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File: alien bombardment.jpg (127 KB, 1500x825)
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Rolled 62 (1d100)

the study and experimenting on the mutants went awry. In the form of them somehow all escaping...while the entrance remained seemingly untouched except for the dead guards.

One small group of soldiers is carefully scouting the ruins room by room paranoid they'll suffer yet another mutant ambush which they barely survived. The mutant they killed was dissected and revealed never before seen mutations. It's believed that its not alone in this particular instance.

Out of sheer desperation while other preperations are underway. A chemist volunteers to find a solution believing that looted alien technology may hold the key in understanding their biotech that resulted in the mutants.

Thus a chemist walks down a long hallway and past the particularly menacing guard on watch if he weren't busy doing paperwork and complaining about it under his breath. The chemist goes inside and initially has very little luck until he finds a strange package in the traitor loot.

X-TREME Human Amplifier Experimental Series #25AB000FDO Dosage as prescribed.

WARNING
Effects may be permanent and can include loss of sanity. Bouts of irrationality. Hyper amplification that may prove permanent. Severe Internal Hemorrhaging. Heart Failure. Diarrhea. Stroke. Indigestion. Memory Loss. Organ Failure.

Please alert your nearest officer before take this experimental solution and have a medic on standby.

The chemist stares at the strange medicine before going 'ah fuck it' and drinking it down in one shot.

A short time later very strange noises and insane laughter started coming from the room. Only to be interrupted by shouts of 'I AM A GENIUS. NO NOT AN ORDINARY GENIUS BUT CLEARLY A SUPER GENIUS! BOW DOWN BEFORE MY AWESOME PROWESS'.

Leaving the long suffering guard outside yet another thing to grumble and sigh about as he fails and but continues trying to categorize anyway all the weird alien gizmos that nobody can decipher. Only pausing to look up when strange smells are emitted and explosions that cause the ruins to groan.

"...Maybe I should call someone," he mutters to himself.
>>
Rolled 89 (1d100)

>>1840538
"Hm...NOW I NEED A GUINEA PIG...ER TEST SUBJECT TO RUN SOME TESTS, shouts the seemingly insane chemist. Hey you guard outside come on in real quick I need you to some...heavy lifting," he finishes by whispering.

"...Yeah okay now its time to call all right," says the guard as he lifts up the radio. "So...the chemist you sorta sent? May have gotten into something he shouldn't have and gone insane."

"What do you mean insane?"

"Like...think mad scientist tier insanity."

"MAD SCIENTIST," says the chemist poking his out from around the door. "I LIKE THAT! Now quick breath in his glowing dust I made. Which may or may not be permanently render you aglow and lethality is still unknown. Don't you worry all of this is in the name of SCIENCE! Your sacrifice shall be remembered!"

"NNOOO-AHHHHHHH," screams the guard as he accidentally drops the radio and fails to evade the glow dust floating in the air.

"MUWAHAHAAHAHAH," crackles the radio over the screams of the guard on the other side where an operator stares down at it.

"Well looks like we just lost another one. This time to...science instead of mutants. So who wants to tell the guys in charge how this little idea panned out,"he asks before looking over.

"..."

"Nobody? Really?"

"...Who says the experiment isn't helpful or that its a failure," asks a rookie dumbly.

"WHY THANK YOU," suddenly crackles the radio in that already familiar insane voice. "See someone who isn't like the rest of those dullards and understands the necessary process and sacrifices. I got some great news! I have just figured out a ingenious solution to our escaped mutant problem...but I am gonna need some more test subjects just to make sure. Don't worry about the current one Jerry I think is his name he isn't glowing or anything! Just sorta weeping in a corner...and babbling. Not sure if that is due to the scare or the side effects yet."

"...Uh what solution did you devise," carefully asks the radio operator.

"Why a way to ruin those stealthy mutants day of course! Had to use some alien gizmos and still has yet to be identified compounds, but initial tests are...very promising."

"How promising exactly?"

"Tell how well do you think a mutant that glows can hide?"

"...We're listening," he says before moving the radio away from his mouth as he calls over a rookie before whispering instructions in his ear.

"Good. I thought you would! Now initial tests are very promising using poor Jerry over there and some mutant rats, but I need some more...test subjects. More humans and human based mutants preferably."

"Is it ready to be used?"

"Easy. Can make into paint balls or an aerosol version for gas grenades. You would be amazed at how much glowy juice I squeeze out of some of those alien gizmos and how far a little juice goes."

"Wait...Glowy juice," says the researcher who just rushed in. "Don't tell me he cracked open their containment vessels."

"Oh how did you know? Don't worry its not like its radioactive."
>>
Rolled 81 (1d100)

>>1840603
"Radioactive? Those aliens EXPLICITLY stored in it specialized containment vessels. WHY WOULD YOU CRACK THEM OPEN WHEN WE LITERALLY HAVE NO IDEA WHAT IT EVEN IS?"

"...Well for science obviously. Besides I needed something that glowed in order to ruin the the stealth mutants."

"You're at least in a hazmat suit right?"

"Nope. Like you said it wasn't like its radioactive."

"...you are FUCKING INSANE," shouts the trembling researcher into the radio.

"What's that?insanely brilliant! Why thank you how kind."

What do?
>Use the crazy chemists invention to uncover the mutants
>Began a major search using all manpower in the ruins your based at to find them
>Try the mutant lovers solution
>Wait and see what the mutants do
>Other?
>>
Rolled 88 (1d100)

>>1814822
old thread.
>>
>>1840621
>Try the mutant lovers solution

God damn mad scientists and their insane technological advancements that make you bleed from your eyes...
>>
Rolled 93 (1d100)

>>1840628
sure
>>
Rolled 40 (1d100)

>>1840628
>>1840678
Vote
>>
Rolled 16 (1d100)

>>1840628
Lets do it lads!
>>
Rolled 45 (1d100)

>>1840628
"So you mutant loving freaks got a solution? Otherwise we are gonna have to do things the hard way or resort to...whatever the fuck that crazy mad scientist came up with."

"Uh...in a matter of speaking."

"Speaking?"

"We their smarts against them."

"How so?"

"Well simple really. We will leave trail markers that mutants use to mark places...including areas they might have scouted. Using those marks we can fool the mutants into following whatever path we choose to set up for them."

"And this will work?"

"Maybe. Its either this or try to use the mutant smarty we kidnapped from a mutant hub. Once you decide upon a spot to lure the mutants we can arrange the marking."

What do?
>Lead them back to their cage
>Lead them to a wide open space
>Lead them through a chokepoint
>Lead them into a maze
>Other?
>>
Rolled 79 (1d100)

>>1840982
The cage will not work till we fix how they got our in the first place.

A maze might hurt us more.

Open space would be nice. Tho I feel they will think it's a trap.

So
>Lead them through a chokepoint
Or we lead them to an alien camp to a wreck their day.
>>
Rolled 21 (1d100)

>>1840991
sure
>>
Rolled 28 (1d100)

>>1841066
>>1840991
Yep
>>
Rolled 85 (1d100)

>>1840991
"Man if only there was an alien camp nearby."

"Ever since their big op got wrecked they been keeping their distance of this area sadly."

The mutant tricksters got to work setting up the trail and leading them into the chokepoint. While the rest of your forces were lurking nearby. Waiting for them to fall into the trap.

Now the trail was set up perfectly. Even the smart ones fell for it. Then they arrived. The mutants realizing they were set up howl before throwing themselves at you. This went about as well as you would expect. Only our forces forgot one very big problem...

The sneaky mutants.

While our forces were distracted they suddenly appeared out of nowhere and flanked our forces. Suddenly our troops found themselves pinned between the two mutant forces.

What do?
>>
Rolled 53 (1d100)

>>1841157
>Radio the mad scientist that is we need backup equipped with his invention
>>
Rolled 20 (1d100)

>>1841238
perfect testing
>>
Rolled 84 (1d100)

>>1841157
Upside we know shotguns work on the normal not stealth mutant. We got some explosives to clear out build up.

>>1841238
Could be good to call in the chem gun.

Get riflemen/grunts putting shoots out. Maybe even use some gas and pop mask on once the main horde is down.
>>
>>1840603
>jerry I think his name is
>jerry
Did you mean joey? And did you make him glow? Did you just give us the glowy joe origin story?
>>
Rolled 19 (1d100)

>>1841325
>>1841238
I concur and YOOOOOOO
>>
>>1841522
Joey was a survivor sure.. I guess you could call that luck but considering the state of the world it is a pretty crap reward. Joey was actually not particularly lucky at all. The kind of guy that would get a whole pack of orange starbursts. The kind of guy that would happen to be on duty guarding the area right outside of a mad scientists lab right when he needed a test subject. Joey never saw it coming, he wasn't very bright, some of his comrades even nicknamed him "dull joe"...
>>
>>1841537
>mfw even a tiny chance at glowy joe lore is making me smile so much it hurts and happier than my new pc. Genie should be proud
>>
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Research ideas for the future
1. Continue medicinal herbs research
Attempt to create usable medicine from the herbs which showed anti-infection properties in previous test and test the long term effects of this medicine.
2. Continue poisonous herb research
Come up with a usable poison
3. Create a biofuel out of cacti mushroom mutant plant
4. Substance wich can be used for explosives out of shrub plants
>pic related is us
>mutant faeries
>>
Didn't post the archive link last thread. So here it is for the tags.

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=X-COM%2C+Mutants%2C+Genie%2C
>>
Rolled 90 (1d100)

>>1841238
"Ah sir we don't really have anymore manpower to spa-"

"OOH I live test in combat for my newest invention," interruptions the crazy chemist. "Just LOVELY I'll be right there! Hey Jerry get over I require your assistance once more!"

"NNNOOOO-"

"Oh come on its not going to be that bad . Besides your the only one besides me who we know isn't effected by in the short term!"

A short time later as the mutants slowly acquired the advantage a strange clinking sound was heard throughout before suddenly they started pumping out vast quantity of strangely colored gas. the gas didn't stick around too long before it dissapated. In its stead all that was left were all the mutants who were now vibrantly aglow.

Even the ones who were stealthily picking at your forces one by one who abruptly revealed. Now that they were so obvious isn't wasn't so difficult to kill them all. Thus the battle intensified ask the mutants were taken out with only a couple mutants left who fled.

What do?
>Chase after the survivors
>go over the battlefield
>Get checked out by the docs given the exposure
>Head back
>other?

>>1841293
Shotguns are effective against mutants who aren't too heavily armored.
>>
Rolled 27 (1d100)

>>1842831
>>Chase after the survivors
muh humans
>>
Rolled 84 (1d100)

>>1842921
>>
Rolled 11 (1d100)

>>1842921
>>1842985
Hah press the advantage
>>
>>1842831
I love "jerry the dullard" he must be racking up mad exp, not to mention he is our first named dude. Even our crazed chemist hasn't been given/ received a name yet
>>
Rolled 45 (1d100)

>>1842985
Your forces decide to chase after the fleeing the mutants. Fortunately for you this was your homeground. So it didn't take too long to catch up with them...especially given how they were glowing vibrantly. Only strange part of the pursuit was the mutants seemed to know where they were going...

The chase finally ended in a dead end as the foolish mutants made a bad turn in one of the more desolate areas of the ruin. Just as your forces prepared to finish the mutants off. A couple mutants grabbed a large chunk of ruin and lobbed them at your forces. Forcing them to take a couple steps back away from the entrance or get squashed to death. As soon as it was safe however they charged forward and found a very strange sight...

