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File: XCOM TROOPER QUEST.png (606 KB, 1600x900)
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Twitter: https://twitter.com/BurningGray
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=XCOM%20Trooper%20Quest
Squad Info: https://pastebin.com/4KJN5HKK (embed)

---

Alien Battleship, UFO Assault, China

“...This isn’t right! This isn’t how it was supposed to go dammit! No! No!”

Rook’s panicked cries are continue to echo as both Sweet and Burnout struggle to keep the man down, attempting to pin the Argentinian from thrashing about and keep him still. A look of tense concentration is written on Sweet’s face as the medic battles to maintain Rook’s attention on him and only him. However, Rook’s eyes keep darting upwards to where the still burning tower where Babbler…

You close your eyes and place a hand on your forehead, pressing against it to stop the dull pain in the back your skull. and to not give the hand any ideas of shaking. Don’t think about that now, you need to prioritize on collecting yourself.

It’s been barely five minutes, but it feels like a sluggish blur as your squad attempts to regain control of the situation. The minor scuffs and bruises you got from the explosion were put aside as the rest of your squad attempts to snap some amount of sense back into your Squad Leader who is still reeling from the ordeal.

Harita had opted to keep watch around the immediate area and keep it secure while the others dealt with Rook once she herself had come to grips with the situation.

Despite the constant otherworldly thrum of the UFOs still active engines and the occasional suicidally foolhardy chopper circling past. By the sounds of it the top deck has been secured, or at the worst the aliens topside are preparing for another ambush. This is different than what happened in Arizona, before, you and Rachel were so swept up with surviving to think. And as soon as it was over, you were swept again to XCOM, the constant whirl of events allowing you to cope with the loss of your old squad.

Why is it so different now? Before you can consider any further, however,

“This is Central to Strike-1. Come in Strike-1. What is your situation? Your Squad Leader is not checking in and I’ve switched to your squad’s frequency. Respond.” Central’s voice pipes up, concern in his voice.

Sweet pauses, looking to both Burnout and yourself before Rook begins to act up again.

“It wasn’t supposed to be him! It wasn’t!” Rooks despairs, causing Sweet to curse again and pin him back onto the cold metal, focusing again on talking sense into the man.

“If you don’t wish to speak with Central, I can.” Burnout speaks up looking to you, the burnt stub of a cigarette latched tightly between his lips, forgotten. “You’ll need to take my place.”

Rook continues to struggle.

>You’ll call in it.
>Let Burnout respond, you’ll help deal with Rook.
>Other
>>
>You’ll call in it.
>>
>>2335587
>>You’ll call in it.
>>
>You’ll call in it.
>>
>>2335587
>>You’ll call in it.
>>
>>2335587
>>You’ll call in it.
Ah, that sweet taste of survivor's guilt.
Double servings for everone.
>>
>>2335587
>>You’ll call in it.
>>
>>2335587
>You’ll call in it.
>>
>>2335587
>You’ll call in it.
>>
>>2335587
>You’ll call in it.
>>
>>2335591
>>2335595
>>2335599
>>2335601
>>2335607
>>2335613
>>2335627
>>2335634
>>2335650
Calling it in yourself it is, writing!
>>
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You hold a hand up, motioning that you’ll handle it. With a nod, Burnout turns his attention back to helping Sweet. With a grunt you hoist yourself up, standing and take a step away from the noise. Admittedly it’s only going to have made it difficult for you to focus, anyways.

“Strike-1-6 to Central, speaking in for the squad.” You say.

“Reading you loud and clear.” Central replies curtly. “What’s your status, 1-6?”

You take one wary glance back to where the others are and with difficulty you summarize everything. You’re not exactly sure how well informed HQ is or how detailed Rook’s updates are usually, but you decide it’s best to be thorough. Still, as you relay the events again and essentially relive it… you are left with an uneasy sensation in your gut when you get to the very end. Trying your best to not lose the script is more difficult than you anticipated.

“I see.” Central ends, considering this information. “Is 1-1 combat ready?.”

Another look back, and you see that Sweet has resorted to injecting Rook with something, managing to not get the syringe in the wrong place with Burnout pulling double duty. Rook goes limp, his anguished cries turning into whimpers.

“...Negative.” You mutter. “But we can move.”

“Copy. Link up at the rendezvous asap. Strike-3 and -6 are already waiting.”

You give an affirmative but as you get ready to move out and help hoist up the now merely dazed Rook, Central speaks up again, causing you to stop.

“1-6, I’m going to need one of you to step in as acting Squad Leader for the rest of the mission. I know it’s ideal, but we need an ongoing chain of command. SL will be granted permission into their own respective channel. Let us know as soon as possible. Central out.”

You’re silent at that, turning to the others. Since it was the squad’s frequency they of course had heard that. Sweet grunts, hoisting Rook up and having the man lean on his shoulder.

“No way. I need to worry on the boss, here.” Sweet says.

Burnout merely frowns, only now lighting up another cigarette. The look on the Scout’s eyes says that while he could do it, his constant running into the line of fire isn’t would make it difficult. Harita you know personally would have trouble given her personality. And you…?



>Sweet. Despite having to look after Rook he’s already the most level headed among the squad.
>Burnout. You’ll lose his effectiveness at removing enemy fire, but his observational skills would even it out.
>Harita. She may not want to do it, but her stealthiness would allow her to order you all effectively.
>Yourself. You can do it better this time... right?

(I'll wait a bit longer for this vote!)
>>
>>2335766
>>Sweet. Despite having to look after Rook he’s already the most level headed among the squad.
>>
>>2335766
>>Yourself. You can do it better this time... right?
>>
>>2335766
>Yourself. You can do it better this time... right?

let's not fuck it up this time lads
>>
>>2335766
>>Yourself. You can do it better this time... right?
>>
>>2335766
>Yourself. You can do it better this time... right?
>>
>>2335766
>Burnout. You’ll lose his effectiveness at removing enemy fire, but his observational skills would even it out.

He seems pretty well collected most times.
>>
>>2335766
>Yourself. You can do it better this time... right?
>>
>>2335766
>>Yourself. You can do it better this time... right?

Let's hope we can at least compensate poor rolls with good tactics and strategy.
>>
>>2335766
>Yourself. You can do it better this time... right?

Let's not get another person killed
>>
>>2335771
>>2335772
>>2335774
>>2335778
>>2335782
>>2335785
>>2335794
Leading yourself it is, writing!
>>
Aww man I liked Babbler. Good to see some nice despair though.
>>
>>2335834
Oh boy hopefully it doesn't go to crap like last time.
>>
>>2335854
It's gonna be fiiiine
>>
>>2335834
>Time to advance slowly and abuse overwatch mechanics.

Also I wish we had a sacrificial S.H.I.V. for scouting.

I'm assuming best girl doesn't have battle scanner desu.
>>
>>2335863
What are you talking about best girl is back at base.
>>
>>2335863
Burnout does. And he also has motion scanners!
>>
>>2335867
that makes him best boy then, now that Babbler's dead
>>
File: 1517280964380.png (408 KB, 800x450)
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<- Pictured Rooks expression
>>
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>>2335892
>>
>>2335867
I hope anon's as Squad Leader do not forget this fact desu.
>>2335865
I see that you believe smol pyro is best girl... acceptable I suppose.
>>
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You and the others consider the situation and the decision is difficult. It’s less on hesitance and more what is the best choice in a practical sense. You look down at your hands as the others talk among themselves, trying to weigh the choice down. In that moment you feel a pent up frustration begin to rise. What you were at first holding back out of fear of losing your own cool you instead channel into an anger for what these aliens have done to you and your squad. You know what you had to do, and while it terrifies a part of you, you have to. For their sake.

“I’ll do it.” You say, speaking up over Sweet shutting down Harita’s insistence that he does it. The squad pauses and looks to you, and you grit your teeth. “I know I’m not the best choice, but I’m in the best position to do it.”

There’s a moment of silence as the others let your words settle. You prepare for imminent denial, the mission in Vegas likely just as fresh in their minds as it is to you. However, Burnout speaks first.

“I’m fine with it.” He says calmly.

“As am I.” Harita speaks up as well, a glint of hopefulness and reassurance in her eyes. A bit of optimism shining through the weight bearing down everyone’s shoulders. “I believe you can handle it, Dozer.”

“Well… as long as you don’t get shot and my life more difficult, lead the way.” Sweet finishes, adjusting his hold on Rook.

Speaking of Rook, you turn your attention at him for a moment and really really hope you don’t piss him off even more after this. With the rest of the squad in agreement, you call it in and prepare to leave. As your squad moves on ahead, you take one last look at the now smoldering tower above. You wanted to see to Babbler instead of just leaving him up there, but Sweet had quickly talked you down the flames would’ve made it risky.

You’ll come back for him.

(Part 1 / 2)
>>
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Decided, you and the squad squad start to make you way to the rendezvous point. You have to take it slowly, with Sweet lagging behind to carry Rook. Fortunately the journey to meet with the other teams is an uneventful one. In fact, you pass by the remnants of firefights from the other teams. Beam blasted corpses of Sectoids and Floaters give you and the others some confidence… until you and the squad see the remains of Strike-4.

Their bodies are splayed and sprawled about in around one of the power conduits. Their final moments a brave but ultimately final last stand. A number of alien corpses are scattered around them as you see they had managed to hold them off long enough to disable their tasked conduit before succumbing to the enemy.

“That flier got them.” Sweet mutters and you realize he’s correct seeing explosion marks around the remains of some of Strike-4. That damn thing slipped in and got them, the squad the likely folded shortly after it entered the fray. Fuck.

“...Let’s keep moving.” Harita says, looking away. Unable to look at the remains.

“We should scavenge for supplies.” Burnout says, surveying the battle. “We might need it.”

Harita’s reaction says it all, it would be an enjoyable experience… the squad turns to you, awaiting orders. Rook mumbles quietly to himself. Right, it’s your call. You look at the bodies again...

>We should keep going. We have enough kit, and the last thing the squad needs is cracking under the pressure.
>We’ll see what we can get. It’s grisly work, but we need every advantage against these aliens.
>Other
>>
>>2335938
>>We’ll see what we can get. It’s grisly work, but we need every advantage against these aliens.
>>
>>2335938
>We’ll see what we can get. It’s grisly work, but we need every advantage against these aliens.

Grenades and Medkits.
Also acquire their dogtags.
I assume we aren't wanting for ammo yet, and trying to get those would be time consuming.
>>
>We’ll see what we can get. It’s grisly work, but we need every advantage against these aliens

It's grim, but potentially necessary
>>
>>2335938
>>We’ll see what we can get. It’s grisly work, but we need every advantage against these aliens.
dont have rook search the bodies with you, have him stand guard on perimeter. we don't want to induce more trauma
>>
>>2335938
>>We’ll see what we can get. It’s grisly work, but we need every advantage against these aliens.

