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"On the blood of our fathers. On the blood of our sons."

Of Dread Futurity is an escort to The Gladdening Beam, an Agricultural Support Ship controlled by the Minister of Inquest. Of Dread Futurity is said to be the Minister’s sword in the dark, which his excellency uses to rend shadow and heresy alike. Naturally, in its heart and belly is the glorious Sanghelli race, and its many assistants as assigned by the Hirearchs.

Another ship, Of Empire’s Woe, is the left hand, and unique among Covenant ships, is filled to the brim with Brutes, or Jiralhanae. You are not sure what the prophet does with that hand, but you imagine it requires wisdom.

It is the Ninth Age Of Reclamation, and on your final steps towards the Great Journey, you can feel vermin and the skulls of your forefathers crunching under your hoof. The Vermin, Humanity, is to be extinguished, and while their blood paints you like hot rain, they prove formidable despite all odds.

Your fleet is of only three ships, and is the forward scout of a larger wandering Covenant fleet, and so is the first to arrive and first to act. What the humans call ‘Outer Colonies’ have been your quarry, and while each one you have encountered thus far has seen glorious cleansing, the most recent one was hard fought, and has left your ship barren of many good Elites and faithful of the Convenant, who perished in the fighting.

But the Luminaries tell of a new planet, holy artifacts in its dirt, and the faint lingering signals in the human’s profane tongue. Before the forward fleet can even lick its wounds, it’s off again.

You are, Elite, Khas’Vrama, and you are aboard the CCS-Class Battlecruiser, Of Dread Futurity. What is your rank?:

>[1] Zealous and furious. You are a Zealot, and devote yourself to the acquisition of Forerunner Artifacts and carrying out the will of the God’s. Death is simply entry into paradise. You strike first and fast.
>[2] Inquisitive and cunning. You are a member of the Special Operations division of the Covenant. Death is fine, but victory is sweet, and victory in war means deception. You strike behind the lines.
>[3] Righteous and brutal. You are an Ultra, and years of open warfare has made you revered for your experience in the open field of battle. Death is grand, but let your legacy be known. You strike hard and loud.
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>>3874553
>[2] Inquisitive and cunning. You are a member of the Special Operations division of the Covenant. Death is fine, but victory is sweet, and victory in war means deception. You strike behind the lines.
>>
>>3874553
>[2] Inquisitive and cunning. You are a member of the Special Operations division of the Covenant. Death is fine, but victory is sweet, and victory in war means deception. You strike behind the lines.
>>
>[2] Inquisitive and cunning. You are a member of the Special Operations division of the Covenant. Death is fine, but victory is sweet, and victory in war means deception. You strike behind the lines.
>>
>>3874553
>[2] Inquisitive and cunning. You are a member of the Special Operations division of the Covenant. Death is fine, but victory is sweet, and victory in war means deception. You strike behind the lines.
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>>3874553
>[2] Inquisitive and cunning. You are a member of the Special Operations division of the Covenant. Death is fine, but victory is sweet, and victory in war means deception. You strike behind the lines.
>>
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>[2] Inquisitive and cunning. You are a member of the Special Operations division of the Covenant. Death is fine, but victory is sweet, and victory in war means deception. You strike behind the lines.

Of Dread Futurity leaves slipspace while you make your way to its Special Operations center, by the time you’re there, the Engineers and Elites are fast at work cataloging the local system. The Minister of Inquest was there, as he favored surprise visits.

“Khas’Vrama.” The Minister of Inquest said, his throne before the system map. You have heard him before during sermons and speeches, but this is the first time he’s personally addressed you. “You are looking very faithful today.” He smiled gently, but his eyes were pale, wet, and inscrutable, like a glassed planet in rain.

The Minister of Inquest was only a minor prophet, but he had a reputation for severe and brutal torture when it came to insurrection or when he felt it necessary. He had said when this fleet was first brought together:

‘Before the Great Journey, our flesh is limited, and our Faith an allowance, and with enough pain, that faith is driven out. It is a simple matter of biology. Elites. Brutes. I do not rend flesh, I crush faith, and if you fail me, that is what I will rip from you. Your Faith.’

Even the Brutes were unnerved by the notion.

“We will be beyond the help of our main fleet for quite some time.” He looked towards the map displaying across a screen as it came in on a single planet, shapes moving around its orbit. Defense Platforms. “Stealth shall be the virtue of we guests. I am told you are the most wise where stealth is concerned, Khas’Vrama.” He lifted a palsied hand towards the screen, and the picture of the planet’s surface came closer. “No. That is not actually true.” He shrugged.