There was a tunnel that led to the outside and before the entrance just about to go through was a mutant wearing the stolen mutant armor. It peered back at you as is croaked

"KILL HUMANS," pointing at you before going through the escape tunnel.

"...Did...did that mutant just talk," asks a stunned soldier as everyone stared dimly at the escape hole and stunned about the talking mutant.

"Well...that changes things," mutters a nearby mutant trickster before turning back to his fellow mutant 'lovers'. "I think we best take another close look at that smart mutant the Fools accidentally kidnapped."

"That one doesn't talk though," states a mutant fool.

What do?
>Keep chasing after those mutants damn it
>Clean up the mess
>Deal with the no doubt very upset survivors
>Best deal with that crazy chemist and is unfortunate assistant Jerry
>Other?
>>
Rolled 10 (1d100)

>>1843115
>clean up mess
And by clean up I mean to resecure our base, plug up the tunnel, "explore" our hq, review security tapes, do inventory on our armory and recovered alien tech, secure mutant corpses, and generally double check everything we hold with a fine tooth comb, if they could make a tunnel to escape They can get back in too. If possible maybe get the crazed chemist and the engineers to make a glowy mist sprinkler system we could have around our perimeter if we have a mad science hero do we get a science or a mad action or is that not a thing in squad games?
>>
Rolled 78 (1d100)

>>1843086
Not the first named character. Jerry is currently the unluckiest. First he got stuck with a job guarding the mysterious alien artifacts. Tried to categorize the alien artifacts out of sheer boredom and got targeted by a chemist who took too much of alien performance enhancing drug. Only to be forced to assist said chemist who sees him as a guinea pig. him and is 'buddy' are even unluckier then the ruined entrance sentries and the mutant pen guards. At least they have something that isn't a blank wall to stare at during their shifts.

They do have a rather important job guarding the important goodies but its...an extremely boring post. Like watching paint dry level boring.

As for the chemist who took way too many drugs...people called him Doctor Drugs. After taking the new alien drugs. He calls himself the 'Crazy Brilliant Doctor Drugs'. Other people just started calling him the Crazy Drugger as what was left of his professionalism and ethics were completely destroyed by the new drugs. Also he no longer has the same love of drugs he used to ever since he started 'the best unending high ever'.

>>1843161
He wasn't an Elite unit when he got the new SPECIAL. Hence why he wasn't introduced as a Heroic Unit. Technically he is just a Mad Scientist Specializing in Chemistry. He does however have Bad Ass already covered. In fact he is the only chemist you got who started with the Bad Ass trait. Its also why he was the only one who volunteered to come up with that solution relying upon alien technology nobody understood. Only a Bad Ass would volunteer for something like that.
>>
Rolled 73 (1d100)

>>1843161
>>
Rolled 57 (1d100)

>>1843173
Based on what you are saying here I am thinking I want to burn a boon and turn jerry and dr. Drugs into a duo hero set.

A boon should cover that right?
>>
Rolled 63 (1d100)

>>1843161
I concur
>>1843201
I also concur

Sorry I aint been about much, lots of medical trash
>>
Rolled 22 (1d100)

>>1843161
For sure lets clean up and check everything. No point in chasing into the unknown. We can at least let the survivors' leader know about the tunnel (snakes) mutants.

Then maybe we offer a burger or something to get the smart mutant we have talking.

---

Seeing that the mutant has stolen our goodies. We may need to finally spend a turn on getting things locked up and take stock of our loot. For sure hire more people to protect the base. Upside we have a construction worker to help build.

Link for the notes: https://docs.google.com/document/d/1Jk_XWdo50va1HyL9ax7EJM7xuYlRHzAh-056KdYnLfk/edit?usp=sharing

So ya can know our named units and what else we got.
>>
>>1843173
could you elaborate or give a short summary on how leveling up and classes work ? im currently somewhat confused
>>
Rolled 93 (1d100)

>>1843737
Green>Regular>Experienced>Veteran>Elite

Once you reach Elite for a class you have the option to switch out without penalty. As at that point you can no longer gain experience in order to level up again anyway.

Different classes offer different bonuses depending on the class.

Traits are not experience or classes. They cannot be earned nearly as easily as exp. Instead you either have to be lucky enough to be born one with one or somehow earn it later on. Bad Ass is a trait that can be earned but it isn't easy at all.

experience is earned by doing something that a task your current class is good at performing. So for instance your a scientist by performing science you gain exp.

Exp will allow you to level up but you start with Green before working your way up. The higher up you go the harder it is to earn experience and the more is required to level up.

Elites are thus a complete pain in the ass to get but they are very special. For only an Elite gets rewarded with the Class Trait. Which they get to keep even if they switch classes.
>>
Rolled 90 (1d100)

>>1843161
There were two escape tunnels the mutants dug out. One of them was in a blind spot inside the pens. The other was the one they used to escape the ruin. The inventorying really wasn't much different from what the two most unlucky guards have written down. Well except for the alien one but at that point its honestly impossible to tell what is what exactly half the time. Otherwise the mutant corpses were collected. This time no survivors given how these mutants were especially sneaky. Not worth the risk.

A problem with using a glowing sprinkler as to do with the strange alien substance that is carefully stored by them. You only got so much of it and its impossible to make without it. Its not like the substance is in every alien device. Only a few of them have it. So while you could devise such a sprinkler it wouldn't be long before you ran out of that key substance to the point of uselessness.

Do it anyway?

Y/N?

also what do?
>Recruit
>Head out to do something
>Work on something inside
>Deal with the survivors
>Other?
>>
Rolled 67 (1d100)

>>1843856 #
No for using sprinklers
Do this
>>1842227 #
>>
>>1843856
No to sprinkler
Try to ferment explosives out of exploding shrubs. It would be nice to mass produce gunpowder or grenades.
>>
Rolled 4 (1d100)

>>1843856
Na

>Deal with the survivors
Let not put this off. They are our office mates and we can't grow with out support of the people.
>>
>>1843856
>>1843881
>>1843965
>>1844672
As for the sprinkler, I was imagining more of a fire suppression sprinkler/alarm system that would be activated if something strikes our perimeter, not running all day long, but it looks like the no's win so I conceded
>>
>>1845271
We need the glow stuff for reloading the gun. So we'll need a bigger source before that.
>>
Rolled 36 (1d100)

>>1843881
work has commenced with researching the new mutated growths. With some of the herbs that have medicinal and poison properties have been rendered down into raw components. Thereby gaining a small amount of medicinal and poison substances. A way has to still be determined for mass production and the components still need to be crafted into products.

attempts to render the spiky mushroom plants that burn forever into biofuel didn't really go very well. The plant didn't harbor much in the ways of natural oils and it was very hard. Akin to a hardwood tree but without the rings.

Meanwhile through very careful chemistry the explosive shrubs have been extracted of their explosive substance. It doesn't hold the power of the actual plant itself but this is due to the lack of shrapnel the shrub naturally produces. An alarming discovery with the shrubs was the root system of it was also explosive. Found this out the hard way when plants were being extracted. One of the shrubs who got cut down had a used cig land on its stump. Resulting in an explosion rocking up from underground. Wounding our forces who were nearby. Problem is extracting the roots is quite a pain...

what do?
>Recruit
>Head out to do something
>Work on something inside
>Deal with the survivors
>Other?
>>
>>1845503
Eh, if we can't make fuel out of the mushrooms we can always just burn them in external compustion engine. Aka steam engine. Maybe we could look into making one?
>>
Rolled 51 (1d100)

>>1845532
Think of those mushrooms like a piece of wood. While you can turn it into liquid biofuel its gonna be a lot of trouble but its not like its impossible. The easiest way to go about it is to find something that is heavy in natural oils. A lot of less trouble that way. So its not impossible to refine it into biofuel but certain plants are gonna be easier or harder to do it with then others.
>>
>>1845539
I got an easy fix on this one
>make a wood gas generator

A wood gas generator is a gasification unit which converts timber or charcoal into wood gas, a syngas consisting of atmospheric nitrogen, carbon monoxide, hydrogen, traces of methane, and other gases, which - after cooling and filtering - can then be used to power an internal combustion engine or for other purposes. Historically wood gas generators were often mounted on vehicles, but present studies and developments concentrate mostly on stationary plants. -Wikipedia
>>
Rolled 71 (1d100)

>>1845503
>Other?
Ok we really need to get internals locked down. first we ID what we need say..
More Security Camera's
More Lights
More Metal and Scrap for bulkheads
More Wiring
Radio Stuff
Refrigerators
Etc
We need to turn this place into a total fortress with back up power lines, a compartmented internal system so in case of hack everything don't go down. This has shown we have little control within our own base so ID what we need and go scavenging for it.
>Scavange for desired supplies
Take the Mutant Tricksters with you in your Sections and look around for some sac trollies or something, anything quiet to aid us in moving large amounts of stuff. I want each section to have atleast 2 and the other members split half into CQB specialists and the other half longer range

When doing this remember the rules, post overwatch, climb the outside of buildings quietly to not disturb the muties inside. No on goes anywhere alone, split into your fire team and move in pairs at minimum. Things get rough bug out and let the rest know your doing so and where the hostiles are coming from. Visual contact at all times lads
>>
>>1845638
They are stupid easy to make, basically you vape wood, the resulting gasses lead into the engine instead of gasoline vapor, it is far from eco friendly but I don't think the EPA will be coming any time soon.
>>
>>1845661
>inb4 the final boss is all the paper work and back taxes we owe
>>
Rolled 20 (1d100)

>>1845654
I like the plan and would say we for sure need a seismic scanner for the tunnels.

>>1845503
>Deal with the survivors
Tho I wish we would talk with the people we live with. The survivors are likely not very happy with what has happen. We can at least be good roommates.

---

Also what's with the want for bio fuel? I get studying the new plants. Especially the explosive shrubs Yet have power sources from loot. {Alien Power Supply Micro(moderate) , Large Alien Power Supply(few) } We are not in need of making things we can get or steal for the aliens.
>>
Rolled 80 (1d100)

>>1845503
Hm I'm gonna change my thought a bit. Hopefully to make two wants work and gain more for it.

>>Deal with the survivors
If survivors at like the civ games. We talk to them and make sure they are okay. Let them know of the new growing mutant threat.

Then ask for help on gathering/scavenging >>1845654. We can fight and with their help we can get a lot more loot. Then fix up this place for everyone.

Tacking it on the bottom to merge the actions.

>Other?
Ok we really need to get internals locked down. first we ID what we need say..
More Security Camera's
More Lights
More Metal and Scrap for bulkheads
More Wiring
Radio Stuff
Refrigerators
Etc
We need to turn this place into a total fortress with back up power lines, a compartmented internal system so in case of hack everything don't go down. This has shown we have little control within our own base so ID what we need and go scavenging for it.
>Scavange for desired supplies
Take the Mutant Tricksters with you in your Sections and look around for some sac trollies or something, anything quiet to aid us in moving large amounts of stuff. I want each section to have atleast 2 and the other members split half into CQB specialists and the other half longer range

When doing this remember the rules, post overwatch, climb the outside of buildings quietly to not disturb the muties inside. No on goes anywhere alone, split into your fire team and move in pairs at minimum. Things get rough bug out and let the rest know your doing so and where the hostiles are coming from. Visual contact at all times lads
>>
Rolled 31 (1d100)

>>1845906
Aight works for me. they are the looting pros too, we provide protection while they work and we split the loot. Get a good system going
>>
Rolled 27 (1d100)

>>1845503
Anymore votes?
>>
>>1845906
Sure
Support
>>
Rolled 94 (1d100)

>>1845906
The survivors are very unhappy about how the mutants got loose and killed one of their own. They could live with being penned in 'your area' because they understood the fight against the alien occupiers were truly that desperate, but having it bite them on the ass instead of you crossed the light. You didn't mention how you lost a nearly a squad's worth of people. Mostly guards(soldiers/grunts took the casualties). While they only lost a single person.