>>2335926
I was thinking more along the lines of the cute Russian lone wolf
>>
>>2335938
>We’ll see what we can get. It’s grisly work, but we need every advantage against these aliens.
>>
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>>2335962
>>
>>2335938
>>We’ll see what we can get. It’s grisly work, but we need every advantage against these aliens.
>>
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>>2335962
>>
>>2335938
>>We’ll see what we can get. It’s grisly work, but we need every advantage against these aliens.

I don't see any particular reason not to.
>>
>>2335988
We still need R&D to develop formfitting uniforms.
>>
>>2335996

I'd rather carapace armor if we can swing it--the Kevlar shit we're wearing is a liability.
>>
>>2335946
>>2335947
>>2335951
>>2335959
>>2335962
>>2335978
>>2335985
>>2335989
Scavenging it is, writing!
>>
Just a heads up, next update is going to be up in probably 10-15 minutes longer than usual, taking care of something!
>>
>>2336020
>>2335996
http://xcom.wikia.com/wiki/Shaped_Armor
^If we get RnD to miniaturize this, we will be golden.
>>
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Rolled 4, 5 = 9 (2d20)

“...Set up a perimeter and let’s take a look around. I don’t want to to do it as much as anyone else here but we need any gear we can scrounge.” You say, motioning to the bodies of Strike-4. “Focus on looking for explosives and medikits…. And place Rook aside so he doesn’t need to see this.”

Burnout nods and without another word begins to approach the bodies while Sweet sets Rook aside. Harita still seems rather taken back from the order, not that you can blame her.

“You don’t have to do it. You can help keep an eye out for trouble.” You say to her, however she shakes her head, gives you a reassuring smile. She doesn’t want to rock the boat. She takes a breath to compose herself and joins Burnout.

You frown but don’t say any more to her, allowing her all the space she needs to search Strike-4. After ordering Sweet to both keep lookout and an eye on Rook you give Central a heads up on what you’re doing. Thankfully, he’ll pass the word on for you so that the other teams at least know the situation. With a heavy sigh you roll up your own sleeves and set to work yourself.

>Roll 1d20
>>
Rolled 18 (1d20)

>>2336136
>>
Rolled 4 (1d20)

>>2336136
>>
Rolled 15 (1d20)

>>2336136
>>
Update incoming soon, sorry for the wait, it's a bit of a long one!
>>
File: X4 Charge.png (1.24 MB, 1287x901)
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Harita, Burnout, and yourself get down to business. There really isn’t much left of Strike-4. The aliens were very thorough in taking them out, poor bastards. Try as you might, you can’t prevent blood from getting onto your armor. Judging by the state of one of the soldiers, a Chrysalid had managed to enter into melee. Judging by the knife lodged firmly in the head of one of the bug carcasasses nearby, the trooper had given it a parting gift before she had finally succumbed. You grab her dog tags.

You manage to find the body of the squad’s engineer, and you find the man didn’t get the chance to expend all of his explosives. An AP grenade clamped firmly in his hand, thankfully with the pin still on, not only that, you see the man had packed an X4 explosive charge on his person. Strike-4 looks like wanted to be thorough with blowing the ship up, just in case. An X4 charge you’ve heard could level a monument, Which means it would likely do some serious damage on the Battleship if placed in the right place. The AP grenade is going to be helpful as well in the confined quarters below.

“Thank you.” You say quietly to the engineer, taking his own dog tags and the gear. It won’t go to waste.

With the explosives in hand, you stand up and check up on the others and find that both Harita and Burnout have come empty handed, Strike-4 made sure to take down as many of them with them. Burnout quietly begins to take his leave but Harita lingers for a moment. You’re about to check on her and help give her some encouragement, until you realize she’s praying for them. You actually recall her doing something similar in your daze earlier after what happened with Babbler.

You continue to give her all the space she needs.

Explosives in hand, you and the rest of squad continue onwards to the rendezvous point.

The location it seems must’ve been some sort’ve topdeck storage area, as various boxes, unused fog canisters, and to your own surprise several deactivated meld canisters reside. It’s a small treasure trove of alien materiels. The state of the other XCOM soldiers however dampens the mood. Several heavily injured troopers are laid carefully within the storage area, empty medikits and normal medical supplies littered about them as a beleaguered medic tends to them. The troopers still standing didn’t fare as well either, with damaged armor and patched up injuries of their own.

You count only five combat ready troopers combined out of the two squads. You count at least three missing people among them. Three more KIA.

(Part 1 / 2)
>>
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“Good to see you, lads.” Strike-6’s Squad Leader, a South African beret wearing Gunner named Jimmy, greets you before pausing to do a headcount of your squad, stopping at the sight of Rook. “...I see you all took a few fair licks yourself, eh?”

“Yeah, you could say that.” You say as Sweet carries Rook down beside the other injured and is already in medic-mode, helping his fellow medic in treating the wounded. “Sorry for the wait, we were seeing to Strike-4.”

“God bless those poor bastards.” Jimmy takes off his beret and places it to his chest. “At the very least your lot is rather fair. We’re going to need all hands to take this flying behemoth.”

“Fuck that!” A pained voice speaks up, the both of you look over to one of the other troopers, an injured Italian Assault. “This is a lost cause, we should just EVAC!”

“For the last time, even if we wanted too EVAC, we can’t. The transponder that Strike-2 Activated below has shut off, the enemy’s guns are online again.” Jimmy barks, clearly irritated about the complaints from the other Assault. “Unless you want our fookin’ ticket out blown sky high, we’re stuck here until we secure the UFO.”

“Pah!” The Italian spits and looks away, clearly very much done with this. Burnout shakes his head.
“What’s the plan then?” Another soldier asks.

“Well, we decide how many we commit to go under.” Jimmy says grimly. “We’ve secured the topdeck, unless the bastards have another tunnel right under us. But we can’t send everyone down, we need folks to watch the wounded.”

You can’t deny that. Looking at the state of the assorted forcem it’s not a pretty sight. It seems XCOM is currently only nine strong now with a variety of wounded. The odds really aren’t that good, no matter how you look at it.

“You lot have the most still standing. I think it’s safe to say you’re leading the charge.” Jimmy explains to you. “Most of us would gladly want to settle the score with you but it’s a balancing act. My boys and I will join you with need be, Strike-3 as well. What do you think?”

You blink, and realize once again the attention is turned to you. You didn’t even say you were the current Squad Lead, but it seems that Strike-6’s SL has pretty much immiediatelly deferred to you before you could really say a word in. You’re not sure how to react to that. Still, it’s best to figure out the plan now.

>How many, if any extra soldiers to you bring with Strike-1 below decks?

(If you want to discuss extra tactics and procedures going in, this would be the chance to do so! Refer to the pastebin in the OP for your squad's loadout information as the rest of your squad still hasn’t used much of their equipment!)
>>
>>2336249
Us, Harita, Babbler, A medic and one other.

The remaining 4 guards top deck.
>>
>>2336265
>Babbler.

Anon...
>>
>>2336249

Deck clearing? Bring shotguns and explosives. It's gonna be quick, messy combat down there, and we're gonna need close combat punch. See if we can't grab as many grenades as we can handle, and load up whoever we can with las weaponry.

Get six, maybe eight guys together from both strike teams, and have the remainder guard the entrance to the lower decks.

These aliens seek their death--oblige them!
>>
>>2336249
Probably either a 5 attack 4 defend or 6 attack 3 defend split.
>>
>>2336269
meant Burnout...
>>
>>2336249
Leave Sweet here with Rook. If there's any CQC experts among our fellows we should take them along while we plunge.
>>
>>2336311
I disagree with leaving our only source of healing behind. We need another Gunner if there is one, or we'll have an even worse time if another Cyberdisc shows up.
>>
>>2336320
Do the other teams not have any medics?
>>
>>2336275
6 attack 3 defend sounds good. Sweet should come with us in case someone gets hit.

>>2336320
Gunner Jimmy should come with us. What else does he have in his squad?

Maybe less "quick and messy" and more slow and methodical. XCOM can't afford many more casualties. Toss down battle scanners, pin them down with fire, and execute.
>>
>>2336333
>>2336352
Since I wasn't as clear as I could have been, here's a composition of the other combat ready troopers;

Gunner -- Strike-6's Jimmy
Assault -- That Italian
A Medic
An Engineer
and finally another Infantry

So far it's also sounding like bringing 6 total guys, is that sounding right?
>>
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>>2336361
Jeez, I'm also now starting to become redundant, that's a bad sign!
>>
>>2336361
>is that sounding right?
No, bring all of Strike 1. If we meet a Cyberdisc or Muton we need all the firepower we have.

In cramped condition,have one squad be a rearguard a few meters behind the other.
>>
>>2336378
>I need coffee
What I meant was: bring all on the other squad.
>>
>>2336361
That in mind, let's talk squad composition.

We'll go out in full force, minus Rook if he's still shitting the bed. We'll also be taking their gunner and assault--that medic, engineer, and infantry can pull rearguard with Rook.
>>
>>2336379
Leaves the wounded exposed especially if they enemy has another way back up.
>>
>>2336380
I agree with taking the gunner and assault.
>>
Strike-1:
(You), Assault
Harita, Assault
Burnout, Scout
Sweet, Medic

Others:
Jimmy, Gunner
Italian, Assault
Medic
Engineer
Infantry

I think we should take the gunner and infantry to give us more firepower. We have enough people who can get close and smack some fools.
>>
>>2336404
I agree. Though we might consider switching Sweet out with the other medic. Giving Rook a familiar face when he wakes up might help.

Well, we could ask Sweet how long he's gonna be out. It might not even be an issue.
>>
>>2336383
>Leaves the wounded exposed
If we fail to secure evac the wounded will be dead anyway.

And you will never leave enough to beat a determined alien assault The quicker we end this, the more chance the wounded have ro survive.
>>
>>2336419
They're still from XCom. Rook should be familiar with them.
>>
>>2336404
Thus, at least
>I think we should take the gunner and infantry to give us more firepower. We have enough people who can get close and smack some fools.
>>
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>>2336437
>>2336404
>>2336419

It looks like a very close discussion and while I do enjoy it, we're going to move things along and settle on having the Gunner and Infantry to supplement the squad, writing!
>>
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A thought occurs: these two add-ons coming with us, should we get their names at least? Be kinda rude to just refer to them as their class (and we kinda /are/ now trying to find a replacement gunner for Babbler).
>>
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“You and you should accompany us. We could use the help.” You point to both Jimmy and the rather… off looking female Spanish Infantry after some thoughtful deliberation. Jimmy doesn’t mind at all, and goes to giving some last minute orders to Strike-6 before joining you. The Infantry meanwhile looks up from inspecting her rifle, her eyes lighting up with a satisfactory glee as she stands up and adjusts the beret on her head.

