes sense, though I think portraying the nat 1 as setting off a car alarm was one of the worst ways to go about it, as it shows much more incompetence than simply missing the aliens while spotting.

Feels kind of dishonest to start us off with Bo3 easy-mode then switch over, mid game, to Ironman Impossible. As shown above. It definitely plays better towards XCOM's themes, but it also makes death inevitable (opposed rolls introduces additional points of failure in a system where one roll is all that's needed to make things FUBAR) rather than a possibility.

Some might think it's just bad luck, and partially, it is. But it's more a matter of probability and escalation. A Berserker only needs one crit to insta-kill us.

tl;dr: The change makes sense, but it isn't one I care for. After hyping the MC up for three threads and using easier mechanics with a better chance of success. Which led to us putting him into a class with an extremely high turnover rate. It feels like a slap in the face. But that's just my opinion.
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>>1670462
It's an opinion I agree with but we seem to be in the minority.
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>>1670462
>>1670473

I would like to remind you that we managed to get no one, but two natural ones. A 1 in four hundred possibility. Fucking up as we did was a pretty sensible thing to happen.

However, you are in the right when you say the difficulty spiked. For resolving this I propose adding to the quest (if both players and the QM accept) the fate points mechanic.

This implies that when we get a nat 20, we can tone the success down to get a fate point, that we can use to negate a nat 1. To prevent the fate points from getting out of control, it would be sensible to restrict them to a maximum of three.

A quest that I know has experimented with this mechanic is Frontier Knight Quest. You can check it to see if the mechanic will be good or bad to this quest (as the context and atmosphere differ greatly form this one)

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Frontier%20Knight%20Quest
>>
>>1670773
>For resolving this I propose adding to the quest (if both players and the QM accept) the fate points mechanic.
>This implies that when we get a nat 20, we can tone the success down to get a fate point, that we can use to negate a nat 1. To prevent the fate points from getting out of control, it would be sensible to restrict them to a maximum of three.

This is already a mechanic. We can bank 20s for later use and use the next best roll. Just no one wanted to do it. Honestly, getting the nat 20 on the gun examination roll with Shen we should have banked it, but everyone wanted to look cool in front of best engineer.
>>
Haha maybe now the dumbfucks will learn to save the 20s rolled for WHEN IT MATTERS, instead of using it to stroke their egos.
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>>1670915
Well, I think it was a good roll to get a twenty in. While we won´t be able to negate a fail, we will become a potential candidate for the testing of new shotguns models, which should prove to be advantageous in the long run.
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>>1669012
>rollercoaster of a battle
More like a train straight to auswitchtz we GOT FUCKED.
>>
I think when we're in bed and Rook is about to blast us we just look him in the eye and say something like "I had a choice either two of come home injured or one of us wouldn't come home at all, I decided on the former.", do look sad though and show we are sorry for going against him then if he asks why we were so sure just smile and say we had faith in the team.
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>>1672106
>wanting to get your ass beat three times as hard for mouthing off
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>>1670915
>>1670836
>>1670773
You know, I actually really dislike the fate point mechanic, because in the various quests I've seen it used in, it's punched a pretty big hole in the tension. I mean, we already do have and it and all, but I tend to like it a lot more when quests don't have it, because there are better stakes to it.
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>>1673065
Agree. This is an X-COM quest, there needs to be tension rising from the possibility of MC dying. No need to muddle this quest with easy-mode.
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>>1673271
There's easy mode, and there's "1 in 20 rolls is a crit" mode.
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>>1673272
1/20 rolls is always going to be a crit, more rolls just means more crits.
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>>1673274
That's what I meant. If every 20th roll puts us out of action, by being either our critfail or ayys' crit success, having some insurance from that wouldn't be easy-mode.
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>>1673277
But that's reliant on us being in situation where A: we roll a 20, B: the second highest roll isn't so bad that sacrificing the 20 would cause us to fail the roll and C: keeping that 20 wouldn't give us long-term tangible benefits.
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>>1673278
Yet some people think it would be overpowered and make everything too easy.
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>>1673279
I think there's no point adding it because there'sno chance of us ever having a true majority consensus on the term "tangible benefits".
Case-in-point: should we have saved that 20 we got with Shen, rolled 14 and maybe cock something up, or were we right to use the 20, impress Shenta Claus and possibly get top billing for any new shotgun designs/upgrades.
>>
>>1673278
>>1673284
Banking a 20 means you pass just not critically. Pixel is using Merc Command's system.
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>>1673311
I never assumed it was a crit pass, that's why I think it's so ussless.
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>>1673311
Yeah, I like Merc's quests but they're kind of the reason why I'm so wary of the fate point system. It's been a long while in Pacific Strike since Hoel suffered any real setbacks or consequences (imo) since whenever the dice fall short it just gets saved with a fate point.
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>>1673352
Then fate points should be limited to turning a critfail into a normal fail, or cancelling enemy crit. No getting us out of a normal failure.
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>>1673362
Yeah, I know that's how it works, which means I am a little bit puzzled as to why things are the way I've observed them.

Maybe I'm reading too far into them? Maybe in a best of three system normal failures are much rarer than critfails? Maybe Merc is just fairly forgiving with normal failures? I dunno.
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>>1673371
Merc is actually VERY lenient. He's beaten us in roll off several times, but we rarely lose badly unless we critfail.
>>
>Trooper somehow gets a ballistic rifle instead of a laser one
>One particular muton missed by five 81% and several less accurate shots in a row, killed as soon as he moves to another cover
>One trooper dropped off beyond the edge of the map and can't do anything

There is "XCOM, baby", and there's just unfair.
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>>1673371
>>1673403
I believe Merc operates under the philosophy of "bad situations", not "bad results". Failure doesn't necessarily mean you lose, just that more obstacles are thrown your way.
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>>1674238
Tbh I've always thought that even a bad result can be used to further develop the plot. When a QM or a DM takes the "rolls fucked you up" towards an alley with no exits it drains all the fun for me. Instead of "you died lol" I'd rather have complications that'd make the story more interesting, maybe have your hand blown up or some shit but that opens you up to cybernetics, maybe they take you up as prisoner but you get to see how the aylmaos operate or hear some juicy intel. There's consequences, and they're bad, but you can make something out of that bad situation, that's how I think it should be handled. I dont want no consequences though, I just want consequences that are manageable. And I certainly dont wanna see the entirety of a plan go haywire because of one crit-fail or the stupidest plan ever triumph because you got a crit-success. (Sorry for blogpost)
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>>1675056
QMs are only human, and they all have wildly different ideas of what is "fair" and "unfair".
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I predict that this quest will either end up dying before thread 10 or the MC will end up a mary sue that keeps surviving against all odds.
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>>1675499
Your dubs won't crack my faith in our continued survival, old man!




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