“You are simply the only Operative on this ship left uneaten by these vermin. I don’t know why I lied just then.” He leans back into his chair and watches the landscape as clouds move over it, pensive. “But please, tell me of your wisdom, Khas’Vrama.”

>You fought in space. Your knowledge of human ships and how to tear them apart from the inside is grand, even if the pearl that is the location of their homeworld still eludes you. Your virtue is the poison.
>You fought in active battlefields. While the battle rages, you would activate your camouflage and move deeper so as to cut right into the rear line of your enemies, and then join the fight for true as your allies arrive. Your virtue is the hamstring.
>You fought deep in enemy lines. Whether by drop-pod or Phantom, you have gone deep enough to be beyond any help or assistance by a greater army, sometimes even alone. Your virtue is the backstab.
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>>3874752
>You fought deep in enemy lines. Whether by drop-pod or Phantom, you have gone deep enough to be beyond any help or assistance by a greater army, sometimes even alone. Your virtue is the backstab.
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>>3874752
>You fought deep in enemy lines. Whether by drop-pod or Phantom, you have gone deep enough to be beyond any help or assistance by a greater army, sometimes even alone. Your virtue is the backstab.
>>
>>3874752
>You fought deep in enemy lines. Whether by drop-pod or Phantom, you have gone deep enough to be beyond any help or assistance by a greater army, sometimes even alone. Your virtue is the backstab.

Good job on making all of these options attractive as fuck.
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>>3874752
>You fought in space. Your knowledge of human ships and how to tear them apart from the inside is grand, even if the pearl that is the location of their homeworld still eludes you. Your virtue is the poison.

It's probably not going to get chosen, but oh well.
>>
Sorry for the shortness, started late. Will continue updates tomorrow and earlier.
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>>3874752
>>You fought deep in enemy lines. Whether by drop-pod or Phantom, you have gone deep enough to be beyond any help or assistance by a greater army, sometimes even alone. Your virtue is the backstab.
>>
>You fought deep in enemy lines. Whether by drop-pod or Phantom, you have gone deep enough to be beyond any help or assistance by a greater army, sometimes even alone. Your virtue is the backstab.

“You are a conniving beast, Khas’Vrama. Splendid.” He kept watch on the planet’s surface still, the color on the monitor reflecting green off his eyes. The vermin did so love their verdant fields.

“I know nothing of the peculiarities of war, and I do not believe the Gods would grant me anything other than sweet repose for relying on a blessed destiny to guide my steps. But I would like to control this planet. Glassing is out of the question until it is properly excavated, and waiting...” He waves his hand dismissively through the air, but you knew what he meant. Waiting meant losing the glory.

“Well, Khas’Vrama, what do you see? Can you begin the operation to take this planet? I will allow you to pick your targets, as I trust your wisdom.”

You set your gaze on the panel.

>[1]You can see the Power Station for the orbital defense platforms nestled in-between two mountains. If you can take this out, you can secure air superiority on the planet’s surface. It is loud, and while slipping back into hiding won’t be impossible if need be, it will turn your war hot.
>[2]You see the Communications Relay for the FTL relay of the system. Shutting it down- Or controlling it- Will leave the Covenant in control of the system’s information centers. No matter what happens, the vermin will not be able to call for help, and it would open up the opportunity for deception. There is nothing quite like luring lone warships into firing range.

But your cunning allows you to spot something curious. The Orbital MAC Gun is pointed the wrong way.

“Your Excellency, if I may.” The Minister deigns the panel to you, and you follow the cannon’s alignment down on the surface.

It’s trained on a human depot. How very strange. Have the vermin gone insane? Or is it that the vermin have their own heretics to fight. The idea isn’t so far fetched. You have seen the signs once or twice, but nothing ever tactically significant. Husks of ships on planets with damage patterns on their hulls matching human weapons, and back when the war first started, you had more than once been accused of something called an ‘Innie’, said with the same tones as you might say ‘Heretic’.

Elites, Brutes, Grunts, and especially Jackals all fall for the same trick, and you have no reason to think humans will be impervious to it. Smack one in the back of the head and blame another, and you can enjoy a fight over dinner.