“Name’s Loco, dear.” She says to you cheerily, giving you a casual salute before making a beeline for… Burnout? She holds an expectant hand out in a universal symbol for a smoke, to which Burnout answers without another word spoken, offering to light it for her. You watch the odd woman and chock it up to another eccentricity within XCOM, Strike-2’s loud Squad Leader coming back in mind. The Commander picked her personally for a reason, whatever it is.

As you take one last look at the kit on you you pause to look over to Rook, still clearly gone and mumbling to himself. A thought occurs to you you’ve barely known the man barring the times he’s justifiably nearly lost it over you. You can only wonder what’s going on in the man’s head. You overhear the squad’s other medic assure to Sweet that she can handle taking care of him as Sweet reluctantly steps back. His desire to stay behind conflicting his other desire to make sure the rest of the squad doesn’t get hurt. While it might be a waste of time, and time is only going to become an enemy going forward… perhaps you should at the very least try to snap Rook out of it one last time? Admittedly, you’re no psychiatrist and you might even make it worst but...

“Dozer?” Harita taps you on the shoulder the others geared up and ready to descend into the bowels of the UFO. They’re waiting.

>Check on Rook one last time, maybe you can snap him out of it.
>Focus on the mission and leave Rook be. You don't want to make things worse.
>Other.

(Hooray for using old art! Pls no bully the bad laser rifle attempt!)
>>
>>2336528
>>Focus on the mission and leave Rook be. You don't want to make things worse.
>>
>>2336528
>Focus on the mission and leave Rook be. You don't want to make things worse
We can talk to Rook later.
>>
>>2336528
>Focus on the mission and leave Rook be. You don't want to make things worse.
>>
>>2336528
>>Focus on the mission and leave Rook be. You don't want to make things worse.
Oh no, she's feisty and Latina.
>>
>>2336528

I think I remember that art!

>Focus on the mission and leave Rook be. You don't want to make things worse.
>>
>>2336528
>>Focus on the mission and leave Rook be. You don't want to make things worse.
>>
>>2336545
>>2336550
>>2336551
>>2336559
>>2336560
>>2336595
Focusing on the mission it's been, I've been writing but forgot to say it!
>>
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“...I’m good, let’s move out.” You say turning your attention away from Rook and heading forward. Mission first, Rook later. You repeat that a few times in your head as you link up with the others begin your approach to the lower decks. The Italian Assault seems pretty glad to not have to get in there. You make a mental note on the man but keep moving forward.

The way into the lower decks splits into two seperate bridges with a straight opening into the air, you pause, looking at the long drop into the likely panicking city below. The wind picks up, nearly blowing away the ballcap on your head. It’s a relief that whatever the aliens had in mind, they haven’t been shelling the city. You doubt even XCOM’s combined air force could take this thing down.

“Looks like both ways lead the same way.” Jimmy notes, propping his Autolaser on the railing between both of the bridges. Scanning both glowing light doorways with a keen eye. “Should be fine to stick together, eh?”

“We would be able to cover more ground if we took both bridges.” Harita says, regarding the obstacle ahead. “The aliens have either fortified one or both of the doors, perhaps there’s even traps.”

“I won’t deny that ma’am, but I think we should be able to punch through one doorway together if we breached.” Jimmy adds.

You look at the others, and most seem indifferent on either call. With Loco in particular starting to get a bit impatient with all of the standing around, it seems she’s itching to enact some revenge on what happened in the battle, judging by the state her squad was in. That or she might just plain enjoy killing aliens for the sake of it.

“I can use Battlescanners to scout both ways.” Burnout points out.

Hm.

>Breach together.
>Split the team and breach both doorways.
>Other.

Also, do you guys wish to expend Battlescanners to scout both entrances?
>Y/N
>>
>>2336647
>Split the team and breach both doorways.

Also, do you guys wish to expend Battlescanners to scout both entrances?
>Y

Time is going to be of the essence.
>>
>>2336647
>>Split the team and breach both doorways.

Y for Battlescanners
>>
>>2336647
Battlescanners?
>Y

If both of the doorways go to the same place, breach both. If not, stick together - we can't afford to split up.
>>
>>2336647
>Split the team and breach both doorways.
>Y
>>
>>2336647
>>Other.
Use battlescanners first to see distribution of enemy forces behind both doorways, then split your forces accordingly.
>>
>>2336648
>>2336654
>>2336661
>>2336662
Splitting the team and using battlescanners it is, writing!
>>
>>2336647
>Breach together.

Last time we split the team people got really hurt, why repeat?
>>
>>2336678
>why repeat?
Well, at least not putting both teams on one bridge is a good idea, otherwise we'd be a clumped target.
>>
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“Give us some eyes.” You say to Burnout, giving him the go ahead. With a quiet nod, Burnout complies. With two accurate throws in a row, the Scout launches the sphere like devices towards both doorways. The two scanners roll to a stop beside both of the doorways, but most importantly not to the sides. They land right in front of each glowing doorway, allowing whatever fancy tech housed within the devices to get a reading on what’s on either side of the doors.

“Room inside has two open walkways with an intersection towards the center. Both defended. One side has another turret emplacement with sectoid crew. Other side has another robotic disc with drone support.” Burnout relays after only taking a few moments to look at both camera feeds on his PDA.

“Alright. Our Gunner managed to take the first one down before…” You pause and shake your head and turn to Jimmy. “I’ll need you to join me in taking it down.”

“Done and done.” Jimmy says priming his Autolaser.

“Burnout you’re coming with me to run distraction. The rest of you focus on that turret. Go on my mark.” You finish, pointing to Harita, Loco, and Sweet.

“Fun~.” Loco grins, which causes Harita to shirk away a tad uneasily.

“Copy that.” Burnout finishes putting away his PDA.

With that sorted out, your team wastes no time getting into position. With momentum, Burnout and Jimmy stack up beside you while the others get ready themselves. With a click of Harita’s mic for confirmation and a nod from Jimmy, you take a moment to take a breath. Stilling your heart as it begins to beat quicker but not too quickly with the well trained anticipation for a breach.

“3, 2, 1… Go go go!” You bark and the squad begins the doorkicking!

>Let Burnout move in first as he can dodge the opening salvo with his lighting reflexes!
>Have Jimmy lay down a barrage of fire as soon as the door opens, get started on weakening the disc first!
>Run n’ Gun in and secure a foothold!
>Use something from your kit! (This includes the AP Grenade, Flashbangs, or Flamethrower! Specify.)
>>
>>2336705
>>Use something from your kit!
>Flashbang
Time to do the classic Flash and Breach.
>>
>>2336705
>>2336713 Supporting

>Use something from your kit!
>Flashbang
>>
>>2336713
flash, double tap
>>
>>2336705
>>Have Jimmy lay down a barrage of fire as soon as the door opens, get started on weakening the disc first!
I don't know what you think a flashbang will do against a 'disc. but itll probably end with annother Code Black.
>>
>>2336705
>Use something from your kit! (This includes the AP Grenade, Flashbangs, or Flamethrower! Specify.)
Use the AP grenade too! Idc if its before or after.
>>
>>2336713
>>2336718
>>2336719
Flashbang and breach it is, writing!
>>
>>2336744
In a unrelated fashion, is there no head protection that fits in the X-com universe ?
Reinforced goggles or kevlar bandanas ?
>>
File: Flashbang!.png (1.11 MB, 1595x742)
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Rolled 7, 15 = 22 (2d20)

>>2336744

With drilled precision you pull out a flashbang and breach. Bursting open the glowing door and sending the flash hurtling into the room within. You’re already moving inside with Burnout as soon as the flash goes off, your timing perfect as you enter through and begin to start your assault with the robotic aliens.

Beam and Plasma fire go off erratically as the other part of your squad engages, but you don’t waste any ounce of precious focus as you bring your weapon to bear against the flying bogeys.

>Roll 1d20
>>
>>2336776
Plot armour and game mechanics.
>>
Rolled 15 (1d20)

>>2336792
>>
Rolled 7 (1d20)

>>2336792
LUCTOR ET EMERGO
>>
Rolled 9 (1d20)

>>2336792
>>
>>2336509
>(and we kinda /are/ now trying to find a replacement gunner for Babbler).
Not like they will leave their old squad unless they are sole survivor. And we still have Zhang in reserve..
>>
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Rolled 12 + 3 (1d20 + 3)

>>2336796
...
>>
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>>2336826
>>
>>2336826
So we're tied 15-15?
>>
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You and Burnout attempt to close the distance, your fellow Scout moving ahead to take the initial fire and allow you to get close enough in range with your Scatterlaser. However, the floating disc and it’s accompanying drones immediately open fire, unphased and seemingly immune to the effects of your flashbang!

The disc seems to focus its attention Burnout first opening fire with a barrage of plasma fire, unfolding out into it’s animalistic-like combat form. The Scout is able to outrun most of the fire, but lets out a cry as the disc nearly blasts his leg off, causing the scout to tumble to the side into cover. The scout’s insane luck keeping him in the fight, but even that was too close for comfort. Jimmy’s autolaser spurs to life as beam fire sprays into the room, tagging one of the drones out of the sky immediately as he attempts to focus his fire on the disc.

It begins to take damage continuously as Jimmy hones in on the flyer, however its accompanying drones float to action, buzzing around the disc and begin to repair the damage. Shit!

You fire several blasts of laser fire from your scatterlaser at it, but only do minimal damage as the drones ignore it. It turns its attention to you and fires a barrage of plasma forcing you duck out of the line of fire to the side near a low console, opposite of where Burnout has hunkered down. Jimmy is keeps the disc suppressed, it’s shots going wild as it attempts to line a killing shot only for it’s aim to get spoiled but it’ll last as long as he still has charge in his weapons battery pack.

This nearly botched breach has been mitigated to the better but not completely desirable temporary stalemate. Your momentum screeching to a dead stop.

You need to do something about those drones before you can even think of damaging that disc. But what?

>Focus on the drones! Keep Jimmy Suppressing the disc.
>Have Jimmy switch his fire onto the drones, while you keep the disc busy.
>Order Burnout to keep running that fire!
>Use the AP Grenade! They're pretty clustered together!
>Other
>>
>>2336874
>>Use the AP Grenade! They're pretty clustered together!
But what about recovering their corpses? we can't do that if we throw an explosive...
>>
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>>2336879
>>
>>2336874
>>Use the AP Grenade! They're pretty clustered together!

Not going to last long in this position, got to take them out fast.
>>
>>2336874
>Use the AP Grenade! They're pretty clustered together!
>>
>>2336874
>Use the AP Grenade! They're pretty clustered together!
>>
>>2336874
>Use the AP Grenade! They're pretty clustered together!
>>
>>2336890
Restraint went out the window when ayys killed nearly half the boarding force.
>Use the AP Grenade! They're pretty clustered together!
We'll just make more corpses to research.
>>
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Rolled 19, 11 = 30 (2d20)

There’s no hesitation as you reach for the AP grenade. Burnout sees you preparing to throw it and begins to open fire with his Laser Strike Rifle, trying to give you as much support as he can. You look down at the grenade in your hands one last time, making sure it's not a flashbang. Confirming that, you prop yourself up into a crouching position and wind up for a throw.