Now they want you out but you were able to convince them to let your group stay given how you didn't have a fallback location. Except now you weren't allowed to experiment on mutants. Very troublesome given how you got an imprisoned smart mutant that is special because it came from one of the major mutant hubs that were...hugely crawling with mutants to the point of making their hives look like nothing. Come to think of it you never did hear how those Fools manage to kidnapped it amidst all those mutants...

Which puts you in a bit of a bind but if you kill that smart mutant...getting another one is going to be truly terrifying task.

People put out the obvious that you don't have nearly that many generators to supply all the electricity that would require. Its not like you have figured out how to tap into the alien power sources. Not even the Turncoat Armorer knows how. Then again its not like he is an electrician.

Scrap metal isn't such an issue. Mostly because its everywhere if you consider rubble and vehicles sources of it.

For the actual electronics that can be acquired by looting some electronics stores. The power generation however is a hurdle you will have to resolve...

The surviving members of your forces who weren't too badly injured went out scavenging with the tricksters. The target being two stores. A fuel depot and an electronics store.

"Pscht- You checked out the electronics store? It still clear?"

"Mostly. Only a few mutants light growth, but its been looted previously. How is that other store?"

"Mostly intact problem is while the store itself doesn't have much mutants its located right in the middle of a bunch of fucking hives. If we use the Fools however I think we can loot the place if we can avoid being noticed by the Smarties."

"Fucking smarties it always comes down to avoiding the fucking smarties. You think its worth the risk?"

"Check with command for that. Above our pay grade. If they get identified by the smarties its game over for them no survivors."

"Should we call that other squad and swap out some manpower then? Seems like we need the fools a lot more then they do."

"I'll radio them and see how their luck is playing out."

meanwhile near the fuel depot...

"Damn it find a proper fuel depot finally its overtaken by a bunch of bloody raiders. I am sick and tired of going over gas stations. Finding a gas station that's well stocked is impossible these days."
>>
Rolled 94 (1d100)

>>1847612
"Yeah but just look at all that fuel...we wouldn't need to go searching again for months at a minimum. Ah one of the scouts I returning."

"We got a big problem," says the breathless scout panting.

"What a bigger problem then raiders?"

"No ordinary raiders. These bastards are the fucking crazy bastards known as the Bloody Brigade. That resistance/raider group."

"...Shit. Those guys are hardcore. I heard they even managed to waylay one of the alien caravans and raided some of their human camps."

"But there is some good news," continues the scout.

"Continue."

"While taking a closer look to identify them...I noticed they got a bunch of power generators. Much of which they aren't even using!"

"They had it in the open?"

"They were assembling them before loading them up."

"You think we could maybe...approach them peacefully," says a heavy. "As I recall while they may be a bunch of bastards. I never heard of them attacking resistance groups."

"but they do attack survivor groups other raiders. Aliens and...just about everything else actually. They are a real nasty bunch who think anyone who isn't actively fighting the alien threat is an enemy."

"Good thing we actively attack the aliens then. They wont consider us a target at least."

"Yeah but that doesn't mean they are gonna be friendly either."

Transfer over the mutant lover personnel?

Y/N?

Parlay with the raider resistance group?
Y/N?

What do?
>Keep chasing after those mutants damn it
>Clean up the mess
>Deal with the no doubt very upset survivors
>Best deal with that crazy chemist and is unfortunate assistant Jerry
>Other?
>>
Rolled 33 (1d100)

>>1847621
>N
The mutant areas are not worth it at the moment. We should hold of messing with smart mutants till we can research more.

>Parlay
...Yes. We can put our full force on them. They can cover needs till we find a electrician.
---

Thinking we find a place off site to work on mutants. We can do that to make the survivors happy and still do research. I should also limit the chance of that armored mutant from using them like last time.

Since the mutants are swarming the place we found. Maybe we can raid a alien Supply Depot with this gang we found.
>>
Rolled 55 (1d100)

>>1847885
I concur, could be good to build rep with others...
>>
>>1847885
>>1847925
These numbers, well whatever happens its all quite MAD
>>
Rolled 7 (1d100)

>>1847885
>>1847925
Sure

I kinda want to hide and secretly keep the smart mutant but let's get this going
>>
Rolled 11 (1d100)

>>1847885
I'll get to this once I finish dinner.

>>1847927
Very.
>>
Rolled 23 (1d100)

>>1847885
Forces move in to loot the already looted store to very average affect.

"Bah all the good stuff is long gone. You had any luck back there Freddy?"

"Hey uh...guys you should come see this," answers Freddy.

"Oh what is it?"

"Fucking looters forgot to take a closer look at the boxes that haven't been unpacked yet."

"Well that's good news. Let's start the sweep boys."

Meanwhile the sentries started to hear strange music beat from afar.

"...Who the fuck is stupid enough to be playing loud music," asks one sentry to the other.

"No idea...but doesn't it sound like whoever it is getting closer?"

"Man I really hope not. That sound has had to lure quite a few hungry mutants to it."

Sadly the music was indeed getting closer...

"Ah fuck just our bloody luck. The mutants are already moving around here. Best we fall back quick."

"But if we go inside the store it will limit our vision."

"If we stay out here we're dead."

"...Will the roofs count?"

"Climbing mutants remember?"

"Nevermind."

Thus the two of them quickly disappeared into the store. Trying to avoid the trouble.

"...It's still getting closer ain't it."

"Yup."

"...Fuck."

"What the hell are we going to do?"

"Wait it out."

The sound meanwhile kept on getting closer and closer. With it came the howling of the mutants.

"...Oh that's a lot of mutants. How close you think they are?"
"Very."

A good amount of time later...

"...Oh fuck me that is unbelievable amount of mutants and good god just how loud is that music?"

"Extremely."

"Let's get one of the fools up top. They should be able to hide their humanity long enough to see what the fuck that is."

Short time later a mutant fool climbs up to the roof and looks over to see a very crazy sight. An alien vehicle was hovering in the air dodging the leaping of mutants and their missiles. All the while carrying excessively large loudspeakers that were booming loudly while being poorly strapped and just barely staying ahead of a huge mutant horde.

The music was https://www.youtube.com/watch?v=otCpCn0l4Wo

"...My god guys you would NOT believe what I am seeing up here," reports the mutant fool.

"Well what is?"

"Some crazy fuckers have stolen an alien ride and while booming loud music are...luring a mutant horde somewhere. All the while dodging their attacks."

"...Really?"

"Yeah!"

"...Shit you think we can hook something up so we can watch?" All as one they stare at the Cameraman.

"...Fuck you guys I ain't going out there," replies the Cameraman.

"Don't worry Cameraman we can have the fools set it up we just need your guidance and to arrange it!"

"I fucking hate you all so much."
>>
Rolled 62 (1d100)

>>1848330
Short time later while waiting for things to blow over. Everyone was watching in the home theatre room the show. There was even a small TV set up near the sentries...

Meanwhile over where the strange alien vehicle was barely out flying the mutant horde. Suddenly doors opened up and out came a small group of people. Seeing fresh meat hopping out of the infuriating missile that wouldn't shut up caused the mutant horde to get even more riled up at the prospect of the 'fresh meat'.

Then a new song got played https://www.youtube.com/watch?v=EAwWPadFsOA

The small group of people...proceed to jump down at the mutant horde. This dumbfounded and shocked the mutants so much they actually went silent. Leaving them right open as one person lifted up a missile launcher and fired it at them. While another drew two SMG's started firing while running on top of the mutants. Yet another lifted up an oversized rifle and proceeded to pull of trick shots that killed many mutants with a single bullet...

Realizing that the ready to eat food that just threw themselves at them so kindly had some fight in them still. The mutants howled as they charged. Creating an opening for the strange alien vehicle to leave...instead it proceeded to hover above the scene and kept on booming the music. When a few more people climbed out. Including one carrying a microphone and a camera.

Suddenly a voice started to boom out along with the music.

"Ladies and gentlemen. Survivors of the alien horror show turned LIVE for everyone! I am your announcer and we are here to bring you the first new show on the airwaves since well...you know. For you poor bastards without a working TV please tune in on radio frequency 125.46. Now right now we are very lucky to present for a special fight. A small group of volunteers has decided to take on a mutant horde on a never before seen scale! Just for your viewing pleasure! Also it may be a form initation or something apparently," mutters the announcer quietly while looking to the side.

"Hey hey guys check this out," says Henry as he flipped on channels that didn't work before finding one that actually worked and brought a much better view then the one they were previously.

"...Holy shit a working TV channel," says someone with tears coming down down their face. "It's beautiful!"

"OH and look at that punch that knocked that mutant's head clean off! I can't believe there was someone here who actually volunteered for this without a weapon! Much less one still alive and kicking some serious ass! I mean it's was even a Tank class mutant to boot! I come replay that on the side there for our viewers. It was SICK!"

Que a replay showing a muscular man who after entering a punching contest with a Tank mutant dives under one of its fists before uppercutting the mutant's head clean off.

"See that? See that ladies and gentleman? Such skill and balls! I mean come on he doesn't even have any armor on!"
>>
Rolled 32 (1d100)

>>1848359
"Next up our man with all the BOOM and I mean the BIGGEST BOOMS," calls out the announcer when he suddenly ducks as a mutant vomit projectile passes where his head was just at.

Sure enough after that little seamless dodge the camera focuses on a guy with a jetpack and a missile launcher. Was unleashing a hailstorm of explosions on the mutants. Somehow the launcher was like a machine gun was blasting so many out at the same time!

"Here we got someone using EXPLOSIONS to prevent the mutants from completely overwhelming his teammates! Such accuracy and such style! I mean how is that even POSSIBLE ladies and gentleman! See that every time the mutants try to create a living tide or mountain to crush his teammates he just blows them away! What a great teammate truly brings a tear to the eye," sniffles the announcer when he abruptly swings his microphone smacking a leaper mutant off the ride as he stomps down.

"Hey driver get a move on already before we get any more attention," sure enough the camera started to move around as the cameraman desperately adjusts.

"Now next up we got someone running and gunning all over those poor stupid little mutants. They track to catch em and see that leap? That seamless dodging that keeps the mutants just out of reach butt allows for the perfect follow up shots?"

"I am sure someone of you recolonize that gal...could it be? YES IT IS! None other then our beautiful arena fighter gal the Queen of Dodge! THE MISTRESS OF THE RUN AND GUN! Our favorite Gun Gal Liz!"

Just as the camera zooms in Liz turns her head to stare at the audience with a wicked smile and does a sexy wink before focusing back at the task at hand. Shooting stupid mutants in the face while dodging them and running on top of their bodies.

"Ah that flair and ability to send a message to the audience even now despite the risks! No wonder she is an arena favorite! Now next up uh...wait why is everything suddenly on FIRE!"

"No seriously everything is on fire...Shit it put it out IT OUT," finally the professional announcer who was so nonchalant despite being where he is started rolling desperately to tear off his coat and started rolling. The rest was sadly missed as the cameraman focuses on a strange figuring striding within the flame as the mutants...actually started to run away from them. Whether this was due to the fire or the figure it was hard to say.

Sadly the mutant numbers were used against them when it came to fire. They were having a very hard time to escape its grip.

"Wooh...close one. Of course the pyromaniac had to get overexcited and nearly set the precious camera on fire! See now you KNOW its live and not just an act!" Claims the announcer who has the tell tale burnt look and was still shaking off the goop left over from the fire extinguisher.