>[3]You see an opportunity to sow chaos between the humans on the surface. If you can drive them to fight one another, you can cause more destruction with minimal risk to your own forces. The danger is high, and failure would mean a hot war with no opening benefit, but victory could leave the human’s limping before the true fight has even begun.
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>>3874752
>You fought deep in enemy lines. Whether by drop-pod or Phantom, you have gone deep enough to be beyond any help or assistance by a greater army, sometimes even alone. Your virtue is the backstab.
>>
>>3875471
>[3]You see an opportunity to sow chaos between the humans on the surface. If you can drive them to fight one another, you can cause more destruction with minimal risk to your own forces. The danger is high, and failure would mean a hot war with no opening benefit, but victory could leave the human’s limping before the true fight has even begun.
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>>3875471
Can we combine 2 with 3? Trick them into thinking there's an increased Insurrectionist presence on the planet before cutting off communications?
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>>3875471
Supporting this if we can>>3875532

Otherwise, I'll go for option three.
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>>3875532
Clever but complicated, I'll back it
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>>3875532
I'll back this. Wont get as big of a respome as a covie invasion. Plus innies don't have many warships, so the unsc rsponse will most likely be a shit ton of defenceless transports packed to the gills with troops and infantry equipment with only a couple of escorts. We get the planet and destroy loads of UNSC equipment to boot.
>>
>Trick them into thinking there's an increased Insurrectionist presence on the planet before cutting off communications.

“That is a very interesting plan, Khas’Vrama. My peers would call it frighteningly ambitious, and would advise you to temper your expectations, however,” He grins, making a show of his palms. “They are so much more generous when it is me and my faithful between them and vermin-given paradise. You would almost think they do not want to go...” He frowns in dismay, but you get the impression he does not care.

“So be it. I will allow you your choice of equipment.” His chair moved from the panel. “But I must keep your veteran brothers here. Thus. you may only take Elites of Major and Minor rank. Brutes as well, if they volunteer, although feel free to refuse them.” He floated towards the door. “And of course, your share of Grunts and Jackals. We could always do with less Grunts and Jackals.” Two Elites joined him at his side as honor guards.

“I do not need to tell you the price of failure. May the Gods mind your path, and may the shadows rend in wake of you, Khas’Vrama. You have a day to prepare.” Scarcely enough time, but then, this was enemy territory.

“For the Great Journey.” And then the door closed.

It’s time to prepare yourself. You will be one of the first to act, while the army held in the Of Dread Futurity will rally on standby. It won’t be long before the Ultra and Zealots swoop in and take their pick of the already slim pickings, so whatever you choose first will grant a bonus, as you will be the first to arrive. You may:

>[1] Head to the Armory. Despite the casualties since the last Outer Colony, the Covenant has a way of retaining its standard issue equipment even amid massive losses. Plasma Rifles and Carbines should be easy enough no matter the time, but Swords and Fuel Rod guns? Sometimes, Zealots will take two, so they go quick.
>[2] Head to the Barracks. The Minister said only Majors and Minors, but it’s times like this where Ultras like to scope out potential among the younger Elites, and while none of them will have your experience, they will be prime for molding into competent Operatives, so long as you can separate the Swordsmen from the bloodthirsty savages.
>[3] Head to the Vehicle Bay. Stealth mission that it is, you can count on getting a Phantom no matter what-- No Operative launches without one, unless they ask for the pod-- But if you’re lucky, you could well be issued a Banshee or a Ghost, which will let you cover tremendous ground once you are deep in enemy lines, thus broadening your options.
>[4] Stay and gather further intelligence on the target. You have a general location and you will be given a lay of the land along with a general idea of enemy strength, but if you press a little deeper, you can find out interesting particulars: Names, relationships, peculiarities in the local culture. Knowing these will let you exploit the populace all the better.
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>>3875833
>[1] Head to the Armory. Despite the casualties since the last Outer Colony, the Covenant has a way of retaining its standard issue equipment even amid massive losses. Plasma Rifles and Carbines should be easy enough no matter the time, but Swords and Fuel Rod guns? Sometimes, Zealots will take two, so they go quick.
>[4] Stay and gather further intelligence on the target. You have a general location and you will be given a lay of the land along with a general idea of enemy strength, but if you press a little deeper, you can find out interesting particulars: Names, relationships, peculiarities in the local culture. Knowing these will let you exploit the populace all the better.
First things first, then we can get the quick rundown.
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>>3875532
Supporting this. We're Reach now bois!
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>>3875839
Support.
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>>3875833
>>[2] Head to the Barracks. The Minister said only Majors and Minors, but it’s times like this where Ultras like to scope out potential among the younger Elites, and while none of them will have your experience, they will be prime for molding into competent Operatives, so long as you can separate the Swordsmen from the bloodthirsty savages.
>>
>>3875839
Support.
>>
>Head to the Armory.
>Stay and gather further intelligence on the target.

The armory first. You’ve been so used to working with so little for so long, you really must treat yourself. First your armament, and then the information. The downside to being a lone wolf is that help is so far away, but the upside is that you are very much in control of your own destiny.

Walking the halls, the ship is beginning to come to life. Elite Minors move to their station, talking in pairs. Packs of Jackals cackle to one another in their hissing language, stopping only to watch you hawkishly as you pass. And the Brutes--

The Brutes. Seldom do Brutes enter the Of Dread Futurity. Only when the Minister is in do they decide to ‘fraternize’ with their Elite brothers in faith.