“Fire in the hole!” You shout, pulling the pin and chucking the AP with everything you’ve got.

>Roll 1d20+1
>>
File: 2fast4u.gif (2.15 MB, 350x193)
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Rolled 4 + 1 (1d20 + 1)

>>2336929
ERE WE GO LADS
>>
>>2336874
>>Use the AP Grenade! They're pretty clustered together!
>>
>>2336929
>>
Rolled 11 + 1 (1d20 + 1)

>>2336929
>>
Rolled 1 + 1 (1d20 + 1)

>>2336929
>>
Rolled 12 (1d20)

>>2336936
>>
Rolled 15 + 1 (1d20 + 1)

>>2336929
>>
Rolled 2 + 1 (1d20 + 1)

>>2336929
>>
>>2336932
Oh fuck....
>>
>>2336939
This is why we don't lead!
>>
>>2336939
>MEC squad: Prologue
>>
>>2336939
Not sure if we should even be surprised at this point.
>>
The AP Grenade soars across the air. The disc sees this and instinctively attempts to curl up back into it’s disc form expecting the worst.

And then it goes wide.

The AP grenade flies right past the robots and instead lands behind another alien console. The AP Grenade detonates, sending it’s flechettes and other armor piercing metal fragmentation right into the alien computer and nothing else. The explosion is completely ineffective.

The disc immediately capitalizes on this unfurling out in a dreaded spin, preparing to launch another grenade right at you in retaliation. Your eyes go wide, fear surging through our body in like a train crashing through a wall as you see your life likely ending then and there like Babbler had. You brace for impact--

Only to feel yourself being yanked away hard. There’s utter confusion and pandemonium as the grenade detonates and you feel the impact from the explosive’s concussive force nearly black you out. You are continually yanked aside into cover back out the door you had breached as the disc and drones continue it’s steady almost lackadaisical approach. What the? You thought you were dead.

You look over to see Burnout slump down onto the floor beside you, back riddled with burns and shrapnel as the French Scout leans against the side of the door, panting heavily. Normally most people would fall over in pain but the Scout remains somewhat standing. He doesn’t look good.

“We… are now even.” Burnout mutters, with a pained groan.

“You have no idea how lucky you are, lad!” Jimmy shouts, slamming another battery pack and stepping out to continue to suppress fire. “The crazy bastard ran out to grab you! Fast as all hell!"

You look down at Burnout and then quickly at yourself. And realize you’re relatively unscathed in comparison to Burnout. There’s no time to think about that as the disc and it’s cohort continue to approach the exit!


>You need immediate backup from the others, now!
>Fall back!
>Stand your ground and try and take that thing out with Jimmy!
>Other
>>
>>2336987
>Fall back
>>
>>2336987
>>You need immediate backup from the others, now!
You need more people to defeat Disc and Friends
>>
>>2336987
>You need immediate backup from the others, now!
Disk needs to die
>>
>>2336987
>>You need immediate backup from the others, now!
>>
>>2336987
>You need immediate backup from the others, now!
>>
>>2337002
>>2336999
>>2336998
>>2336995

I still don't know why we split in the first place.
>>
>>2337011
Leading more people has a higher difficulty- not reccomendable for a mediocre leader like Dozer.
>>
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“We need backup now!” You shout into the comms as you duck back into cover. “Burnout’s been hit and we’ve pulled back, we’re losing ground!”

“We’re kinda busy here, sweetheart!” Loco’s reply is nearly drowned out by the plasma turret.

“...I have an idea!” Harita speaks up. “Hold the the disc in place for 10 seconds, just ten! Ten seconds!”

“Copy that, ten seconds!” You say, putting your faith in Harita as you prepare for what could be the longest ten seconds of your life. Possibly your last. As you get ready to step out into the line of fire, you feel Burnout grip your shoulder and stop you.

“Let me go.” Burnout says simply. “I can still run it’s overwatch.”
“No! Are you crazy!?” You say, baffled. “You’re staying right here!”

“Just trust me.” Burnout says again, looking at you dead in the eyes. You expect to see pain and likely desperation, instead… you see the calmest eyes you ever seen. It almost looks as if Burnout is completely and utterly serene. And utterly determined. It’s almost as if--...

>No means no! You’ll focus on standing your ground with Jimmy, it's better if he falls back.
>...Fine, go! You and Jimmy will cover Burnout.
>You’ll go instead! Tell Burnout and Jimmy to cover you!
>Other
>>
>>2337030
>No means no! You’ll focus on standing your ground with Jimmy, it's better if he falls back.
>>
>>2337030
>No means no! You’ll focus on standing your ground with Jimmy, it's better if he falls back
>>
>>2337030
>>...Fine, go! You and Jimmy will cover Burnout.
>>
>>2337030
>>You’ll go instead! Tell Burnout and Jimmy to cover you!

We need to take responsibility for this mess.
>>
>>2337030
>You’ll go instead! Tell Burnout and Jimmy to cover you!
>>
>>2337030
>>You’ll go instead! Tell Burnout and Jimmy to cover you!
>>
>>2337030
>>You’ll go instead! Tell Burnout and Jimmy to cover you!
serene means he's ready to die. None of that under our command.
>>
>>2337047
Agreed we already lost babbler. Better us than burnout.
>>
>>2337030
>>You’ll go instead! Tell Burnout and Jimmy to cover you!
>>
>>2337030
>No means no! You’ll focus on standing your ground with Jimmy, it's better if he falls back.
>>
>>2337030
>You’ll go instead! Tell Burnout and Jimmy to cover you!
>>
>>2337039
>>2337042
>>2337044
>>2337047
>>2337052
>>2337056
Running a cyberdisc's overwatch it is, writing!
>>
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Running into a cyberdisc's overwatch for the sake of the team. Just in case this is it, Its been an honor guys.
>>
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“The only thing you’ll be doing is covering me!” You say, pushing the Strike Rifle back into his hands as you adjust your ballcap and prepare to run. He looks at you and for the first time since you’ve known him you see his eyes widen in surprise before quietly nodding. No more words need to be said. You got Burnout and the others in this mess, and you’re getting them out yourself.

"Fookin' hell, you Strike-1's are alright in my book, even if each and every one of you are crazy motherfuckers!" Jimmy shouts through the disc's plasma fire, slamming another battery pack into his Autolaser. "I got you!"

Burnout's already in position to open fire, Strike-Rifle at the ready.

There’s no time to think about how hard your hands are shaking, no time to think about the odds that are stacked against you, none of that. All that matters is that you’re not going to let Burnout, Harita, or Sweet die under your wing. Even if that means facing death yourself.

That simple realization is enough to make your hands stop shaking and your resolve to strengthen. This is it. Not for your sake, but for theirs. With a battle hardened yell, you charge into the room right into the sights of the disc!

>Roll 1d20+4. Good Luck!
>>
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Rolled 16 + 4 (1d20 + 4)

>>2337084

Time to dive into the fireworks!
>>
Rolled 7 + 4 (1d20 + 4)

>>2337084
>>
Rolled 12 + 4 (1d20 + 4)

>>2337084
>>
Rolled 13 + 4 (1d20 + 4)

>>2337084
>>
Rolled 12 + 4 (1d20 + 4)

>>2337084
>>
>>2337071
We should take out a life insurance policy with Rachel as the beneficiary.
>>
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Rolled 5 (1d20)

>>2337086
...
>>
>>2337091
Maybe she can buy a new arm!
>>
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>>2337091
>>2337095
Maybe we can even get matching arms?
>>
>>2337097
https://www.nextnature.net/2016/06/prosthetic-arm-features-drone/
>>
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You charge out into the fray as the thing lays out a ruthless barrage of plasma fire, uncaring in its continuous burst. But you only focus on one thing and one thing only. Running. Running as fast as you possibly can. You speed across the room to the side, as sizzling hot plasma shoots around you. You feel an unprecedented and terrifying thrill as any tiny fumble or slip up would cost you your life as you charge.

Burnout and Jimmy lay down the suppressing fire, ruining the aim of seemingly single minded disc as best as they can. It’s helping, but really with you sprinting out in the open it could be token support at best. You dive for cover long enough to get ready to run again and you’re out. Dashing to the next bit of cover in the small room as the disc closes in on you. It wants you, it seems irritated that you’re still alive in a way.

You give the thing a run for its money.

You risk a glance over towards the other walkway, and see Harita strike. The woman somehow managing to descend from the rafter above right onto the sectoid emplacement. Most of the crew go down in a flurry of blade strikes, but instead of striking down the gunner. Harita instead grapples the thing. It screeches wildly as Harita spins the mounted turret to the side as the turret fire’s wildly about-- adjusting it’s aim right at the center mess of the disc and it’s cohorts.

The turret’s plasma tears into the robots, cutting down several of the drones immediately in the crossfire and damaging the disc with concentrated blazing hot green death. The other troopers capitalize on the opening as well as everyone focuses everything they have on the disc. Beam and Plasma fire honed in at the thing.

It attempts to retract back into its shell but it’s simply too late as the concentrated fire finally manages to take it down, It shudders in the air before exploding and collapsing down onto the metal floor in a brilliant explosion. The drones are promptly made short work of after that.

You stand there, panting, your lungs and legs on fire from the exertion as you stare at the burnt wreckage of the alien disc. You just danced with death and survived, again.

There’s only a moment of blissful relief and then you and the rest of squad move, securing the area and taking positions. You bark out what orders you can through exhausted breaths, the toll of the long battle and your death race with the disc all starting to pile up. Sweet’s already administering aid with one of his Medikits to Burnout as Harita executes the sectoid gunner. Jimmy walks over and pats you on the shoulder.

“Well done, lad. We cleared one room! One down and however many more to go.” Jimmy says giving you an approving look before taking a moment to remove his beret and wipe the sweat from his brow.

You and the others still have the rest of a Battleship to go.