...It would be impossible to make it fake as even if the aliens had the tech to make it look real would their tech be compatible with the limitations of human technology?
>>
Rolled 22 (1d100)

>>1848406
"I'll admit even we don't know much about the pyro. A last minute edition and someone who clearly doesn't play well with others! Given the complete lack of teamwork between him and the rest of the team. Not even our rocket shooting friend in the skies has offered a helping hand!"

"...Probably due to not needing one," whispers the announcer to the camera.

Sure enough the pyro is the only one who seems like they had everything under control. Damn shame how you couldn't really get a good look at them. Not like the mutants were getting in the way given how that soul was the only one they were avoiding...as if their very lives depended on it.

"Say our friend with the biggest gun that isn't explosive, any idea who your fire happy friend is," says the announcer as he lowers his speaker to the only teammate still on the vehicle and somehow still pulling off trick shots and oversight despite the chaotic moving of the vehicle as it dodges around.

"..."

"...Come on friend all attention is on you! Surely you must have an idea of who it is?"

"Nope. Technically this wasn't a team event remember? It's just we are smart enough to realize that if we wanna survive we best work together...that person is obviously the exception."

"Well you heard that first here folks. We got NO IDEA who it could be! Now to a commercial break for our sponsors..."

"DO YOU WANNA BE THE BEST! FIGHT IN THE ARENA! WHERE ONLY THE BEST OF THE BEST BELONG AND BECOME FAMOUS!"

meanwhile in a distant part of the city a white flag was pulled out before striding towards the other not nearly so even tempered resistance group.

"HALT! Who are you," states a guard as they lift the heavy entrenched machine gun.

"Just a messenger from a fellow resistance group!"

"Oh yeah who you with?"

*proceeds to state base location*

"Oh some brothers in arms. Too common is it that our fellow resistance group considers themselves proper fighters while only taking on puny patrols. Nice job with that ruining of that big op over in your area. We heard you barely even had any time to prepare even! Great results for such a new and small group," says the guard suddenly becoming friendly.

"Oh uh...thanks. Say you wouldn't happen to have some uh spare power generators would you?"

"Oh why of course! If we resistance groups don't help each other out how could we possibly hope to beat those alien bastards?"

"I know right! So uh its not like we aren't gonna pay for it."

"Hold on your money is no good here," states a newcomer as the gate bus moves out of the way. "To demand resources from a young and still small group. How could we do such a thing. You can go ahead and take some. Free of charge."

"Hold on a second that other guy said we could have so-uh wait what? Free?"

"Why of course! How could we take advantage of our fellow resistance groups! After all if one becomes stronger we all become stronger! More importantly it will cause those alien bastards even more misery!"

"Oh...uh cool."
>>
Rolled 62 (1d100)

>>1848432
"So...not to put a bad foot forward or anything but how many generators can we get?"

"However many you need of course! Within reason we still gotta make sure our own forces have the power they need and we gotta hand some out to the smaller groups so they can have some electricity."

"oh yeah that makes sense. Wow you guys aren't nearly as bad as the rumors say you are. So I am gonna guess those stories about you all attacking survivor groups is bullshit then huh?"

"Wha? Oh yeah those are true. Bastards."

"Wait but...why they are just trying to survive."

That was when the officer spat on the ground in disgust. "Anyone who isn't actively resisting the alien occupiers is a traitor to all of humanity. Hmph thinking we would forgive or ignore their plight and decision to stay out of it. Bah they are no better then the traitors who directly assist the aliens or live in their special camps."

"...I...nevermind. Your uh much more extreme then we are used to dealing with."

"Hah what choice do we have? They got the technology. They got a large war machine to support them and god only knows how many worlds. Someone who stands aside and ignores the evils that are being committed...are no better then the evildoers themselves!This is a creed we are proud to live by!"

"Say you wouldn't happen to know of any good places to hold mutants? Ever since the sur-er escape we been looking for a better spot to perform our research on them."

"Mutant studies huh? Any police precincts has good jail cells. Assuming the aliens missed any. Certain research labs may also have holding areas in them. Insane asylums, jails, and so on."

"Any that are uh...available?"

"Available? Hm...I heard there is a research lab that got cleared awhile back. Strange though because whoever did it chose not to stay."

"Oh...is the place any good?"

"No idea. I would be careful though survivors who go there tend to not come back but the place is avoided by mutants. Something off about that place. Otherwise...there is one place that...specializes in holding mutants."

"Oh what the arena?"

"Nope though I suppose they would count. Some crazy fucker had the brilliant idea of chaining mutants up. Created an entire living field of the wretches. Anyway he made a lot of trades for lab equipment and I heard he's independent still."

"Why bring him up?"

"Because he is the only madman I heard of who keeps those things as pets and lives to tell the tale. Clearly doing something right."

"...They chose to stay?"

"The ones who ripped off their collars and chains yeah. Freakiest part about the whole bloody thing. Bastards been building up their hives around his place ever since. Guy is still alive though given the radio chatter over there requesting trade."

"Why haven't you recruited him?"

"We got our own mutant researcher and we don't like to see them as 'pets'. Poor bastards need to be put out of their misery. Zombies were bad enough...but then those sick alien fucks had to 'improve'."
>>
Rolled 88 (1d100)

>>1848449
"Say you wouldn't be willing to do a joint op with us? Hit an alien supply depot."

"Hm...how many guys on your side?"

"A couple squads worth to be spared roughly."

"Gear?"

"Traitor kit and human."

"...That wont be good enough."

"Why not?"

"First of all we would have to supply most of the manpower and gear because copying your efforts will lead to a slaughter on our side. Couple squads each and even if everyone has traitor gear wont be able to take down an alien supply depot."

"Why not?"

"Aliens that's why. See they like to use human traitors on the ops outside because who would know their home better then the natives? Problem is that falls away when it comes to their facilities. Only the human camps have the traitors for guards. The aliens don't trust their human allies enough to let them watch over their shit."

"And an alien supply depot is an important facility for the aliens. In this entire city area they only have 3. One to supply their construction efforts. One to supply the traitors. And the last one to supply their own forces. All of them are very well guarded and not to mention all those supply runners going in and out all the time."

"...Then how about those supply runners?"

"Now your getting somewhere. Those supply runners aren't like the usual patrols. They got quite a few aliens mixed in with them for protection and to keep an eye on the goods. They also got quite a few traitors to serve as muscle and guides. Most difficult part however is getting away with the goods. See those assholes cheat by using their hover vehicles to get around the awful terrain. Meaning the only place you can hope to attack a supply runner and get away with the loot easily is...just outside the city limits or if they are right outside your front door. Away from the crowded highways. Only problem is its a pain to know where they are coming from in from. Meaning the best supply runners to hit are those coming from the city...and to their new construction efforts a bit outside of it."

"...Wow you uh...really know a lot about it huh?"

"Have to if you wanna succeed. Even we are careful of hitting those supply runners because they got air superiority. As soon as you hit one they send a distress and you'll get birds on your ass in a heartbeat. Both dropping reinforcements off and blowing your ass away."

"Mine showing us how its done?"

"Only if you got the AA to take down their flyers. No point otherwise."

"...Would hijacked heavy alien bot weaponry work?"

"...You got functioning alien bot weapons? Fuck me yeah that would actually work. Thought you were about to say human missiles or flack guns. In which case not unless you got a whole lotta missiles. Their shields can take one hell of a beating."

"But heavy alien bot weapons work then right?"

"Concentrated serial bombardment or alien bot big blast can take them them out in a couple hits. One if you knock them into something or hit a weak point."
>>
Rolled 15 (1d100)

>>1848466
"I can't believe someone managed to get some of their alien bots on our side. So fuck me."

"That difficult?"

"We can re-purpose some of their weapons and armor...but we haven't cracked their rides. Much less their more complex technology like their gadgets or robotics. Their bots are nasty though. The alien buggers love to use them as guards or to help fortify. Free tip if you see an alien engineer shoot him first even before the officer or snipers."

"Why?"

"Because they are the ones who pilot the drones, repair their tech, set up the turrets, and bring online the bots. You take one of them out you see to it the bots that were under them don't work as well if they even can turn on."

"Huh...that important then?"

"From what we can tell. There are only two who have the right to wake up their war machines. The engineers who build them and the officers who order them around. Guess which is more important?"

"Plus those engineering aliens have tons of nasty tricks up their sleeves. You think those alien officer assholes are crafty...they got nothing on those blasted engineers."

"That difficult to deal with?"

"Unfortunately every supply runner has an engineer present. Trust me on this. They hurt even more then those alien hulks."

"...That's hard to believe."

"Just you wait. You'll see. Always kill that engineer asshole first."

What do?
>Trade
>Joint attack an alien supply runner
>Attack an alien force on your own
>Recruit
>Other?
>>
Rolled 8 (1d100)

>>1848483
>Joint attack an alien supply runner
Work together on it. Good way to build rep and so on. Maybe have them take a look at the alien stuff we have too so that they can aid us in getting it ready/into position. Share information and details.

Otherwise in the meantime I want recon, recon, recon. Stagger our scouting forces so we can gauge things and they can't predict and attack our forces IF they get spotted.

Find out if their defenses are radar/sensors (what controls it), patrols, shipments. any and everything. If we find out their radar/sensor is watched by a person we can dummy them the good old way...if its bot controlled they'll never get tired of it and it wont work. This might also lure out an engineer or two who will come to check the sensors allowing us to observe their protocol, reaction times and more importantly the routes/places they come out of and the methods they use to enter (such as codes, pass keys, ID scans etc). If we are able to work out if its a dome or not will be good too as IF it's not we can send a small aerial drone to recon for us a little bit...

RUST sees the Waifu but will not fall for it so easily....
>>
Rolled 84 (1d100)

>>1848616
>>
Rolled 19 (1d100)

>>1848483
could we attempt dsiplomacy with some of the smarter mutants ? as long as they understand language it should be possible right ?
>>
Rolled 53 (1d100)

>>1848643
I'd say that in theory, yes, but in practice there's no way to get them to parlay. They kind of hunger for human flesh and have no reason to see us as anything other than hated enemies (and food).

We might be able to work something out with that guy who's keeping mutants as pets though.

>>1848616
Sounds good, co-op raid is a go.

Just don't forget to get those generators and install them, that's why we decided to talk to these fellows in the first place after all
>>
>>1848432
I wonder if the mutants are super weak to fire. Seeing that the pyro is solo.
>>
Rolled 28 (1d100)

>>1848616
You agree to hit an alien supply runner with this resistance group. According to them its best you don't hold back when attacking one of them. They tell you to send your forces to this 'safe' area. Stating that the aliens aren't dumb enough to keep a regular schedule. So if you wanna hit one of them they gotta be in the vicinity and wait.

After making the necessary prepwork done your forces go to the safe area. A ruined park to wait. While scouts are sent to see how they operate. It took awhile before one of their supply runners suddenly emerged from the supply depot before zipping away.

You didn't have much time to prepare for their arrival before they got away. Your scouts however did manage to see them coming and reported. By that time however your allies were already shipping.

According to your scouts who can't make it in time. They convoy is largely made up of large oval shape craft lined up in a row with turrets twirling on top. They have four 'scout' craft that are are patrolling the flanks, ahead, and rear. They move even faster then convoy and patrol in a circle. There is an additional two alien tanks that are in the front and rear of the convoy. They come bearing proper alien cannon weaponry. In addition there is a number of flying drones that are flying around but due to their small size and speed its difficult to tell what they are doing.