They were amusing themselves with waking sleeping Grunts with swift and brutal kicks to the head.

One silently taps his packmates arm, and then runs up, cracks the head of a slipping Grunt with his foot, who comes too whimpering, holding his head as blood spills from a split in the brow. He scrambles away and the Brutes cackle.

“Khas’Vrama.” A grinning voice. You look over your shoulder.

Chieftan Mardous, trailed by a pair of Brutes. Eugh. You've had the displeasure of deploying with him and his pack ever since the war with the Humans started. Thankfully, him and his pack are too savage to join you in your specialty. He does not like you, but then, he doesn't like any Elite.

“Your people fight admirably. Far too slow on foot however. When we last disembarked, I was forced to leave some behind planetside. I still hear their screams when I sleep. It haunts me, truly. Ripped apart by Imps...” He grinned from ear to ear, and so did his packmates.

>[1] Respond with respect for his ‘compassion’, but speak as if Brute/Jiralhanae is a profanity, and cover your mouth when saying it, apologizing after each use. The jest will be appreciated by the more sophisticated Aristocracy of the Covenant. They will disapprove at face, but you might find favor when requesting resources.
>[2] Inform him that he has roused a slight flaw in your temperament, and remove the beard from his chin with your Energy Dagger. He will fly into a rage, and who knows what could happen, but competing Brutes, fellow Elites, and abused lower creatures will admire your zest, and be more eager to assist you in endeavors.
>[3] Remain silent and simply stare him down. The less you give into rage or impulse, the more control you have over yourself. Of course, indulging won’t mean losing your discipline, but maintaining it even now will keep your head clear, and details in the mission to be more apparent than would otherwise be if your mind was mulling on politics and consequences.
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>>3875970
>[3] Remain silent and simply stare him down. The less you give into rage or impulse, the more control you have over yourself. Of course, indulging won’t mean losing your discipline, but maintaining it even now will keep your head clear, and details in the mission to be more apparent than would otherwise be if your mind was mulling on politics and consequences.
Silent in fury, furious in zeal!
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>>3875970
>[3] Remain silent and simply stare him down. The less you give into rage or impulse, the more control you have over yourself. Of course, indulging won’t mean losing your discipline, but maintaining it even now will keep your head clear, and details in the mission to be more apparent than would otherwise be if your mind was mulling on politics and consequences.
The mission above all. We're used to working without outside resources or support.
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>>3875970
>[1] Respond with respect for his ‘compassion’, but speak as if Brute/Jiralhanae is a profanity, and cover your mouth when saying it, apologizing after each use. The jest will be appreciated by the more sophisticated Aristocracy of the Covenant. They will disapprove at face, but you might find favor when requesting resources.
>>
>>3875970
>[3] Remain silent and simply stare him down. The less you give into rage or impulse, the more control you have over yourself. Of course, indulging won’t mean losing your discipline, but maintaining it even now will keep your head clear, and details in the mission to be more apparent than would otherwise be if your mind was mulling on politics and consequences.
>>
>>3875970
>[3] Remain silent and simply stare him down. The less you give into rage or impulse, the more control you have over yourself. Of course, indulging won’t mean losing your discipline, but maintaining it even now will keep your head clear, and details in the mission to be more apparent than would otherwise be if your mind was mulling on politics and consequences.
Who gives a fuck? Smash an entire planet of heretics and the fleet will line up to suck our alien appendage.
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>>3875970
>[3] Remain silent and simply stare him down. The less you give into rage or impulse, the more control you have over yourself. Of course, indulging won’t mean losing your discipline, but maintaining it even now will keep your head clear, and details in the mission to be more apparent than would otherwise be if your mind was mulling on politics and consequences.
>>
>>3875970
>[3] Remain silent and simply stare him down. The less you give into rage or impulse, the more control you have over yourself. Of course, indulging won’t mean losing your discipline, but maintaining it even now will keep your head clear, and details in the mission to be more apparent than would otherwise be if your mind was mulling on politics and consequences.
>>
>[3] Remain silent and simply stare him down. The less you give into rage or impulse, the more control you have over yourself. Of course, indulging won’t mean losing your discipline, but maintaining it even now will keep your head clear, and details in the mission to be more apparent than would otherwise be if your mind was mulling on politics and consequences.

You stare at Chief Mardous, and Chief Mardous stares back at you. The hall has become very quiet, as Elite, Jackal, and Grunt watch.