(Continued…)
>>
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>>2337138

>...And with that, this WOULD be where I’d normally stop for the night. But not really. Given /qst/’s… activity levels and how long this mission has been going, I'll continue to do updates on this thread until Gangplank is over. I will post as often as I can when I can so be sure to check this thread often. I’m not sure how consistent it will be but I’ll try to get at least one or two posts done a day, hopefully. So until the next UPDATE…

Thanks for playing!
>>
>>2337140
Thanks for running!
I'm available for the next several hours to make horrible decisions.
>>
>>2337140
Rad. Could we get a prompt to discuss while you're gone?
>>
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>>2337097
>Prosthetic arms
>Not pic related
You gotta punch the Ayy anon, punch it well.
>>
>>2337209
Being turned into Robocop can be traumatizing. Being the ONLY MEC trooper can be very depressing as well. Add to that thst X-com has no known psychologist or psychiatrist on staff...
>>
>>2337248
>X-com has no known psychologist or psychiatrist
You mean the Commander isn't known?
>>
>>2337249
cookies only go so far
>>
>>2337252
We just haven't been traumatized enough yet to see the whole of her arsenal.
>>
>>2337255
canadian pancakes?
>>
>>2337257
I was thinking about warm cocoa, but those are possible as well.
>>
>>2337258
I'd rather share shots of vodka with another blonde
>>
>>2337262
Your impression of Russians really does consist of stereotypes, huh.
>>
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>>2337279
>>
>>2337249
>You mean the Commander isn't known?
Commander is not available to troopers unless she chooses to. She also is swamped with more pressing duties.
>>
>>2337248
To be fair, it's implied that you still have your human bits (save for your limbs) when you get turned into a M.E.C. trooper. You also have your memories intact as well. It'd be a hella lot less depressing than robocop.
>>
>>2337316
I'd still rather not be turned into a human nugget
>>
>>2337346
>you will never cuddle a nugget to keep her warm at night
>>
>>2337346
Yeah, X-coms "full biological or full nugget" approach bothers me. Are there any game mods where you can have prosthetics only ?
>>
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>>2335587
>>2337140
Okay so let me get this straight:

>Shitty plan + Shitty roll = Maimings of 2 female squadmembers, but survive

>Spending a crit to even get a chance at saving + Pretty good roll = Less developed squadmember death

>Shitty roll in a bad situation for MC = MC unscathed and more developed squadmember getting slightly injured.

A tad inconsistent. Man Babbler just did not have the plot armor of everyone else did he? You needed someone to die for drama and he was first on the chopping block. You can't kill Harita, she's a girl + waifu for some. You can't kill Burnout cause people like him and he is more developed. Rook needed to freak out and Sweet is the medic (and probably next if someone needs to die).

So I get why he was chosen, but did you really have to make it THAT obvious this was just a drama kill? Making us spend a crit to improve a 0% chance to a 10% chance was a bit excessive in the 'This guy is dying, fuck you' way.
>>
>>2338067
It depends on their roll and the context.
The girls got hurt shooting a rocket at chrysalids, which are less dangerous than a cyber disk, like babbler was.
>>
>>2338121
>It depends on their roll and the context.

No it doesnt.

You know it doesnt.

Or maybe you don't.

Look, I'm a QM. It depends on who the QM wants to keep around pretty much entirely with things like roll and context used more as excuses and justifications than actual reasons.
>>
>>2338179
Well obviously its ultimately up to the QM.
But Pixel rolls for our allies and enemies in the thread, and crafts the narrative accordingly.
So it is contextual. Us failing, our allies failing and our enemies succeeding will result in a worse result than if we failed, our allies succeed, and our enemies fail.
So comparing 2 situations is rather pointless because they are unlikely to be the same.
>>
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>>2338121
Context and outcomes change based on QM whim. Specially after the roll is cast. Schrodingers outcome. Until it's on the page anything can happen.

For instance Rachel and Naru could have been mauled to death by the chrysalids and that would have been perfectly in line with the critfail + shitty plan. There are many ways Pixel could have wrote that result and he chose one that maimed, but kept the girls alive.

And that's fine. Until you compare it to Babbler's death. No agency, no bad player decisions led to this, it just happened. The small bit of agency we did have with the crit spend was barely anything since a 17 wasn't enough. Also did you notice that there was no opposing roll? The disk was not bound by the rules of it's allies or us. That's because there was a good chance it would have rolled low and Babbler would have survived and that wasn't the plan.

I'm not saying don't kill people off for drama, I'm saying be way more subtle about it and if the dice don't go in your murderboner's favor than put it on hold. Cause right now it feels like Babbler was just a redshirt from Star Trek meant to show you how serious this is.
>>
>>2338208
>So it is contextual.

No its not. It is made complex and obfuscated (generally so it doesn't get called out a la >>2338067 ) so it can be waved off as contextual but in reality what it is is a fairly narrow story line crafted so certain plot important characters do stuff with maybe a bit of wiggle room (like being made a MEC or not) and less plot important characters can (or will as seems to be the case) be killed off to suit the story.

I don't even take issue with Pixel doing it. I take issue with him doing it /poorly/.
>>
>>2338217
>>2338233
It seems to me you both insist Pixel did it because that's what YOU would've done in his place.
>>
>>2338302
Are you just a sycophant or blind?
>>
>>2338302
I would have actually let you save Scottish red shirt man with the 17 and suffered the slings and arrows of a reputation for not killing anybody off.

Although I have a hard time killing off women in my quests so i probably would have let the waifubait survive too
>>
>>2338302
While I enjoy this quest quite a bit I also felt that Babbler's death was very forced considering a 17 is about as good a roll as you can possibly get.
>>
>>2338357
Sometimes a 17 isnt good enough. I'm just grateful botching that AP grenade didnt cause friendly fire, and that Burnout is still alive.

This alien ship is a slaughterhouse and Strike 1 has come off much better than the other squads until now.
>>
>>2338217
>now it feels like Babbler was just a redshirt from Star Trek meant to show you how serious this is.
Untrue, as the other squads decimation serverd that role (i.e. showing how bad things really are).

Play a xcom mission with multiple cyberdiscs and no Rocketeer/Engineer, and tell me you get 0 casualties everytime. Not taking Loki has onsequences, and now we see them.
>>
>>2338414
>Sometimes a 17 isnt good enough. I'm just grateful botching that AP grenade didnt cause friendly fire, and that Burnout is still alive.

>A critfail against the same type of enemy has less consequences than a spent crit and high roll. The only thing that changed is who was the target.

You're only proving my point here.

>Untrue, as the other squads decimation serverd that role (i.e. showing how bad things really are).

But it doesn't hit home til someone you know personally dies. Pixel could kill hundreds of Strike teams but the it doesn't mean anything to the players if their personal team is unscathed.

>Play a xcom mission with multiple cyberdiscs and no Rocketeer/Engineer, and tell me you get 0 casualties everytime.

Honestly not that hard. Specially XCOM 1. Overwatch bound baby.
>>
>>2338486
>but the it doesn't mean anything to the players if their personal team is unscathed.
Depends on your level of empathy, and thus your perspective. I can care about those not personally involved.
>>
>>2338584
These are still sound arguments but I think this is starting to derail the thread.
>>
>>2338584
>Depends on your level of empathy, and thus your perspective. I can care about those not personally involved.

Evidently Pixel didn't think it was enough.

>>2338601
Better to have some discussion instead of dead silence or waifuposting no?
>>
>>2338635
Arguably, and I more or less agree with your points but I think it's been made more or less politely clear that some of us are dissatisfied with how Babbler died and at this point it's just beating a dead horse.
>>
>>2337372
>implying that PTSD won't make the squad huddle around their nugget of a M.E.C. trooper at night because they got conditioned by One for All
>>
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“You know, you’ve got a lot more moves up your sleeve than I thought, Ranger.” Loco comments to Harita, walking around the slaughtered Sectoid turret crew with a look of approval. “I always guessed the only trick you had was your sword. I guess not, haha!”

“Er, thank you.” Harita says awkwardly, shirking away from Loco as she kneels down to inspect one of the carved up corpses with a rather odd look in her eyes. Harita quickly makes her way over to the rest of the squad, who are still collecting themselves.

“Y’know, I have no idea how you’re still even standing. You’re one tough son of a bitch, Burnout.” Sweet compliments as removes a particularly large shard of shrapnel from Burnout’s back, patching it up with a liberal usage of a Medikit.

Burnout of course continues to be calm about the whole thing, the only thing betraying his actual state is the slight hunch in his posture and his uneasy breathing. He may be the calmest of your entire squad but that doesn’t mean he’s completely indifferent to even pain. You turn away, noticing Jimmy approach you.

“Motion Scanner’s not picking any movement in the next room. Good news, eh?” Jimmy says, interrupting your thoughts. The Gunner had borrowed Burnout’s motion scanner for a bit, volunteering to do some recon while the Scout was being treated. You nod a bit absently and turn to look back at Burnout, who's just about finished being treated.

What are you going to do about Burnout? He’s combat ready thanks to the Medikit sure, but… You recall that look in the Scout’s eyes when the disc was bearing down on the both of you, and utter look of peace and--

“Oi.” Jimmy catches your attention again. “No shame in asking for a bit of help, yeah? Nothing wrong with a second opinion.”

“Fair. What do you think about Burnout?” You ask him, after all he’s a proper SL himself. A part of you considers simply having him take command, after all he’s qualified for it. But he was pretty insistent you lead given most of the team is Strike-1, something about squad cohesion. He strokes his mustache, regarding Burnout.

“On a normal mission I would have sit him out, but since this whole op’s gone pretty tits up there’s merit in keeping him in play. Medikit’s made him off pretty well and knowing what’s up ahead would be a life saver. There’s that, or swapping him out for one of the other guys uptop. I can vouch for Q-Tip, my Engineer. Dunno about the Assault but he’s got a shotgun..” Jimmy replies, before patting you on the shoulder. “Course with that you’d gotta break the news to Burnout, eh? I always hate doing that.

Burnout would likely not be happy at being benched… but he doesn’t have to like it. What would Rook do in this situation?

>Keep Burnout in the Squad, the Medikit’s patched him and you need that recon.
>Swap Burnout out for the Engineer or Assault, it’s better to be safe. (Specify who.)
>Other
>>
>>2340670
>Swap Burnout out for the Engineer, it’s better to be safe.
>>
>>2340670
>Swap Burnout out for the Engineer
>>
>>2340670
>Swap Burnout out for the Engineer, it’s better to be safe.
>>
>>2340670
>>Swap Burnout out for the Engineer, it’s better to be safe.
>>
>>2340670
>>Swap Burnout out for the Engineer it’s better to be safe. Make a mental note to debrief him after the mission about what the hell was going on with him.
>>
>>2340989
Yeah this. Better that someone in charge be aware that he might be doing a suicidal.
>>
>>2340670
>>Swap Burnout out for the Engineer
>>
>>2340670
>Other
ask Burnout
>>
Right, the decision is a pretty simple one to you. You explain it to Jimmy and the Gunner begins to call it in. Leaving Jimmy be you head over to the rest of the squad. Best to get it over with sooner rather than later. Harita has joined up Burnout and Sweet the three of them conversing to each other.

“How did you figure out how to get that turret working before it blew up into fragments anyways, Ranger?” Sweet asks as he puts the finishing touches to his treatment of Burnout. He idly chucks the spent Medikit canister onto the floor. The recovery team can pick it up later if -- no -- when XCOM secures the ship.