We also don't know about what kind of sensors they are packing.

Meanwhile your joint forces move into position...

"Alright so here is the hardest part. There is a very brief window of time between when the last scout moves away and the next scout moves into place. On top of that we gotta get though that opening before the supply runners move out of range. Once we get through the opening the we have to get into position real quick and avoid getting spotted by the alien bots serving as eyes if possible. If they spot us we wont be able to ambush them but we can still attack the convoy. If the scout craft spot us the convoy will circumvent us and we wont be able to reach them at all leaving us holding our dicks without the loot while alien aircraft arrive to blast us to hell. Now you could try to follow us through the opening or you could hang back and let us start the ambush. Then come reinforce us as reinforcements. Its up to you."

"What about sensors?"

"All alien vehicles and bots come packing with sensors. It makes it near impossible to sneak up on them if you wanna get close. Distance is the key and hiding well. Not sure how they do it but I swear they got eyes on the back of their heads and the closer you get the better their 'sight' becomes. So when you ambush them distance is key. Otherwise they'll know your there and turn the ambush against you."

"Anyway to lure out the engineer?"

"Only time we saw the engineer come out was when one of the runners suddenly stalled. The engineer popped out to repair it."
>>
Rolled 5 (1d100)

>>1850077
"Even if one of the scout craft or bots get damaged. All they do is move closer to the convoy and enter one of the runners. Short time later it comes back out repaired. Only problem is its impossible to tell this runner from the others until something like that happens. Once the fight starts you'll know its that one with the engineer because that one is gonna have the most combat bots come pouring out of it. There is also guaranteed to be a two trooper carriers hidden among the runners. You'll know its them because they are the ones that start spewing out the most soldiers. The other runners are the ones that carry the actual supplies."

"Awfully well defended then."

"Heh they know they're juicy targets and on the move. So they can't protect it with a proper base. They are nothing compared to some of their convoys. We had to plan that one for months and booby trapped the route it was going to use to hell. Even then we still had to rouse all our forces and we still took heavy losses before taking it down. Worth it though. It's how we figured out how to use some of their alien weaponry and armor."

What do?
>Follow them in
>Provide outside reinforcements
>Suggest another plan
>Back out
>Other?
>>
Rolled 12 (1d100)

>>1850100
>Follow them in
No guts no glory
>>
Rolled 80 (1d100)

>>1850100
I'm not the best in tactics department. So y'all are welcome to add in. With our unit load outs. I think is best to split up who goes where. Since our stealth is more vs mutants.

>Follow them in
The rangers and assault can likely make it in close. So they can follow.

>Provide outside reinforcements
The officer, grunts and engineers probably ready to move in.

The heavy gunners would probably be best closer before the fight. Just not sure how well they are at running to get pass the opening. If the medics have a sim that might push them to make it.

Thinking we can aim for luck by having the snipers focus on finding prime targets.

Leaving the mutant units to attempt a withdraw cover/fallback plan. If there is mutants to use around here.
>>
Rolled 89 (1d100)

>>1850159
>>1850332
Guess this is it no holding back, set up dummy and decoy forces at range moving in sections so that they can stay mobile and keep re positioning to prevent the enemy from escaping but also so they can get good shots at the drones to remove their air advantage. Crush them fast. immobilize/suppress, destroy the front and the back, then the Air then pick them off

Those poor fuckers coming in close all i can suggest is have your grid markers already planned and in place so that each of your shots really, really counts. As with any raid speed is key. The turrets swerve on to and likely have shields so in theory getting in among them will force them to you Anti Personnel measures but it will stop their cannons. They are likely covered in cameras that give shared sight thus eliminating their eyes is a smart move but not the main one.

No plan ever survives first contact with the enemy.
>>
Rolled 64 (1d100)

>>1850332
"Alright first things first. The best cover to use is that alien stuff. They can take the most damage. So if you gotta choose between say a hill or an alien vehicle wreck. Always choose the wreck. You'll be amazed at how much damage they can take. More importantly those alien alloys are the only thing that can resist their goddamned energy weapons. Seeing how your forces are armored...hide behind among the dead bots and alien vehicles. We can actually take a hit or two thanks to these armors," says the officer slapping his alien alloy armor.

"Might be crudely made but at least we don't die as soon as an energy blast hits us. Especially be careful of the non energy weapons of theirs. The only use Gauss if that's the case."

"We already noticed that with their traitor weapons," responds the Officer.

"See you should know then. If we're unlucky those damned tanks or turrets are gonna be Gauss."

Your forces were barely able to keep up with the raiding resistance fighters. If even one man had been a bit slower then you would of been spotted by the scout craft and the job would be a bust. Fortunately that was not the case. However right when your men thought they could have a breather after that nerve racking sprint the other team suddenly hit the deck and froze.

Your men barely followed in time as they did the same. Right in time as a passing drone zipped by. Paused to scan around real quick before zipping away again. After that the rival team crouched and started to move through the undergrowth. You weren't really sure where they planned to do the ambush but your forces followed.

Suddenly they ran into an embankment of a dried out beds and some low hills. There they spread out and your forces followed as they waited...

"Alright here is the final thing you need to know. As soon as you noticed where the bots and APCs are those are the ones you blow up first. Heavy weapons should attempt to blow them up along with the enemy tanks. Watch out for the scout craft as they turn around and attempt to flank us. They may not be carrying any big guns but they still got a few troops on board and more importantly they move very fast."

That was when the radio crackled but nobody spoke only some clicks were heard.

"Alright that's the signal. We always try to take out the tanks in the opening barrage. As they are the only obvious threats to start with. If you don't take out at least one in that precious opening slot expect to tank heavy casualties."

That was the last words the officer spoke before you heard a strange crackling and the screaming of alien shields. Suddenly a nearby hill was blown up and shortly after you heard a booming.

"FUCK, GAUSS TANK I REPEAT GAUSS TANK EQUIPPED WITH GAUSS CANNONS, FOCUS ALL HEAVY WEAPONS ON GAUSS TANK," roars the officer into the radio.

Only for a panicked reply to break out in response "Sir both tanks are Gauss I repeat BOTH TANKS ARE GAUSS!"

Que those explosions followed by the delayed booming.
>>
Rolled 25 (1d100)

>>1851004
In response you heard those strange crackling sounds and whistling of missiles.

"No...shit, our weapons fire is too spread out. Troops don't know which tank to focus on," curses the officer. "Missiles and Gauss heavy weapons target the tank with the shields down. Energy weapons focus on bringing down that other Gauss tank's shields," he speaks into the radio calmly.

As they were taking advantage of the temporary confusion three doors flew open among the row of supply runners. Out of two of them came pouring out alien soldiers. While the other hulking battle bots clanked their way out.

Meanwhile the sounds of the patrolling bots suddenly started to close in as did the screeching alien scout craft. The other team was expecting this as some of their heavy gunners started spraying seemingly at random and sharpshooters starting popping flying drones out of the air.

Your men meanwhile found themselves confused as to who or what they should target.

What do?
>Focus on Gauss tanks
>Dealing with the oncoming flankers
>Target the alien soldiers
>Target the bots
>Move to take the supply runners
>Other?
>>
Rolled 39 (1d100)

>>1851021
>>Focus on Gauss tanks
The threat we know. Get it down. So that will be the heavy weapon troops job.

Since, I believe, our grunt weapons will not take down the vehicle shields. They can work on the troops incoming. If one of the engineers can work with the snipers to target weak points. Engi know how and sniper aim could do some damage to the flyers and maybe the tanks. I imagine other engineer can move in to break into thinks or explosives.
>>
Rolled 77 (1d100)

>>1851241
Focus fire and maintain the chain of command. Roast the Gauss tank(s) one by one. then you can deal with what comes next by switching to suppress until a new target is designated.
>>
Rolled 10 (1d100)

>>1851021
>Focus on Gauss tanks
Continue focusing heavy weapons on the tank with the shields down before focusing on the tank with the shields
>>
Rolled 40 (1d100)

>>1851271
"Focus fire on the tanks," the officer to your forces order."

"But Sir only our heavy weapon soldiers carrying the right weapons can put a dent in them."

"Then have the ones with the peashooters shoot at the tank with its shields. Help exhaust them that way you idiots."

Eventually the first tank without it shields goes down, but not before it blows up another hill and sends body parts of those who were using it flying. The second tank meanwhile gets off several shots before it goes down. Creating trenches wherever it shot from its main cannon. It too took down a number of men before going down.

Right when everyone thought they could finally catch a breather that is when the enemy's organized forces approached. Including heavy combat bots and the flanking forces were now all in position.

"Well this is gonna be a bloodbath," mutters the rival officer. "Soldiers toss grenades. Those with explosive weapons focus on the big bastards Snipers anyone got a bead on the damned engineer or officer?"

"Afraid not, we have however sighted the enemy forces. They prepare to pincer us between their forces and the previous security patrol forces."

"Yeah yeah they try that every fucking time."

"But this time we got the noobies."

"...Well better hope they can hold the line then. Soldiers you know who to shoot at. Heavy gunners pin down their alien soldiers. Marksmen you know who to target."

Grenades were lobbed. Blowing holes in the ground and sending flanking bots flying. Grenades were thrown. Blowing aliens out of cover and knocking large bots off balance. Right out in the open to get fired upon...

The turrets were blasting away and alien scout craft have moved into position were harassing the flanks. While alien soldiers moved back into cover and fired back. The bots meanwhile strode out charging at your forces and ignoring the rain of bullets picking away at them. While the smaller ones darted around and picked at your forces.

What do?
>Focus on the big bots
>Deal with the harassers
>Focus on the alien soldiers
>Take out those turrets
>Other?
>>
Rolled 30 (1d100)

>>1851429
Hm... well if the harassers are doing damage. We may have to deal with them. Assuming we can take them out quickly.

Otherwise we know the bots and turrets are a big problem.

I'm unsure of the most effective rout.

Well the turrets can't move quickly and we can use alien wrecks to cover our selves. So I'm voting

>Focus on the big bots
Take out the mobile heavy damage.
>>
Rolled 60 (1d100)

>>1851560
Pretty much this eliminate the heavy fire support. Focusing each down in turn. Get someone for each section working together to paint targets and someone find the fucking Engineer
>>
still no more votes?
>>
Rolled 100 (1d100)

>>1851560
>>1851624
Fuck, I'll support this because we need another vote. But I really think it'd be better to deal with the harassers to stop them from flanking us and our allies.
>>
>>1854672
welp that solves that issue
>>
>>1854672
Thank you for your support.

I get were you're coming from on who to target. I'm possibly following what we were told to closely. (bots and APCs are those are the ones you blow up first. Heavy weapons should attempt to blow them up along with the enemy tanks.) Since our heavy weapons can take on the alien tech well. I'm sticking to our strength and hoping our raiding buddies got our back.
>>
Rolled 36 (1d100)

>>1851560
>>1851624
Your forces show a moment of rare brilliance all of a sudden. As your non heavy weapon troops focused fire on the bots forcing their shields down one by one. When that happened suddenly the heavy weapon users would blast them finishing off the bots. They didn't even stand a chance of retreating for repairs. Suddenly all the heavy combat bots were destroyed.

The alien troops have scattered among the vehicles and kept on fighting. Meanwhile the turrets never stopped firing. Blowing away cover and men in equal measure.

Then there were the flanking forces. The patrol bots suddenly started to unleash an unearthly screech and flashes of brilliant light. Blinding whoever was unlucky enough to be looking in their direction. Which meant most of the sharpshooters were screaming while rolling on the ground.

The bots then zipped before both forces. Attempting to blind and deafen as many as they can. Taking advantage of their speed to charge right up in your faces.