“I’ll pray for you, Khas’Vrama. Ahahaha...” He chuckles, and so does his pack. But what do you care? Quarreling with lower creatures is waste of energy. You fear nothing, and you can feel the tension ease from the others in the hall as things proceed quietly, and the Brutes go about their business.

Back to the important things. Armaments.

Grunts and Jackals are in the armory along with their Elite Minor leaders. They are assigned the most common of weaponry, and you don’t need to worry about them taking your pickings. Looking over the racks upon racks of weapons being charged, you have no shortage of choices. Where to even begin?

For your early arrival, you receive your Energy Sword without issue. You have your choice of one additional weapon:

>[1] A Plasma Repeator for practical engagements at all scales, although it excels at no one thing.
>[2] A Plasma Rifle, which excels at close or mid-range combat. The Covenant SMG, you once heard a vermin say, before you speared him through the heart. An apt if disgusting comparison.
>[3] Needler, a weapon that excels at close range combat, mauling targets at its worst, and destroying them in a violent explosion at its best. Deadly, but loud.
>[4] An Energy Beam Rifle. A sniper that is lethal, accurate, stable, but terribly visible. Unmatched in the right hands and in long range engagements.
>[5] A Concussion Rifle. Explosive and violent. It is loud, loud, loud, but its destructive capabilities along with its combat size make it destructive in the hands of an Elite.

Because you are a member of the Special Operations unit, you also receive an Energy Garrote for especially quiet kills, as well as TWO Plasma Grenades and a Cloaking Device.
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>>3876142
Before we choose can we ask what environment we will be walking into. Just because that is a pretty big factor in weapon choice. For example if were about to board a ship I wouldn't want to bring a beam rifle.
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>>3876144
This. We're on stealth ops, so probably sniper but it's important to know your battlefield.
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Heading to bed. Will post updates tomorrow!
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>>3876142
Type-51 Carbine/Type-31 Needle Rifle
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>>3876142
No carbine? Shame.
Anyway, my vote is for
>[1] A Plasma Repeater for practical engagements at all scales
Keeping in mind this is a stealth OP, having a versatile weapon that's good at all scales is best, since going weapons hot will be our last recourse anyway because by all means we should try to be in a constant state of "be invisible and garrote people quietly" or "cut down an entire room with the sword before they can react or alert everyone with their loud as fuck kinetic weapons".
Everything else is just too conspicuous: why the explosive Needler for close range when we have the Energy sword? Or why the Beam Rifle when it can only shoot twice consecutively before overheating at the cost of being prone to alert the enemy of our presence when used properly at a distance?
The Plasma Repeater just seems like the best choice to have for a backup option or in case everything goes tits up.

>>3876144
>>3876148
I mean, the objective is sow chaos between the humans and compromise their communications relay, so the environment, based on little descriptions of "verdant fields" leads me to believe it's going to be open plains followed by extremely close quarters.
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>>3876193
Yeah, that's a good point. Supporting this.
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>>3876142
>A Plasma Repeator for practical engagements at all scales, although it excels at no one thing.
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>>3876142
>[?] Nothing. Remember Khas, this is a sneaking mission. Additional weapons and equipment are OSP.
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>>3876319
>Dishonoring yourself by using the weapons of the disgusting unclean ones
Dorito Pope, do you even sangheili?
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>>3876142
>A Plasma Repeator for practical engagements at all scales, although it excels at no one thing.
>>
>[1] A Plasma Repeator for practical engagements at all scales, although it excels at no one thing.
The all rounder. These Repeaters do not see nearly as much action as the Plasma Rifles or the Needlers, but that is what makes them so precious a weapon. It feels worthy of your hands.

Although...Just as you’re leaving, a pair of Majors enter the Armory. They approach an equipment box, and unveil its contents. Carbines, with one to spare for you.

That is also worthy of your hands. Equally so. A conundrum.

Choice of weapon is always a conundrum for an Elite. The Plasma Repeater has speed, but the Carbine has precision and its charges come individually, which means you will not need to call in a recharging station, only an Ordnance Pod.

Stick with the:
>Plasma Repeater
Or swap it for the:
>Covenant Carbine



On your way back to operations, soldiers from all the castes move around the halls in throngs. You wonder how much peace the humans would find if they knew that the Of Dread Futurity had woken up.”

When you come back into the control room, the Ultra Zuda’Radama is there. Ultras were Elites with the experience and honor to be lone wolf types without complaints from their peers. Your duties have often had you alone, and so Zuda’Radama had always given you council, whether you asked for it or no, perhaps because he saw his past self in you.

“Staring down Chieftains.” He says, watching the screen, “Weaving lies among humans.” He wasn’t scolding, but he was incredulous. “You are a consummate Jackal, Khas’Vrama. Were I your direct superior, I would have you dining with the Skirmishers lest you get lonely among Elites.”