“I just redirected the alien to shoot for me. That’s all.” Harita explains somewhat sheepishly.

“That’s all? Hell, that’s some good thinking on the spot there. Try and give yourself a bit more credit there. Definitely wouldn’t want to be on the receiving end of that.” Sweet chuckles, Burnout nodding in agreement as he lets out a ring of smoke. The smoke ring hangs lazily in the air in-front of you, which catches Burnout’s attention.

“Dozer.” Burnout nods to you.

“How are you doing?” You ask, wanting make sure that he can head back by himself or if he needs someone to help him before breaking the news.

“Fine.” Burnout says, motioning to the Strike Rifle in his hands. He can keep fighting. You hold back from frowning at that, thinking of the possible usefulness of his skills, but you had already made the call.

“That’s good, but I’m going to need you to head back to the rendezvous point topside. You’re hurt and I don’t want to risk more injuries.” You say bluntly, no need to sugar coat it with Burnout. After all he would have been keen enough to call you out anyways.

Burnout closes his eyes at that, quietly sighing. At first you think of him reacting in disapproval and you prepare to hold your stance on the matter, but instead Burnout opens his eyes and gives you a nod of resigned acceptance. Everyone here knows how demoralizing being benched is, but you need to stand firm with your choice. He’s your responsibility until either the mission ends or Rook calms down, after all. Sweet looks at you with approval of your call while Harita is sympathetic to Burnout but is also in agreement. The Assault places a hand on his shoulder in reassurance. Without a hint of pain the Scout begins to make his leave.

“Good luck.” Burnout says, exiting the room. You make a mental note to speak with him sometime about his mental state and what happened before after the operation.

(Part 1 / 2)
>>
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As Burnout leaves, Strike-6’s Engineer, Q-Tip, walks past him and enters the room. He salutes you.

“Reporting for duty, sir.” He greets, his voice is muffled by the gasmask he’s wearing but you can tell he's American. At first you think it’s because it might be to try deal with the green fog found in missions. But it hasn’t been proven to be effective. Preference maybe? A bit odd.

Loco glances over at the new trooper in the room, looking him over for a moment before shaking her head.

Boring.” She mutters to herself in Spanish in a dismissive tone. You understand her thanks to working against the drug cartels before XCOM. Being part of the drug war meant it was worth picking up a few words or two in spanish.

You shake your head and focus on giving a quick sitrep to the Engineer, which he listens to attentively. As he listens to you seem him look over to the X4 change you have on your kit.

“Why do you have that?” Q-Tip asks after you finish.

You explain.

“Ah, I see.” Q-Tip’s muffled voice agrees. “It was a good choice on that Engineer’s part. Can I hold onto that, sir? I should be able to effectively prep that charge wherever you need it.”
You look down at your the X4 charge on your person. You can probably be pretty damn creative with it if you saw an opportunity and you were trained enough to know how to arm it yourself, but Q-Tip is an actual Engineer.

>Hold onto the explosive yourself. You’ll find something to do with it.
>Give it it to Q-Tip. He’s more qualified.
>Other.
>>
>>2344874
>Give it it to Q-Tip. He’s more qualified.
>>
>>2344874
>>Give it it to Q-Tip. He’s more qualified.
>>
>>2344874
>Give it it to Q-Tip. He’s more qualified.
>>
>>2344874
>>Give it it to Q-Tip. He’s more qualified.
>>
>>2344874
>Give it it to Q-Tip. He’s more qualified.
>>
>>2344874
>>Give it it to Q-Tip. He’s more qualified.
>>
>>2344874
>Give it it to Q-Tip. He’s more qualified.
>>
>>2344874
>Give it it to Q-Tip. He’s more qualified.
>>
As tempting as it is to keep a little surprise on your person for whatever number of aliens lurking below, your scatterlaser would likely be more than enough. You hope. Removing the X4 charge from your belt, you hand over the dangerous overtly shaped explosive over to Q-Tip. He can handle it.

“Alright, let’s move out.” You call out.

Your team regroups up and your group begins to make their way deeper into the UFO. This is always the worst and you feel the most dangerous part of a sweep. It isn’t the initial action that gets you, if you play your cards right you usually get the drop on the defenders, it’s when the remaining ones deeper in the facility hole up in defensible positions and you have to clear it. That’s where the real threat is. You’ve dealt with and have read up on many many different scenarios like this. Even an alien UFO follows the same methodical sweeping and clearing of every inch twice over. One slight lapse in focus meaning a dead squad.

Oddly enough, this is the perfect scenario that would fit for you as squad leader. Each man and woman in XCOM are extremely experienced in their own right, but that doesn’t mean SWAT such as yourself don't have your own place to shine. The question remains the plan of attack for securing the lower decks. You don’t have Rachel or her shield for a consistent safe entry, nor do you have the ability to make new entryways into rooms barring your only X4 charge. Hell, you can’t even kick open doors the old fashioned way, the damn things are glowy white forcefield things. Collectively, your squad only has one battlescanner, a motion tracker with rapidly a draining battery, and the handful of flashbangs from among the squad left.

The more kit you use the faster you’ll clear the UFO but will leave the team less options in a firefight and vice versa. The ever present tense balancing act. How much of the squad’s kit should spent as you advance?

>Minimal expenditure at a slow pace. You’ll be safe and prepared but it will be agonizingly slow, does the squad have the time?
>Moderate expenditure at a steady pace. Keep it nice and steady, you’ll have the minimum readiness to deal with things but it can’t go pear shaped in heavily in either direction.
>All in and at high speed. Sure you’ll blow through your utility fast, but a murderous momentum might turn the tide.
>>
>>2346434
>Minimal expenditure at a slow pace. You’ll be safe and prepared but it will be agonizingly slow, does the squad have the time?
Way I see it, the aliens haven't been bombarding the city and we're above China right now at what is iirc a fairly slow pace. I think we have time to take things slow.
>>
>>2346434
>Minimal expenditure at a slow pace. You’ll be safe and prepared but it will be agonizingly slow, does the squad have the time?
>>
>>2346434
>>Minimal expenditure at a slow pace. You’ll be safe and prepared but it will be agonizingly slow, does the squad have the time?
>>
>>2346434
>>Minimal expenditure at a slow pace. You’ll be safe and prepared but it will be agonizingly slow, does the squad have the time?
>>
>>2346434
>Moderate expenditure at a steady pace. Keep it nice and steady, you’ll have the minimum readiness to deal with things but it can’t go pear shaped in heavily in either direction.
>>
>>2346434
>>Moderate expenditure at a steady pace. Keep it nice and steady, you’ll have the minimum readiness to deal with things but it can’t go pear shaped in heavily in either direction.
>>
>>2346434
>>Moderate expenditure at a steady pace. Keep it nice and steady, you’ll have the minimum readiness to deal with things but it can’t go pear shaped in heavily in either direction.
>>
>>2346434
>Minimal expenditure at a slow pace. You’ll be safe and prepared but it will be agonizingly slow, does the squad have the time?
>>
>>2346434
>Moderate expenditure at a steady pace. Keep it nice and steady, you’ll have the minimum readiness to deal with things but it can’t go pear shaped in heavily in either direction.
>>
>>2346434
>>Moderate expenditure at a steady pace. Keep it nice and steady, you’ll have the minimum readiness to deal with things but it can’t go pear shaped in heavily in either direction.
Not too slow not to quick
>>
>>2346434
>>Moderate expenditure at a steady pace. Keep it nice and steady, you’ll have the minimum readiness to deal with things but it can’t go pear shaped in heavily in either direction.
>>
(Phoneposting begins, I doubt the speed of my connection will be fantastic and I wont be using images much but i'll try my best!)

You decide advancing at a steady pace is the trick to securing this UFO. It was utter hell for everyone in securing the top deck, but down here here you and the rest of the squad have some amount of control in advancing.

As you and your team make your way deeper into the maze of rooms and corridors, the sense of scale and the uncanny design of the ship is enough to put you on edge as much as the threat of aliens. The smoothness of the rooms and hallways coupled by the strange hums of the machines and consoles and their designs adds to the tense atmosphere of the place. Seeing how easily the aliens outclass humanity in the tech in this UFO alone makes you wonder why they haven't conquered Earth yet... You also dont really get why the aliens love purple so much.

The squads expends precious gear with each room, the supplies dwindling rapidly. A flash here, a use of the tracker there, etc. This doesn't help put you at ease as the contact you find in each room, is completely barren. No ambushes, no traps, no activity whatsoever.

"Where the hell are they?" Loco grunts, starting to get impatient after clearing another empty room.

"Focus." Jimmy replies. "The buggers are in here somewhere."

"And if they're not?" Loco hisses, but you hold a hand up, shutting the infantry up immediately. Another doorway.

Your team moves into position, and your instincts immediately say something is off about the room. The hallway leading too it had been rearranged with alien cargo, seemingly placed in a way to provide cover. You can practically feel there's something behind the door. Taking one of your precious few flashbangs in hand, you prepare to breach. Harita gives you a quiet nod, placing herself on the opposite side of the door. The others ready up.

"Flash out!" You exclaim, opening the glowing door and tossing the grenade in. The bang and accompanying flash goes off and both you and Harita move into the room in unison, sweeping in with the squad covering.

These few seconds are the deadliest!

>Roll 1d20
>>
Rolled 9 (1d20)

>>2347494
>>
Rolled 9 (1d20)

>>2347494
>>
Rolled 19 (1d20)

>>2347494
>>
>>2347512
Nice.
>>
Shoot, was almost done with this post but I gotta drive will post soon!
>>
You feel it the moment you enter into the room, no, smell it. That horrible stench that you had unfortunately become accustomed to. The smell of Thin Man acid. That sense of danger you felt outside was smelling some of the lingering traces of the disgusting black gas in the hallway. Of course it had to be those aliens. The room is murky and hazy in that black substance and the things could be hidden in the acid cloud.

You stop yourself from almost diving headfirst into the substance and quickly pull back Harits before she can herself. You already feel slightly nauseous standing near the cloud. Harita is taken aback nearly having dove head first into the cloud itself.

"Get back! Thin Men!" You shout quickly retreating out the room with Harita from the acid and the aliens aim. The flash seeming to have disorientated them from firing

"Finally!" Loco says with glee, peeking out with her rifle ready to provide overwatch and covering fire with Jimmy.

Stacking back on the other side of the door, Harita gives you a look of thanks over not being subjected to acid. You wait for the exchange of plasma and beam fire. Tense seconds pass but theres nothing yet again.

"The hell?" Sweet mutters, his large muscles tensed and ready for action.

"See anything?" You say to Loco and Jimmy.

"Nothing but the cloud! I think I see shapes on the ground." Jimmy replies back, weapon still trained into the doorway and scanning the room. "I think theyre dead!"

"How? It could be clear... or a trap." Harita says.