This act created an opening for the scout vehicles to close in rapidly as they ran over different troops and deposited enemy troops in a flanking position.

your officer meanwhile hearing the screams and shouts of the troops being blinded by the patrol bots. Curses under his breath as he looks over to the other officer and says "I see your point about killing the engineer first."

"Heh yeah and this is just the start! Surprised the bastard didn't try to redline the turrets that's is usually their first mo-"

Suddenly the turrets started to whirl around rapidly and glow menacingly.

"...Ah fuck," grumbles the officer before he starts shouting orders. Ally heavy weapons are focusing on the turrets. Ally infantry who aren't disabled are trying to take out the harassing patrol bots.

What do?
>Deal with the flankers
>Deal with the harassing patrol bots
>Focus fire on the turrets
>Blitz for the engineer
>Focus on enemy infantry
>Other?
>>
Rolled 68 (1d100)

>>1855749
To bad our saboteur are not on the ship. It would help us eliminate the possible areas that the engineers would be at.

I'm a bit stumpt. It's unlikely we can hold this. So I feel we should risk it and push in to find the baster. Hoping we can some how get covering fire.

Since we lack alien tech support. Not sure if we can trace a signal or something that stands out to track the engineer.

Hm... would it be good reasoning to believe they will be I the repair trasnport?

>Blitz for the engineer
Since we are use to small squads. I have faith in our boys.
>>
Rolled 1 (1d100)

>>1855929
pretty much this
>>
>>1856606
ah there we go, was wondering when i'd kick in
>>
>>1856613
Heh. Same. We've been lucky up till now.
>>
Rolled 30 (1d100)

>>1856606
fatepoint yes or no?

>>1856627
good news is practically all their heavy weapons are gone. So the 1 isn't gonna hit nearly as hard as it would otherwise. Like if those big bots or tanks were still alive...
>>
>>1856635
you've been nice to us Genie, im ok if we eat it
now that i said that your gon be mean...a-alien yandere waifu?
>>
Rolled 82 (1d100)

>>1856635
I've been big on saying no fate point. At this moment... hesitant but still no.

>>1856735
So like an X-COM2 chosen?
>>
Rolled 15 (1d100)

>>1856606
The officer orders for your troops to move to the vehicle that the bots previously poured out of. They quickly attempted to close in charging ahead. Much the mutual surprise of the alien soldiers and your allies. Sadly the Turrets' AI did not have this problem. As they didn't hesitate to open fire upon your completely exposed troops. Once the surprise wore off the alien soldiers joined them and your allies attempted to provide cover fire.

"Fucking idiots didn't tell us," complained one of the allied resistance fighters.

"Morons do they think their shitty human and traitor armor can block alien energy shots," curses another?

Meanwhile the officer stares dumbly at the slaughter of his forces. Most died or were laying in the open bleeding out. The lucky few made it to cover among the alien vehicles but they were all wounded. When he turned around to ask the other officer what he should do he found himself staring at the barrel of a gun and before having the chance to even speak or the surprise to flicker on his face. A gunshot sounded out and he hit the floor.

"YOU," says the 'allied' officer pointing at a rookie staring dumbly who forgot to charge.

"Wha-me? OH GOD DON'T KILL ME," begs the Rookie after seeing realizing what just happened.

"You're in charge now," states the 'allied' officer as he throws over the dead officer's radio.

"...Huh why me?"

"Well obviously it was because you were the only one smart enough to not follow such stupid orders. Which as far as I am concerned means your their best shot at getting out of this alive."

"..."

"What you expect me to babysit and hold your hand?"

"But...but I don't know what to do!" says the very confused rookie officer.

"Good. That mean's you just might get out of this alive," smiles the 'allied' officer patting his pistol.

"...So what if I ru-er fail?"

"Then you end up just like him," he simply answers while nodding towards a certain corpse.

What do?
>continue on towards the engineer
>attack the alien soldiers
>hold position
>Infiltrate the alien vehicles
>Other?
>>
Rolled 39 (1d100)

>>1857034
>Other?
Observe what the "allies" are up too and continue with the objective we were given, pick up alien bodies for cover, their shields might recharge...just because they are dead dont mean they turn off. Cant fire the alien gun for some reason we got alien bodies to pull the trigger for us mwahahaha. Use their own gear against them.

>continue on towards the engineer
>>
Rolled 42 (1d100)

>>1857188
Wow, harsh. New officer time lets go
>>
Rolled 78 (1d100)

>>1856855
>>1857034
Oh I meant to say supporting as well
>>
Rolled 35 (1d100)

>>1857188
We can't make a push at the moment. We need to drop those turrets, if we still can, and field patch up our boys.

>>1857034
>hold position
Heal up, support fire on turrets and anything coming close.
>>
Rolled 56 (1d100)

>>1857188
The alien soldiers are currently pinned down by your allied marksman who finally recovered after being blinded. The infantry meanwhile are focusing on the patrol bots and the heavy weapons are pinning down the flankers.

Meanwhile your own forces have taken to using alien corpses as cover when moving between the vehicles. A few of the stronger ones even taken to using the alien bots.

The aliens in response their soldiers attempt to move away from the sharpshooters and stop your own troops. While their flankers proceed to get blown up to smithereens. The infantry meanwhile start cleaving through the patrol bots with their damned sonic screams and flashes.

The turrets find themselves unable to fire upon your forces and instead focus on your allies. When your forces closed in on the vehicle carrying the engineer they suddenly hear a very large thunk and a huge bot clambers out of the vehicle. Once outside it suddenly starts to expand and assemble itself as more parts come clattering out. Towering above even the tanks its true shape becomes clear. It bristles with heavy armor plating and weaponry as it sinister looking sensors start sweeping around.

"...Oh fuck me the fucking engineer woke up a Titan," curses the allied officer. "All heavies focus on that fucking titan. Infantry once your finished with the patrol bots target the turrets. Sharp shooters keep suppressing the alien soldiers. Kill that fucking Titan Mech before the goddamned air support arrives or we are all fucked."

"How the fuck are we suppose to kill that Titan thing? More importantly how the hell did it fit inside there."

"Titans...honestly we aren't entirely sure how they are built. Best guess is that they are assembled from the smaller robots into one of those huge bastards by an Engineer. It takes time for them build one and they are big enough target you don't see them out on patrol or in the open much. As for weaknesses...it is hard to miss them."

"Yeah I can see that but any vulnerabilities?"

"At this point I am pretty its down to luck to hit one of their weakpoints. I never seen a titan that was an exact copy of another titan."

"...We are all gonna die aren't we?"

"I would suggest having your heavies shoot said titan. Any one who doesn't have big guns will barely scratch one of them."

What do?
>Fuck this retreat
>Kill the goddamned engineer now before he pulls something else off
>infiltrate the alien vehicles pronto
>Focus on the Titan
>Focus on the alien infantry
>Other?
>>
Rolled 43 (1d100)

>>1858384
>Kill the goddamned engineer now before he pulls something else off
>infiltrate the alien vehicles pronto
Engineer is priority before they further buff it or boot up more problems. If an opportunity to get in a ride presents itself do so...maybe we'll recover some more gear that can take out the Titan?
>>
Rolled 13 (1d100)

>>1858742
Vote
>>
Rolled 45 (1d100)

>>1858742
He won't fail us now
>>
Rolled 16 (1d100)

>>1858384
Probably for the best to have any remaining heavy weapon fighters attack the titan. Then our other boys attack on engi.
>>
Rolled 85 (1d100)

>>1858742
Vote!
>>
Rolled 41 (1d100)

>>1858742
"Kill that fucking engineer and the rest of you get inside the vehicles now!" Roars the rookie officer.

Your forces proceed to bumrush the engineer's vehicle ignoring the ominously huge Titan that was right there. The first go who went in...proceeded to fallout after getting nearly vaporized from the hail of energy bolts that emerged.The next guy who peeked inside saw the alien engineer working on something...and a whole lot of alien turrets.

"...Well shit," complains the soldier who took a look. "Hey you guys give me your fucking grenades."

"How many?"

"The entire bandoleer. Trust me on this."

"Fine."

After collecting a number of bandoleers of explosive the soldier proceeded to chuck them inside but got his arm blasted for the trouble. Short time later an alien escreamed as it threw back out a bandoleer of grenades...a long series of booms exploded out shortly after. Which resulted in a sprout of alien gore and broken alien technology. The bandoleer that got thrown out meanwhile exploded the foot of the Titan causing it to teeter as it were thrown off balance.

The hail of missiles and energy weapons fire meanwhile blasted it causing the Titan to topple.

The rest of the forces meanwhile using a mixture of explosives and heavy weapons blasted their way into nearby vehicles. Forcefully boarding them and assaulting the pilots inside. While inside one of those vehicles...

"Hey do you think we could like...hijack those turrets," asks a rookie.

"...Hm well lets see what the alien pilots have in stor-oh baby. I think your gonna be right rookie," says a heavy gunner.

"Ooh really?"

"This space here is for controlling the vehicle...and this one here is for the turret."

"Alright then," says the rookie hopping inside the recently vacated space. "Now lets see here...turret control should be simpler to use then trying to drive the damned thing."

Suddenly one of the alien turrets from one of the invaded vehicles started to act strangely.

"Fucking alien controls...but the image is moving. Must be the turret," *BOOM*. "Guess that must be the fire button...*BRRT* "...Correction two fire buttons. Fuck this is a lot harder then it looks."

What do?
>Focus on the alien troops
>Focus on the Titan
>Shoot the incoming flyer
>Mess with the alien controls
>Other?
>>
Rolled 60 (1d100)

>>1859286
>Focus on the Titan
Ok the flier will likely come in for an attack run. Fucking shred it if it does but main fire is on the Titan, aim for its own weapon systems
>>
Rolled 59 (1d100)

>>1859286
>Focus on the Titan
Crap... the titan makes since. Take is down will it's off balance.

Tho I do hope we can get our engineers (if any remain) in to make since of the tech. If we can steal this vehicles. I think we can just pull out. Unless it looks like we can take it all.

---

Before I keep forgetting. https://discord.gg/AHaqzXb Since there is some new people. Makes it easy to let people know when Genie post. Since Genie doesn't do twitter or the like. I'll give heads upon on new post when I catch them.
>>
Rolled 18 (1d100)

>>1859331
>>1859379
You can still get a third roll if someone else votes.
>>
Rolled 46 (1d100)

>>1859646
>tfw things are so fucking slow I can run two quests at the same time.

I am way too fucking bored and my god is /qst/ slow. That would of been utterly inconceivable on /tg/.
>>
>>1859653
ever feel like runing solo adventure game for people?
>>
>>1859653
Run a game in discord where a few select players play (lite) civs in the same area and compete with each other. I want to control my own civ already damnit.
>>
Rolled 46 (1d100)

>>1859660
Eh a couple times. Problem is you gotta build your character right to survive on their own or be able to have strong minions. Last time i did it I ended up creating a BBEG tier villain who didn't need any handwaving to explain the ungodly amount of minions he had under his command.

Solo games are very different from group ones because in a group each player can fulfill a niche. In a solo game you don't have that but some say that still makes it easier to run. Personally I would contest that idea. I done both. In exchange for dealing with only 1 player's bullshit you gotta deal with a lot of other bullshit because you no longer have others to cover for it. I mean its quite possible to do if you got a player who knows what they are doing and can pull it off.

>>1859681
I am long way from being able to run civ games. Civ games are complicated and having each player run their own civ greatly increases the complexity.

Its not impossible but well imagine a civ game where every player has their own player civ and all the bullshit that entails.