He turned to the screen and to you, arms crossed, “But I will say your plan is clever, and Mardous needs healthy opposition that does not include slicing him down the middle. So I do not mean to question your honor or your competence, Khas. It is only...”

“...Do not waste yourself on small glories.” It was his usual advice. ‘Small glory’ was his word for all human engagements, or anything that did not include fighting heretics. He preferred heretics, and you get the impression that it was because he on equal footing against them.

“I will be your handler on this mission. Ordnance drop, air support, and extraction shall come from me. Whether or not we will always have contact remains to be seen. The humans suppress local signals periodically.” He pointed towards the screen, and it came to life.

The display sliced out a square over your target.

(Cont.)
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A settlement, and a road to the relay, with fields upon fields all around. “Food.” He says. “Notice how they build their settlements like one of the keeps back home. The Relay is the keep, and the settlement the chattel to toil for their Kaidon. But this keep is under siege.” He brought the cut closer to where the road met the relay. He was right, the gates were wide open, and there were marks that suggested wear and tear from combat. “They are within the walls, but the keep itself keeps its doors closed and its rulers safe inside.”

“Unencrypted transmissions are brief and bargainous. The Human Navy we are so familiar with seems to be holding out within the primary structure, with a group stationed here,” He marks a location deep in the fields, a camp outside the settlement. “Waiting to move in and rescue them. Their Infantry has the upper-hand in position, but this ‘Insurrection’ keeps them at bay by threatening the lives of their prisoners. And of course, sheer numbers.” He let out a bemused chuckle.

“It’s entertaining how they fight one another.” You had once heard him remark before about placing humans in an arena and letting them exterminate themselves. The Minister found it amusing, but you do not think Zuda’Radama was joking.

“Anyways, choose your landing, and I will adapt.”

You look over the battlemap.

>[1] Just outside of the Settlement proper. Tensions are high, and whatever you choose to do to sow turmoil could best be done here. If the Insurrection is anything like the heretics, their lifeblood will be how well they can rally whatever counts as a commoner for the humans. It might even bring pressure off the Relay if the Insurrection believes the ‘Marines’ are moving in, and give you a straighter shot.
>[2] Near the relay. Securing the objective first would make sure that even if the mission goes awry, you will not have come out completely empty handed, and you can count on support should the conflict go loud. Also, should the Insurrection sense a weakness, you bet they will pour inside of the Relay in mass, and you will simply have to kill each and every one of them.
>[3] Near the encampment. These backup ‘Marines’ are the rogue element in the entire equation. There is no telling when they’ll strike, or what they’re capable of in terms of firepower. If you deal with them first, or are able to gather more information on them to predict their movements, you can obtain better control of the situation as the only aggressive element.
>[4] In the fields. It appears the crops spread across rolling hills, one of which is far removed from everything, and offers the most inconspicuous and far reaching view of the entire area. Something is bound to change if you take the time to move from there all the way to one of the objectives, but an up to date and personal familiarity with the battlefield give you the benefit of further preparation.
>>
(Busy day, so sadly only one update. Will be around to do more tomorrow.)
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>>3877791
>[1] Just outside of the Settlement proper. Tensions are high, and whatever you choose to do to sow turmoil could best be done here. If the Insurrection is anything like the heretics, their lifeblood will be how well they can rally whatever counts as a commoner for the humans. It might even bring pressure off the Relay if the Insurrection believes the ‘Marines’ are moving in, and give you a straighter shot.
The sooner we get the humans in conflict with themselves, the swifter our victory will be.

>>3877793
No worries, I appreciate the map and I'm glad the quest isn't dead.
>>
>>3877791
>Get the Covenant Carbine
>[1] Just outside of the Settlement proper. Tensions are high, and whatever you choose to do to sow turmoil could best be done here. If the Insurrection is anything like the heretics, their lifeblood will be how well they can rally whatever counts as a commoner for the humans. It might even bring pressure off the Relay if the Insurrection believes the ‘Marines’ are moving in, and give you a straighter shot.
>>
>>3877790
>Covenant Carbine
>>3877791
[3] Near the encampment.
Perhaps on top of some extra intel, we can maybe kill a few who break away from the pack and drag their carcasses to or near the settlement, this should prompt the soldiers to move once they feel something's wrong, and with the tensions already high, well, the Innies won't take kindly to the UNSC barging in kicking shit up as "retaliation", we can then use the ensuing chaos to make our way to the objective. If everything goes as planned then even after the humans go dark they won't even suspect Covenant activity, just an escalation on part of the locals
>>
>[1] Just outside of the Settlement proper. Tensions are high, and whatever you choose to do to sow turmoil could best be done here. If the Insurrection is anything like the heretics, their lifeblood will be how well they can rally whatever counts as a commoner for the humans. It might even bring pressure off the Relay if the Insurrection believes the ‘Marines’ are moving in, and give you a straighter shot.
>>
>>3877791
>[2] Near the relay. Securing the objective first would make sure that even if the mission goes awry, you will not have come out completely empty handed, and you can count on support should the conflict go loud. Also, should the Insurrection sense a weakness, you bet they will pour inside of the Relay in mass, and you will simply have to kill each and every one of them.
further preparation.
>>
>>3877791
>[2] Near the relay. Securing the objective first would make sure that even if the mission goes awry, you will not have come out completely empty handed, and you can count on support should the conflict go loud. Also, should the Insurrection sense a weakness, you bet they will pour inside of the Relay in mass, and you will simply have to kill each and every one of them.
>>
>>3877790
>Covenant Carbine