"Sir, requesting to frag the room." Q-tip asks, holding up a HE grenade. It would be a safe and destructive bet, but something about still seems very off. Maybe holding back and investigating further is a better play?

>Frag the room.
>Carefully investigate further.
>Other.
>>
>>2347750
>>Carefully investigate further.
>Aliens do not friendly fire and do not suicide. Keep that thing primed but we're investigating first.
>>
>>2347750
>Carefully investigate further.
>Aliens do not friendly fire and do not suicide. Keep that thing primed but we're investigating first.
>>
>>2347750

>Frag the room.
>>
>>2347750
>>>Carefully investigate further.
>>Aliens do not friendly fire and do not suicide. Keep that thing primed but we're investigating first.
>>
>>2347766
>>>Carefully investigate further.
>>Aliens do not friendly fire and do not suicide. Keep that thing primed but we're investigating first.
>>
>>2347750
>>2347766
Supporting
>>
>>2347750
>>Carefully investigate further.
>>
>>2347750
>Carefully investigate further.
Knowledge is half the battle.
The other half is obscene amounts of violence against ayys umu.
>>
>>2347750
>Carefully investigate further.
>>
>>2347750
>Carefully investigate further.
The acid clouds should disperse soon.
>>
>>2347750
>Other: Qtip has a gas mask, let him investigate and provide overwatch for him

>>Aliens do not friendly fire
Unless there are two gangs,or interracial tensions that somehow reached a boiling point here.
>>
>>2348622
To be fair, this isn't the green fog, it's the Hinman family secret recipe for toxic gas
>>
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“Lower that grenade, we won’t be needing it. We're going to find out what happened in there.” You say to Q-Tip and the rest of the squad, looking back over to the open doorway inky room within.

You keep the others at bay for another minute or so, listening and waiting for any signs of movement or alien activity. The cloud begins finally begins to dissipate, albeit slowly.. Loco coughs, cursing quietly in spanish as some of it wafts out into the hallway. You continue to wait, keeping the squad at bay. Once you feel comfortable enough that there is nothing you motion for the team to enter. Inside you find strewn about in the room are three dead Thin Men, the room itself being a storage area. Ye

“Huh, well that’s something.” Q-Tip aptly summarizes, scratching his head.

Loco walks over, her weapon trained at one of the dead elongated doppelgangers. She pokes it with her laser rifle. She lets out another frustrated groan as the thing doesn’t even twitch. They’re definitely dead. The question is, what the hell happened?

“No beam marks or plasma burns and judging by the acid clouds, they died pretty recently.” Sweet comments, frowning as the medic attempts to assess the alien’s mysterious deaths.

“Just called it in, HQ confirmed no other Strike Teams made it this far in, none of ours got them. Maybe there’s something left behind, yeah?”” Jimmy adds, lowering his hand from his headset.

A dozen questions linger in your mind on what could be behind this. A part of you wants to take a look around, as this new unknown variable is another thing you have to worry about. Any information on what happened here might make a huge difference. Before you can consider it further, you feel yourself being lurched forward as the UFO begins to move.

“Oh no.” Harita says, looking about the room with unease.

“Heads up, Strike Teams. We’ve got confirmation that the the Battleship is starting to move. We need that Battleship secured as soon as possible. The transponder’s still hampering the UFO’s systems but it won’t last forever. I repeat, your window of escape is closing.” Central reports to you all over the comms.

A sense of dread begins to grow. You look between the dead Thin Men and door. The team wait anxiously for your call.

>We need to quickly find out what the hell happened here. We’re missing something that could very well save our lives.
>There’s no time to play detective, we need to shut down this Battleship ASAP!
>Other
>>
>>2348632
>We need to quickly find out what the hell happened here. We’re missing something that could very well save our lives.
>>
>>2348632
>>We need to quickly find out what the hell happened here. We’re missing something that could very well save our lives.
>>
>>2348632
>We need to quickly find out what the hell happened here. We’re missing something that could very well save our lives.
>But don't spend more than two minutes on it.
>>
>>2348632
>There’s no time to play detective, we need to shut down this Battleship ASAP!
>>
>>2348632
>>We need to quickly find out what the hell happened here. We’re missing something that could very well save our lives.
Look for distinctive markings like those on the sectoids up top or even better, completely different markings.
>>
>>2348640
Supporting.
>>
>>2348632
>We need to quickly find out what the hell happened here. We’re missing something that could very well save our lives.
So this is a ship of a renegade faction, and the main faction is retaking the ship and flying it back, yeah?
>>
>>2348640
>>We need to quickly find out what the hell happened here. We’re missing something that could very well save our lives.>But don't spend more than two minutes on it.
Seconding as is.
>>
>>2348640
seconding, make sure not to spend too much time here
>>
>>2348632
>We need to quickly find out what the hell happened here. We’re missing something that could very well save our lives.
>>
>>2348640
This
>>
>>2348632
>There’s no time to play detective, we need to shut down this Battleship ASAP!
>>
>>2349498
Will the stuff that the Thin Men have automatically be recovered if we succeed or is a quick pat-down of the bodies in order ?
>>
>>2350602
The "stuff" is just weapon fragments.
>>
>>2348632
>We need to quickly find out what the hell happened here. We’re missing something that could very well save our lives.
>But don't spend more than two minutes on it.

The Mutons onboard are probably acting up.
>>
>>2350648
Maybe there was a Muton-y
>>
>>2350667
>CARLOS
>>2348632
Also supporting >>2348640
>>
>>2348632
>There’s no time to play detective, we need to shut down this Battleship ASAP!
>>
“Loco, and Jimmy will cover the hallway, while the rest of you are going to help me find out what happened here. We’re staying here for two minutes, I want answers in thirty!” You say, motioning your team to move quickly and not waste any time. There’s something going on here, and you’re going to get to the bottom of it.

“Shouldn’t we led the Dr. Vahlen figure this stuff out?” Q-Tip tilts his head.

“You heard the man, he wants answers stop asking questions.” Sweet says, nudging Q-Tip forward. The masked Engineer complies, approaching the now mostly dissipated acid cloud.

“Good thing I didn’t blow up the room…” Q-Tip murmurs, poking one of the dead Thin Men with his phaser rifle.

You and the rest of the squad begin to toss and examine the room itself, attempting to find clues in the short timeframe you alloted, coughing and wincing at the remnant fumes of acid smoke but otherwise remaining unphased and focused on the search. You kneel down beside one of the dead Thin Men, it’s body lying face down onto the metal floor. With a grunt, you flip it over onto it’s back. It’s elongated limbs make it a bit of an issue at first, but once you manage to roll it over you are surprised by what you find.

The alien is fortunately not playing dead as you remark on it’s trademark ‘hippie’ sunglasses cracked on the side behind it, it’s hateful reptilian eyes glazed over. A pool of ichor-like yellow blood pooled around it. Looking down at it’s torso however you see how it managed to bleed everywhere. There’s a tight circle of holes embedded into it’s just, bullet holes. You blink, staring at it. You look over to the other two corpses which your squad examine and they find the same thing.

Ballistic weapons had taken these things down? Whoever the shooters were, they were extremely good shots judging by the tight spread of bullet wounds on each of the bodies, not even counting the fact that the Thin Men were unnaturally fast to begin with. These guys were good.

“Was it in-fighting perhaps?” Harita ponders, noting the Thin Men look wholly unremarkable in comparison to the other aliens and their unique choice of aesthetics.

“Unless the aliens decided to use our pea shooters instead of their fancy plasma guns for the heck of it, I doubt it.” Sweet says, shaking his head.

“No bullet casings on the floor either.” You add glancing around the room, frowning. “The mystery men either picked it all up or were using caseless rounds. Whoever they were, they didn’t want to make themselves known.”

“Uhh guys? Most of the boxes are empty.” Q-Tip speaks up. You stand up and move over to Q-Tip. You and the others were so focused at first on the bodies you didn’t look around at the rest of the room. The storage boxes appeared to have been pried open, their contents removed. You look back over to the Thin Men corpses and also realize all the weapon fragments are missing as well.

This whole mission just keeps getting more and more complicated.

(Part 1 / 2).
>>
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Before you can consider what else to say, you look over to see Jimmy duck back into the room in a crouch, a rather impressive feat of nimbleness given the large autolaser he has. His posture makes everyone else in the room go into a ready state.

“Company down the hallway across a ways, a whole small parade of ‘em. Don’t see us yet.” Jimmy says quietly. You and the others decide to leave the mystery here for now. You all slip back out of the storage room and leave the corpses where they are. Outside, you and the others catch the tail end of a patrolling squad of aliens. Part of the group are a small gaggle of sectoids , but there are several aliens which are completely new to you.

Their large powerful bodies sport thick mostly green armor and they wield rifle-sized plasma weapons, the largest you’ve seen yet. The armor is painted heavily besides the underlayer of green, the designs reminding you of tribal warrior paintings. The head is the only part of their body that’s exposed with what looks like a breathing mask of some kind.

“I think those are the front-line aliens Strike-2 met.” Jimmy whispers.

“Finally, a real challenge.” Loco says, a murderous smile written on her face. You have no idea why the Commander recruited her into XCOM.

The armored aliens are clearly the leaders, as they kick and move the sectoid’s forward and boss them around. It looks like they’re in a hurry. One of the sectoid’s lags behind, which infuriates one of the new aliens who grabs the little gray and tosses it down your hallway with frustration. The sectoid screeches in pain and tumbles to the ground in the middle of the hallway, letting out a whimper. The armored alien huffs in disinterest, yellow gas emitting out from it’s rebreather as it turns away and moves the rest of the alien pod stomping ahead the way you came. The sectoid lays there for a moment, dazed, before painfully hobbling to rejoin the group.

“I almost feel sorry for it.” Harita murmurs. “But at least we know the hierarchy. Could they be the leaders of the aliens?

“Whatever the case, it looks like they got tired of waiting around.” Sweet says, leveling his beam weapon at the ready.

It looks like a prime candidate for an ambush, you and your squad have the advantage. However, the direction they came from could be perhaps where the rest of the aliens are. If you could sneak past them and disable the ship ahead of time, you and the rest of XCOM could make short work of the disorientated and disorganized aliens...