Also you two need to vote and roll goddamn it. Or at the very least one of you. Otherwise your just handicapping yourselves.

If any anons are bored I am running the Fallout Raider Quest under a different alias.
>>
>>1859695
No I'm talking super light civs, very little upkeep. Maybe something Stone Age? Small villages, no heros, very low pop, and most importantly one player per civ. As fast or slow pace as you would want if you used a chat service.
>>
>>1859695
I would pay..
>>
Rolled 28 (1d100)

>>1859708
Stat sheets would still be required and that holds much of the complexity. Pop really doesn't actually make that big a difference outside of espionage, ability to take losses, and unit training.

I might get around to running a fantasy homestead quest though.

>>1859713
I have learned to keep my hobbies and work separate. Its how I keep my hobbies being hobbies and not develop a hatred for it like I do with most of my work.
>>
>>1859722
I'm not trying to mess with your style.
Also super drunk. Anything you run I will play. I don't know how to find you more players and I know that frustrates you but without your game I would not be playing real rpg's at all and it really means a lot to me. Work has kept me from my regular d&d games for years now and this is my outlet, whatever I need to do to help man.
>>
>>1859695
>2 quest
Well this will different. Tho I can't blame ya. With our active times as they are.
>>
Rolled 85 (1d100)

>>1859732
I honestly thought it would be hard to pull off.

...its really really not. Things are so slow its not a problem.

Fuck now I wanna try three quests or more...just to see how far I can go.

>>1859730
I know your pain. I haven't been able to join a proper game in years. Got so desperate I tried to do a solo game. Didn't go well.

Fuck me and my stupidly obscure hobbies.
>>
>>1859751
Australian outback and my work does not lend itself to DnD or other such things. Sad, simply sad
>>
Rolled 54 (1d100)

>>1859331
>>1859379
I agree!
>Focus on the Titan
>>
Rolled 98 (1d100)

>>1859331
Your forces focus on the Titan. The smaller rounds not really making a difference at all. The only heavy weapons actually made a noticeable dent.

Then the hijacked turrets poorly made their way to the titan. Sometimes shooting randomly on the way sometimes not. When they started to target the Titan. The Titan appeared very confused. As its weapon systems made their way to targeting them but then made their way off. Confused over whether or not they should target them.

Sadly its other weapon systems didn't have this problem as it open fired upon your surviving heavy weapon users who were somehow still alive but wounded. They couldn't survive the blasts.

The allied troops meanwhile the Officer was thinking to himself.

Keep the heavy weapons here get blasted by the goddamned air support. Move forward to get to better cover and get killed by the alien soldiers. Focus on the air support get blasted by the Titan. Try to get to better cover get blasted by the alien soldiers.

...Alright lets do this. I see the solution.

"INFANTRY CHARGE and target the alien soldiers! Throw grenades at the Titan! HEAVY WEAPONS short ranged target the Titan. Long ranged target the flyer. Move forward behind the infantry. MARKSMAN suppress the alien soldiers while the infantry advance, then follow behind with the heavy weapons," bellowed the Officer in the radio before looking towards the Rookie Officer.

"And YOU! Why did you order all your troops to target the titan when most of them can't even hurt it. What the fuck are you thinking?"

What do?
>Deal with the flyer
>Deal with the Titan
>Deal with the alien infantry
>fire at will
>Other?
>>
Rolled 34 (1d100)

>>1861069
>Deal with the alien infantry
But keep the turrets on the titan
>>
Rolled 63 (1d100)

>>1861085
support
>>
Rolled 70 (1d100)

>>1861069
>Deal with the alien infantry
Our heavies are down so we don't have much of an option here, and even if we did this'd probably be the right choice

>"And YOU! Why did you order all your troops to target the titan when most of them can't even hurt it. What the fuck are you thinking?"
I'm not sure whether 'first day on the job' or 'first day jitters' is better, but in all seriousness I think they're the most accurate summations of why rookie officer would make such a mistake. Somewhat worried the other guy would mistake them for an attempt at humor if he actually said it though.

>>1861085
Yes. Anything we have that can hurt the Titan, keep trying to.
>>
Rolled 35 (1d100)

>>1861085
>>1861112
>>1861142
The alien infantry soon found themselves in deep shit as they were caught between two forces right in the middle and started to collapse as they had nowhere to go. This however resulted in them fighting much harder but given how badly flanked they are they started to take heavy casualties.

Meanwhile the Titan was finally taking some serious damage as parts of it started to disassemble and fall off. Soon it was no more...but in its place rose up a large number of alien battle bots. Which started to reinforce the alien soldiers and pour into the captured alien vehicles to deal with the intruders. Fortunately some of them were damaged. Unfortunately the rest weren't and they quickly began to close in.

Meanwhile the alien flyer arrived and started to circle around the convoy blasting at whatever targets it could find but clearly trying to avoid damaging their own which proved to put it at a disadvantage. It also did its best to dodge the incoming attacks.

What do?
>Focus on the bot reinforcements
>Focus on the flyer
>Focus on the alien vehicles
>Target all
>Other?
>>
Rolled 39 (1d100)

>>1861375
So can we just all focus on some supply vehicles and drive out? Do we need to sit here and fight is what I'm ultimately asking.
>>
Rolled 14 (1d100)

>>1861690
Granted if we're doing really well and can kill them all and get everything then nevermind.

Just from the sounds of things we lost our main damage dealers and the few medics we have probably can save people.

Hm... Maybe we should get a sitrep or whatever it's called for knowing what the hell's going. What troops we have and so on. Then we can have them Target the most effective thing for them.

If we can't take out the dam robots. I'm thinking we need to get those mutant Boys in to cover us and run. Since they were to set up the fall back plan and all.
>>
Rolled 8 (1d100)

>>1861705
Most of your people are dead. The rest are wounded. Currently the only reason why there is still some survivors is due to your allies who actually have a skilled commander.
>>
Rolled 87 (1d100)

>>1861735
What does our ally commander think then? Should we keep fighting, grab what we can, or can we at least get away with healing who we can?
>>
Rolled 16 (1d100)

>>1861744
You run you die. The flyer would see to it. Literally the only thing holding the flyer back is the possibility of friendly fire. There is no escape.
>>
Rolled 6 (1d100)

>>1861756
Alright then. Do we have anything left in our squad to take out the flyer? Do we have any engineers attempting to loot the alien engineers?

If so how far have they come to getting the ability to try hijacking the robots or other goodies?
>>
Rolled 84 (1d100)

>>1861764
You still have heavy weapons. You just no longer possess the specialists who use them.

The alien engineer and vehicle got blown to bits.

Your forces have barely figured out how to use the turrets.
>>
Rolled 50 (1d100)

>>1861375
>>Other?
So patch up who we can. Get people that can handle the heavy weapons. Then point them at the flyer. The engineers are to attempt cracking and understanding of the controls. The others are to cover the ones able to do damage to the flyers and our engineers.
>>
Rolled 38 (1d100)

>>1861812
ill support that
>>
Rolled 3 (1d100)

>>1861812
>>1861855
Dice
>>
Rolled 49 (1d100)

>>1861812
Sounds like a plan (support!)
>>
Rolled 22 (1d100)

>>1861812
Support
>>
Rolled 23 (1d100)

>>1861812
The stronger of the surviving troops picked up the heavy weapons and aimed them poorly at the flyer. Whom apparently relied more upon luck then skill to hit the target. Suffice it so say they missed. A lot.

On the plus side it did force the flyer to dodge more so there is that.

You do not have any combat engineers. Hence they are among the noncombat personnel you have and are thus back at base.

The rest of the troops meanwhile do their best to fight against the alien bots who are pushing in. Good news they are forced to come at your forces who are behind cover in choke points full of alien quality cover. So the bots are stuck taking heavy casualties before they can even get a chance to kill one of your troops. Captured turrets meanwhile have given up trying to blast the dodgy flyer and instead focus on the abundant bots who are far easier to actually hit.

Allied forces meanwhile have engaged the alien forces and are pushing them back towards the bots. Allied heavy weapons are targeting the flyer. Allied Marksman are firing at the bots picking off the wounded ones.

What do?
>Focus on the bot reinforcements
>Focus on the flyer
>Focus on the alien vehicles
>Target all
>Other?
>>
Rolled 13 (1d100)

>>1863194
>You do not have any combat engineers.
The hell you say. Did they die? Because I know we trained 2 in the last troop load out.

I know I can make mistakes. Yet I know for sure I asked for 2 engineers in the troops.

http://suptg.thisisnotatrueending.com/qstarchive/1793475/#p1803380
"2 more assaults, 1 more scout, 2 grunts, 2 mutants focused units, 1 Saboteur (maybe?), 2 Rangers, 2 Engineers, 2 heavy gunners, 2 medics (to train under the doctor) and 2 snipers."

We do have 2 mechanic in the noncombat personal. Assuming that my notes have been correct. Tho now with the troop loses that's no longer going to be correct for the fighters.

But if not the case, it's a shame since we had the nice gear to get some set up.
>>
Rolled 84 (1d100)

>>1863282
hm...my bad then. Well lets see if they survived or not then given how many have died there is a pretty good chance they are dead.
>>
Rolled 36 (1d100)

>>1863458
...balls you still have 1 but he's heavily wounded.

and with the highest roll being a 50 he hasn't really figured out much about the controls without trying to pilot one of the vehicles. On the other hand he has a bit better idea of how the turrets work.
>>
Rolled 11 (1d100)

>>1863194
I'm not sure how to getting our boys out of this abstract hell we're in. Yet one thing is for sure. We got a flyer and robots from that titan boy flooding the area. I'm gonna put a lot of faith in our engi holding on. We gain more control and then we can break out.

>Focus on the bot reinforcements and flyer
Since on current heavies are not good at aim just yet. We have them help clear the bots coming in on us. Gaining some time to get better control of this tech. Yet we can't let off the flyer to long less we wish to get better shots on us. So split up our attacks to be about 2/3 on the ground and 1/3 sky.

If any meds are able to help the engi keep aware and function that would be good.

---

Trying to think of the best time to use remaining explosives, if any, and getting that flyer down before it thinks friendly fire is worth it. The aliens are being pushed into the bots. I image secondary explosions will do a lot more damage. Drop a bot and it take some people with it.

Any thoughts about placement is difficult. Since kinda lack a map and numbers to work off. We have people in one of the vehicles. I'm assuming we are best off holding it. Gain turrets is to dam good to leave.
>>
Rolled 67 (1d100)

>>1863672
supporting this move
Do engineers call bugs in the system Genies in the Genieverse i wonder
>>
Rolled 32 (1d100)

>>1863672
Da, sounds good to me
>>
Rolled 63 (1d100)

>>1863672
Ah right, just like to add- I think placement is mostly behind whatever alien wrecks/corpses are available. Which should be plentiful at this specific place and time due to us and our allies making more of them (from functional/living alien tech and soldiers), but if someone still can't manage to find and take cover behind it yet is still alive for now, they'll settle for less durable cover if they have to.

Not even a suggestion really, I think this is what our guys are already doing.

Still supporting.
>>
>>1864547
Yeah our fighters have been making use of what they been told.

The placement was more if we could do flanks and the like. Tho with our small numbers we can't do to much.
>>
Rolled 37 (1d100)

>>1863672
That is honestly due to the convoy being neatly lined up that went over largely flat terrain when a deep occurred(the ambush point). Resulting in the 'small hills'. Obviously there are wrecked tanks and scout vehicles nearby.

As for troop make up...you literally had so many people die not even I am entirely sure of whose left. Just that the survivors are in really bad shape.