As much as the repeater is still a good choice it's also a /plasma/ weapon. With the carbine we can at least sow the benefit of the doubt in whoever witnesses our kills.

>[1] Just outside of the Settlement proper. Tensions are high, and whatever you choose to do to sow turmoil could best be done here. If the Insurrection is anything like the heretics, their lifeblood will be how well they can rally whatever counts as a commoner for the humans. It might even bring pressure off the Relay if the Insurrection believes the ‘Marines’ are moving in, and give you a straighter shot.

Let's get the Innies extra pissed off.
>>
>[1] Just outside of the Settlement proper.

“If that is your choice, then let it be so. I will begin coordination at once. Make your way down to the Hangar for deployment. Good luck, Khas’Vrama, and may your path be lit. I will join you shortly.” He nods in affirmation at you, before turning to the screen, a grid arraying itself before the landscape. For a warrior, Zuda’Radma took to the task of watching over you eagerly. You did not fear death, but it held good tidings that your eye in the sky was invested in your life even marginally.

With carbine slung over your back and sword at side, you are ready for operation.

The Hangar was heavy with the scent of plasma on burnt ship plating as Wraiths, Ghosts, Banshees, and Specters undergo inspection to assure they are fit for battle. Spirits move by on anti-grav lifts up above-- Meat grinders for Grunts, Jackals, and Minors. On an opposing lift is something more your caliber. The most silent of transports, and by far the most multi-purpose.

The Phantom. There is no unholy place safe from the Phantom. A Grunt guides it into position before the glowing field, with space just beyond, and the planet’s surface bellow, wreathed in night. The map in the control room showed structures resembling Cities on the surface, but in the dark, you notice how few of them have lights on. It must be dire down there. Could those vermin even imagine how much more dire it was about to get?

“The area is catalogued. I will board and perform a flight check. Go to the Rallying Area and take your pick of infantry. I’d ask you pick wisely, but I’m not sure wisdom is enough.” Zuda’Radama makes way towards the grav-lift, which activates, and draws him into the belly of the phantom.

(Cont.)
>>
It is time to choose the soldiers that will assist you on the ground. You look over at the Rallying area, and see that Zuda speaks true, the pickings ARE slim. Your choices are:

>[1] A Minor and a Major Elite. Minors are often fresh Elites amid their first campaign, are clad in blue, and full of fire and want to prove themselves as noble warriors. Majors have experience beneath their belt, and among them are even Swordsmen of some experience, but they can still be just as hungry for glory, as a Major is the final step before great promise. You can count on them to be powerful and quick to learn, but there is always that risk of inopportune glory seeking.
>[2] A Skirmisher Matriarch and her pack of three. Usually Jackals avoided your flavor of daring unless they were promised great monetary reward. Luckily for you, these jackals have earned themselves the ranking of Penitent, meaning that they fight in place of time in prison or worse. This pack wields Beam Rifles and Focus Rifles, so you can count on them to be long range support in the field, and while they are speedy and formidable in toe to toe combat, they are no where near as durable or deadly as you.
>[3] A Grunt Deacon and his group of four. Grunts are known for being cowardly and weak, but in your experience the competent ones tend to only lose their grit when their superior dies, or, they think he dies. These are probably some of the more grizzled and experienced grunts you’ve ever seen. You can’t rely on them to perform backstabs or great acts of subtly, but if the fight would happen to go loud, you can bet they will cover you with Fuel Rod Cannons and Plasma Grenades.