>Ambush the alien patrol. Give them a taste of their own medicine.
>Sneak past the way they came. The objective should take priority.
>Other.
>>
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>>2352205
(and of course I didn't save the image in a decent resolution and it's not spoilered, whoops!)
>>
>>2352205
>Sneak past the way they came. The objective should take priority.
Can we lay charges to mask out escape?
>>
>>2352205
>>Sneak past the way they came. The objective should take priority.
>>
>>2352205
>Sneak past the way they came. The objective should take priority.
>>
>>2352253
Sure, but you only have one X4 charge!
>>
>>2352205
>>Sneak past the way they came. The objective should take priority.
>>
>>2352276
Ffffffffffffffffffuck
>>
>>2352205
>Sneak past the way they came. The objective should take priority.
>>
>>2352205
>Ambush the alien patrol. Give them a taste of their own medicine.
If we go for the objective, they're just going to turn around and ambush us on the way out.
>>
>>2352205
>Ambush the alien patrol. Give them a taste of their own medicine.
>>
>>2352253
>>2352265
>>2352273
>>2352276
>>2352285
>>2352312
Sneaking past it is, writing!
>>
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Without saying a word, you gesture and motion for the team to slip past the patrol and go down the way they had came. Pointing to Harita, you assign her to lead the way for the squad. Her innate expertise in stealth and concealment makes her the perfect candidate to scout ahead and give the green light for the team to advance.

There’s only a quiet groan from Loco that denotes disapproval, the rest of the squad is in agreement.

With a nod, Harita slinks ahead and you and your team follow. You’ve never really got the opportunity to pay much attention to your fellow Assault, but you can’t help but feel impressed at her expertise in stealth. Even in combat armor and equipped with glowing beam weapons the Nepalese woman makes her presence scarce. Each and every moment is deliberate and calculated yet is quick enough to not be too slow. You consider taking a few pointers from her some time after the mission.

You and the others have a bit of trouble keeping up but manage to not make too much noise as you traverse the ship. Going down on one more deck, the hallways and passageways start to open up into larger rooms. Approaching one of the open doorways, Harita takes a peek and then holds a hand up. A signal for contact. The team tenses, weapons at the ready as you move your way up beside her. With a silent tap on her shoulder, Harita gives you a look to be very careful and very quiet before moving back. Taking a breath, you slowly peer into the room..

What you see appears to be the bridge or command room. The myriad of consoles, monitors, and displays helping to give it away. You immediately see the last power conduit in the center of the bridge, most of the floor itself is transparent, allowing you to see the last power generator spinning below. Your target.

Unfortunately, the bridge is not unmanned and populated with alien crew. Sectoids huddle around consoles, noting these look more like the mundane variants without the war paint and more importantly without their wrist weapons. They are very terrified. The greys are not alone however, as not one but two outsiders prowl around, the pilots of the UFO, they’re unfortunately armed.

Last but certainly not least, you see who you can only assume is the captain of the Battleship. Clad in red and gold armor, the rather imposing alien sits on a large chair at the center of the bridge, close to the power conduit. Leaning against the captain's command chair is a rather large two handed hammer and accompanying heavy plasma weapon. It's attended by another green armored subordinate, perhaps it’s second in command. The captain berates the other armored alien growling in guttural noises in it's language. It looks like whatever the captain's plan that it had in mind did not come true. That's good at the very least. You do a quick headcount before ducking back out of sight; The captain, his assistant, the pair of outsiders, and the five unarmed sectoid crew. That’s a lot of aliens.

(Part 1 / 2)
>>
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You consider the plan of attack, knowing the objective is right there. You look over your squad and see how eager they are to finish the mission and get revenge for the losses in the battle. You can’t help but feel fired up as they are, the end seemingly close at hand. You look over to Q-Tip, and more importantly the X4 charge on his person.

A few plans come to mind but the question is, which one?

>Have Q-Tip satchel the conduit with the X4 and do as much damage to the bridge and its occupants. Sorry Vahlen.
>Breach and secure the room, but have Q-Tip lay the X4 behind you ready to take out the alien patrol if they come back.
>Double back and take out the alien patrol before assaulting the bridge.
>Other.
>>
>>2352494
>Breach and secure the room, but have Q-Tip lay the X4 behind you ready to take out the alien patrol if they come back.
>>
>>2352494
>>Breach and secure the room, but have Q-Tip lay the X4 behind you ready to take out the alien patrol if they come back.

I hope we still have a grenade or two. Would be a shame to use a flamethrower for a breach.
>>
>>2352506
Q-Tip certainly has grenades! If you're referring to flashbangs, you do have some left.
>>
>>2352494
>Breach and secure the room, but have Q-Tip lay the X4 behind you ready to take out the alien patrol if they come back.
>>
>>2352493
>>Breach and secure the room, but have Q-Tip lay the X4 behind you ready to take out the alien patrol if they come back.
>>
>>2352494
>>Breach and secure the room, but have Q-Tip lay the X4 behind you ready to take out the alien patrol if they come back.
Too much tech to risk. I want this thing in one piece if possible.
>>
>>2352494
>Breach and secure the room, but have Q-Tip lay the X4 behind you ready to take out the alien patrol if they come back.

Breach and clear, make it quick, and secure the bridge before that patrol comes back. Burn 'em all if we have to.
>>
>>2352512
>>2352517
>>2352570
>>2352581
>>2352501
Breach and clearing it is, writing!
>>
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While the X4 charge would make short work of most of the bridge crew, command did want the UFO back in one piece. With a few motions of a hand, you order your team into position. Q-Tip retreats back to plant the explosives as you listen and prepare carefully, waiting for the right moment to strike.

The captain is clearly irate, and is demands are clearly stretching the crew thin. It’s not much, but knowing you and the rest of XCOM gave the aliens hell enough to piss them off puts a smile on your face. Q-Tip returns into position and shoots you a thumbs up. Showtime. The team gives you the green light as you stack up beside Harita at the doorway.

You pull the pin on your flashbang.

>Roll 1d20+3
>>
Rolled 16 + 3 (1d20 + 3)

>>2352714
>>
Rolled 12 + 3 (1d20 + 3)

>>2352714
>>
Rolled 10 + 3 (1d20 + 3)

>>2352714
>>
>>2348632
>Bullet holes
Hmhmhm, is there an EXALT team prowling the battleship?
>>
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You take a breath and then step out and hurtle the flashbang into the room. It bounces off several consoles before landing close to the power conduit and the captain. As you duck back behind cover, you catch a glimpse of the flashbang landing right in front of a sectoid’s face. The flash goes off and you can hear the pained cries and shouts of alarm from the aliens within the room.

“Go go go!” You shout breaching the room with your team in tow, opening fire on everything in the room that’s moving. Several of the sectoids are killed outright in the initial exchange as the aliens scramble for cover. The Outsiders dash out to take aggressive positions, returning fire back onto the squad. Your flash however has given the team the opportunity to destroy one of the crystal beings, with Jimmy pinning it in place long enough for Q-Tip to disintegrate it in an AP grenade’s shrapnel before it could regenerate. The green armored subordinate of the captain attempts to pull it’s charge away into cover in a slight daze however the red armored massive alien seems to have shrugged the disorientation off pretty quickly. It shoves aside it’s assistant and reaching for the large hammer and it's heavy weapon beside it’s chair. It lets out a defiant roar seeming capable of easily holding onto both of the large weapons, accepting the challenge and orders it’s crew to attack.

The flash had gave your squad ample time to take out several aliens and get into decent positions in the room, but the aliens quickly get their bearings and rally onto the captain in an attempt to fight back. Beam and plasma fire are flung too and fro in the room in a dazzling light show of death. With an Outsider and the new aliens in play, your team’s attention is currently divided as they attempt to get the upper hand. The remaining sectoids scramble for weapons off to the side and begin to arm themselves in heavy cover as well. You need to press the advantage before it slips away.

>Focus fire! (Specify between the new aliens, the Outsider, or the Sectoids)
>Keep the aliens suppressed for the Assaults to advance! Harita and yourself can handle this.
>Stay back and pick them off at a distance! Loco, Jimmy, and Sweet will excel here.
>Use something from your kit. (You have flashes or your flamethrower)
>Other.
>>
>>2352782
Flash and advance to optimum flamenwerfer range
>>
>>2352782
>Burn the mutons
This should panic them, and we'll take care of the Outsider meanwhile.
After that,
>Flashbang the mutons again and concentrate fire on the red one.
>>
>>2352786
Supporting all the cjoices in this post.
Maybe we can keep one of the sectoids alive for,,,interrogation by Vahlen ?
>>
>>2352788
To clarify my previous post if greentexing is mandatory
>Burn the mutons
after that
>>Flashbang the mutons again and concentrate fire on the red one.
>>
>>2352786
>this
>>
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Well hell, it's an ungodly hour for me right now. I was hoping to finish this mission before the next thread tomorrow but I'm dying at the wheel so it looks like we're continuing this over in the next thread.

The votes here will decide what the OP will be, so I'll cya guys then!
>>
>>2352782
>>Keep the aliens suppressed for the Assaults to advance! Harita and yourself can handle this.
>>
>>2352782
>>Keep the aliens suppressed for the Assaults to advance! Harita and yourself can handle this.
>>
>Burn the mutons

Those things have to go down fast. And I'm not certain getting into close combat with a muton is a great idea.

Also, this whole scene reminds me of OldCom's intro cinematic.
>>
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Maybe the R&D team will find a middle ground between powered exoskeletons and full blown MEC troopers sort of like a mini-mech?
>>
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>>2354267
Why miniMEC when you can go full industrial
>>
>>2355011
That's when we're fighting Giant Xeno Mech Walkers. Then again, that would make it a bit too Super Sentai.
>>
>>2355182
I would feel more comfortable if we had a standard SHIV or MEC with us to duel Cyberdiscs and Mutons.

Can we get a SHIV again next mission, Pixel ?
>>
>>2357052
Heh, if things get bad enough and everyone else is down, we might even get sent on a mission with an entire team of SHIVs and just us to control them all.
>>
Maybe we could get something like the Paladins from Blassreiter?
>>
>>2358937
Problem is, where do you put the Paladin rmor in the xcom tech tree ? What dialogue must be written for Shen to explain why he made the next armor upgrade that way ?

I'm hugely in favor of cool outfits like Starcraft Ghost and Hellgate"London armors. But Q-Tips Stalker-like ensemble is probably the most we are going to get.
>>
>>2359079
>Q-Tips Stalker-like ensemble
That's Corporal Adrian Shepard from Half-Life: Opposing Force. He predates STALKER.
>>
>>2359079
We aren't exactly following the standard tech tree here. Also, we do have Granpa Shen's ear on weapons dev.

We could sell it as a high mobility weapons support platform.

[special] tfw the XAT fuck up base defence[/spoiler]
>>
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If we do start fielding mechs or exos, will we get Warframes after we unlock psionics?
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>>2362160
Sleek shiny aesthetics don't seem to be in the X-com visuals for except pic related.
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>>2362341
Or at least not on X-com's side.
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>>2362341
>>2362363
Yeah the Xcom aesthetic tends to the 'functionally blocky' to go with the idea that rapid R&D followed by asap manufacturing is how they have to roll.
>>
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>>2362550
We could always go for one of these instead.
>>
Considering Dozers skills I bet we will be doing some spy work when EXALT comes into the picture. I hope we get a more climatic boss fight during the base assault then an empty throne.




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