Anyway remaining explosives are used to blow up the enemy given how the enemy forces are being jammed together neatly. Apparently you weren't the only ones who had this idea given the continued explosions.

The rest of your forces meanwhile simply do their best to survive the incoming attack waves. Gradually however the enemy attacks slowly decrease over time. Before finally there was one large crashing sound and silence reigned before some allied soldiers waved a piece of cloth.

"Hold we are friendlies, so how many of you guys managed to survive till the bitter end?"

survivors
heavy gunners 0
Grunts 0
Soldiers 0
1 assault
1 scout
1 ranger
1 medic
1 sniper
1 mutant fool
1 mutant trickster

all survivors have leveled up. Now considered Experienced.

1 Officer Bad Ass officer rank Green acquired.

"Well shit more of you survived then we thought. heh," says an allied soldier. "Though it does look like your gonna need some more medics. Oi call the Medics over," shouts the allied soldier.

Meanwhile where the officers were...

"Well the only supply runner that got wrecked badly was the engineer's vehicle. Damn shame. They usually had some of the best goodies stored with the Engineer. Now how do you wanna divy up the loot?"

"..."

"What?"

"How am I suppose to explain the death of the previous officer?"

"Killed by aliens."

"...There are no energy scorch marks."

"Tragic incident of friendly fire," says the officer without missing a beat.

"It was clearly done by a pistol that nobody was using in the fighting."

"...Well in that case hold up one sec," says the officer as he runs off to grab a gun and returns then shoots the Officer's corpse and then with a completely straight face he turns back to the officer," See he died in the line of duty. A real hero."

"..."

"What?"

"You can't be serious..."

"Oh I don't joke about."

"...You were so nice before was that all an act?"

"Hah...look here rookie. You did real good keeping the remaining troops under you alive given how your previous officer managed to kill most of them off. Do you think it was right to let there be such an incompetent fool in charge? Wasting the lives of the men for no good reason? How would that possibly help the Resistance against the Alien Occupation? Truth is the bastard it coming and this is something you gotta remember...as an officer its all your responibility. The failures, the successes, the loss of life."


>>1864663
your forces in terms of casualties have pretty much been obliterated to the point your gonna have a real hard time even maintain yourselves as a proper resistance group.
>>
Rolled 68 (1d100)

>>1864728
"Every mission. Your the one in charge. The one calling the shots. Success and failure is all riding on you. The lives of the men under you is all on you. You fail people die. You succeed and maybe just maybe you can get them all out alive."

"Our job is hard and largely thankless. When people like your predecessor exist...they put everything at risk. He was an incompentent jackass, but there are worse kinds out there. Like the guys who don't care at all for the men under them. To them they are nothing but pieces to be sacrificed their own glory and prestige. To allow them to keep on climbing the ranks. Those people and other snakes like them...they are what you gotta watch out for."

"And when you find them...you put them down," with that last sentence the allied officer shot the corpse yet again. "Now you should be able to figure out why that is the case and the truth is...all those people who died. You see that stretch where most of them fell at," says the officer pointing at a gruesome scene full of bodies.

"...Most of your people died right there. Following those stupid orders of his. They ran across an open stretch of ground with no cover and with the enemy with much more advanced tech had an open shot at them the entire way. Yet here you rookie started to shine. Sure you lost a few people...but compared to that slaughter it was nothing. Even as the men you got stuck commanding were all wounded and you were completely new at this. In the end you not only completed the mission but you saved all their lives. If that bastard was in charge still...do you think he could of done this?"

"..."

"Its a tough job and this is a very fucked world. Its why we can't allow snakes like that who are our 'own kind' and 'allies' as well as fellow 'humans' who stand in the way to live. Who existence works against our cause. Against humanity itself. You encounter them...you kill them, because every day they draw breath they harm our cause. Worse then even the Traitors. You know why that is?"

"No. I don't."

"Its because at with the traitors we KNOW they are traitors. We KNOW they are in the enemy's pocket. We are on the losing side here. We simply can't afford to let snakes like that live among us. For our fight is one of survival itself. Anyone who threatens that survival? Needs to die...and that is why I killed him kid," says the officer taking a long drag on his smokes. "We can't afford to have bastards live among us like in the old days, because now...its do or die."

"I know this doesn't make the Bloody Brigade very popular at all. Even among our fellow resistance groups, but we see how it is. We know what must be done. A lot of those groups...they still got their heads caught up in what it was like in the old days. Forgetting all that shit died with the alien invasion. They think rule of law, niceness, and human rights are still a fucking thing."

"They ain't."

"They haven't been since the aliens won the war."
>>
Rolled 62 (1d100)

>>1864728
>>1864759
whoops. Ah well not that big a reveal or fuck up.

"Now it's a matter of survival. Maybe just maybe we can kick them off our fucking planet and get our home back, but if that is ever going to happen do you really think we can afford to let shit like that pass? To let snakes like that live among us?"

"As far as I am concerned those snakes are worse then traitors. At least the traitors have the decency of being honest about it. Just remember we can't afford to take any more handicaps. We can't afford to have people like that in our ranks. It's not like the old days."

"Anyway I said my piece as for our the loot will get split up. You get first dibs and we'll take whatever is left."

"That is awfully...nice of you."

"Heh you need it more then we do."

What do?
>Focus on the alien tech
>Focus on the bots
>Focus on the supplies
>Focus on the vehicles
>Just head back already
>Other?
>>
>>1864728
While true we do loose a lot of good people. We won in a huge fight with allies. I can only hope with this we'll gain a good rep to gather some new people to help.

Hm to make things easier for notes. Should I assume the College Outpost people ( scout, sniper, assult, grunt, engineer and 1 mutant trickster) were called in?

Leaving us [Experienced]1 assault, 1 scout, 1 ranger, 1 medic, 1 sniper, 1 mutant fool, 1 mutant trickster (Josh), 1 engineer, and 1 Officer Bad Ass [Green]? Then 1 Saboteur on mission.
>>
Rolled 59 (1d100)

>>1864777
Well this picks will be a problem. I'll start with what I think we need/can likely use.

1-2 hover vehicles I feel are in our realm. They just need to be able to carry a squad and some storing of loot.

If we can get some bots working. That will help with the loses and allow the base some defense. Hm... like 5-8 bots or at least turrets assuming that it's to much. Don't need to take more than like 1-2 to the field at the moment.

Then any remaining looting is on supplies for restocking. Since most of our focus is on mutant and less on alien tech. Tho if we can get a weapon and armor upgrade, even damaged, for the survivors. We got some people at base that could possibly fit them.
>>
Rolled 48 (1d100)

>>1864777
RUST SMEELS LOOT!
>Focus on the vehicles
Ok everyone still alive try to get an alien APC, if the Aircraft is alive we're towing it.

Since each of us is a class alive each of you take the supplies you will need for your class for 1/2 your ride back, your gonna have to be the "class trainers" for when we get more people, strip the dead of their stuff too, burn the bodies.
the remaining half will be filled with alien bodies for study/gear and mechanical stuff

Basicly the utter max we can carry and bring back. so have everyone drive a ride and fill it with gear and alien bodies (kindly ensure they are dead), even use the bloody roof space. tow the aircraft back between us except for one whom is gonna sweep our tracks so we're not followed home. The Engineer ride might be fucked but tow that too, we can just turn it into a small command/tech node.

And the chosen fumble, it was in fact blackTEK they were moving on the down low...alien back OPs are not happy,....
>>
>>1865057
Smells loot...darn it all
>>
Rolled 46 (1d100)

>>1864785
Where are you getting the engineer from, wishful thinking? It's kind of conspicuously absent from Genie's list, I'm afraid they didn't make it.

>>1864830
>>1865057
>Focus on the vehicles
I presume we'll get a bit of everything, so your details are compatible. But prioritize the vehicles.
>Other?
Make sure to get more of that green stuff as well as anything else that would obviously be of use to the mad chemist
>>
>>1865458
The question mark is because there was an engineer helping us and not a noted engineer 0. So i'm asking is that list correct. Because we have others like heavy gunners 0, Grunts 0, Soldiers 0.
>>
Rolled 94 (1d100)

>>1865458
Though you maybe right and it's wish full thinking. Still I thought it best to make the list and ask.

Hm maybe should of used words and not just the question mark.

---
Yeah we'll need that green stuff. I wonder what other new supplies we can get to work on mutants.

>>1864785
>>1864728
Genie these numbers correct? Or are those college boys safe and our barely alive engineer no longer with us?
>>
Rolled 57 (1d100)

>>1865876
college troops are still alive. you may wanna call them back though given your critically low manpower.
>>
Rolled 68 (1d100)

>>1865057
>>1865458
>>1864830
"So...you gonna tell them the truth about the vehicles?" asks an allied soldier.

"Nah where would the fun in that be," chuckles the allied officer.

While your forces were able to figure out how the turrets worked they are unable to get the alien vehicles to drive. Apparently your locked out of the drive controls. Just when your forces were about to give up all hope for loot. Some human vehicles drove right up that bore the colors of the Bloody Brigade.

"So you made up your mind on the loot you want," asks the officer to your officer.

"...Vehicles as a priority."

"Alright then we tow one of the tanks, the flyer, and most of the hover vehicles over to near your own base then. Anything else?"

"A balanced amount of everything else will be fine."

"Alright but we wanna unload some of the supply runners for our share of the loot before dropping them closer to your base, then we'll drop you all off."

"Thanks...did you know about the vehicles locking us out?"

"Of course. Why do you think we brought out own and plan to tug them along? They still hover just fine just don't really drive when they are like that. We figured it has to do with the pilot aliens. Taking one alive may have a solution for it. As of all the many dead pilots we have gone over none have offered up a solution to the problem."

The Bloody Brigade for their part load everything up, including the human dead,and brought quite a few docs along to help patch everyone up. After that you were all off. As they took a roundabout route to a seemingly empty warehouse that turned out to be crawling with hidden defenses where they dropped off their share of the loot. After that they took your forces in yet another roundabout route to the outskirts of the city somewhat close to where your base is into an underground parking garage that had been swept out with cars smashed together on the exits locking everything out. There they dropped your forces off and loot before departing.

What do?
>Stay put and recover
>Make your way back carefully
>You need reinforcements which also equals recruiting
>Go over the loot
>Other?
>>
Rolled 3 (1d100)

>>1866284
>Stay put and recover
But be ready to move out...those rides.....fuck did we disable the IFFs and the likely installed AI net? also the fact that you know....I just realized we dont have fuel...if these things run on say miniature nuclear generators or something we don't have the tools for the upkeep...So give them the time too look at this stuff...then once we know we can plan the next step..in theory of they hover they have zero friction....ROW THE HOVER BOAT!
>>
Rolled 10 (1d100)

>>1866219
What about the engineer that was heavily wounded? Wanted to be sure since they weren't listed like the other units.

>>1866284
>Stay put and recover
People need to heal. Call back our college, if it's safe to do so. Otherwise we will go over the loot and let the non-combat smarties we picked up do their work.

Hopefully we can get a ride ready after going over the loot, if it's not safe to pull them out.
>>
Rolled 44 (1d100)

>>1866717
He's still alive.

>>1866588
yeah that is quite the pickle to be in...but you did choose vehicles as the primary benefit.

also I am gonna be serious about the running two quests at once. It's actually surprisingly easy given how slow /qst/ but I am not about to try 3 or more. Two is comfy. So stop by>>1857221 the play test for a boon vote if your interested in the premise.

I just gotta finish some stuff up before i start the new threads.
>>
new thread >>1867223
>>
>>1866972
Cool




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