When on surface, the Phantom will keep hidden and close by as can be safely allowed. As you are the head of this Operation, there is nothing in the Mandate dictating that a Leader must immediately deploy with his soldiers, and thus, you can keep them on hold and in ship until you absolutely need them. You know it would upset the Elites to be denied the possible glory, but everyone was a Minor once, and being glory starved is part of the experience.
>>
>>3879253
>[2] A Skirmisher Matriarch and her pack of three. Usually Jackals avoided your flavor of daring unless they were promised great monetary reward. Luckily for you, these jackals have earned themselves the ranking of Penitent, meaning that they fight in place of time in prison or worse. This pack wields Beam Rifles and Focus Rifles, so you can count on them to be long range support in the field, and while they are speedy and formidable in toe to toe combat, they are no where near as durable or deadly as you.
>>
>>3879253
>[2] A Skirmisher Matriarch and her pack of three. Usually Jackals avoided your flavor of daring unless they were promised great monetary reward. Luckily for you, these jackals have earned themselves the ranking of Penitent, meaning that they fight in place of time in prison or worse. This pack wields Beam Rifles and Focus Rifles, so you can count on them to be long range support in the field, and while they are speedy and formidable in toe to toe combat, they are no where near as durable or deadly as you.
>>
Do we have a curveblade? Id rather not use energy weaoons for stealth kills for now bc they sear the wounds. We want it to look like innies or UNSC killed them.
>>
>>3879253
>[2] A Skirmisher Matriarch and her pack of three. Usually Jackals avoided your flavor of daring unless they were promised great monetary reward. Luckily for you, these jackals have earned themselves the ranking of Penitent, meaning that they fight in place of time in prison or worse. This pack wields Beam Rifles and Focus Rifles, so you can count on them to be long range support in the field, and while they are speedy and formidable in toe to toe combat, they are no where near as durable or deadly as you.
>>
No updates today, but Quest is still on and I will do my best to get something in the next day.
>>
>>3879253
>[1] A Minor and a Major Elite. Minors are often fresh Elites amid their first campaign, are clad in blue, and full of fire and want to prove themselves as noble warriors. Majors have experience beneath their belt, and among them are even Swordsmen of some experience, but they can still be just as hungry for glory, as a Major is the final step before great promise. You can count on them to be powerful and quick to learn, but there is always that risk of inopportune glory seeking.

Pissing against the wind here, but remember how the Prophet mentioned we were the only spec ops available? I feel like it'd never be too early to start getting other Elites involved in the field.
>>
Exams are still kicking my ass, and I need to focus on study. Plan is to resume once they're over come Thursday. Keep on the lookout, I will not forget you gents
>>
>>3879253
>[1] A Minor and a Major Elite. Minors are often fresh Elites amid their first campaign, are clad in blue, and full of fire and want to prove themselves as noble warriors. Majors have experience beneath their belt, and among them are even Swordsmen of some experience, but they can still be just as hungry for glory, as a Major is the final step before great promise. You can count on them to be powerful and quick to learn, but there is always that risk of inopportune glory seeking.

We should encourage some allies among the rest of the elites.
>>
>>3879253
>>[2] A Skirmisher Matriarch and her pack of three. Usually Jackals avoided your flavor of daring unless they were promised great monetary reward. Luckily for you, these jackals have earned themselves the ranking of Penitent, meaning that they fight in place of time in prison or worse. This pack wields Beam Rifles and Focus Rifles, so you can count on them to be long range support in the field, and while they are speedy and formidable in toe to toe combat, they are no where near as durable or deadly as you.
If we're fighting heavy, it's already over
>>
>>3879253
>A Minor and a Major Elite. Minors are often fresh Elites amid their first campaign, are clad in blue, and full of fire and want to prove themselves as noble warriors. Majors have experience beneath their belt, and among them are even Swordsmen of some experience, but they can still be just as hungry for glory, as a Major is the final step before great promise. You can count on them to be powerful and quick to learn, but there is always that risk of inopportune glory seeking.
>>
>>3879253
>>[2] A Skirmisher Matriarch and her pack of three. Usually Jackals avoided your flavor of daring unless they were promised great monetary reward. Luckily for you, these jackals have earned themselves the ranking of Penitent, meaning that they fight in place of time in prison or worse. This pack wields Beam Rifles and Focus Rifles, so you can count on them to be long range support in the field, and while they are speedy and formidable in toe to toe combat, they are no where near as durable or deadly as you
>>
>>3879253
>[2] A Skirmisher Matriarch and her pack of three. Usually Jackals avoided your flavor of daring unless they were promised great monetary reward. Luckily for you, these jackals have earned themselves the ranking of Penitent, meaning that they fight in place of time in prison or worse. This pack wields Beam Rifles and Focus Rifles, so you can count on them to be long range support in the field, and while they are speedy and formidable in toe to toe combat, they are no where near as durable or deadly as you.
Stealth ops need no glory seekers or trigger happy "grunts"
>>
New thread:
>>3888656



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