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Wasp in Bee's clothing edition.

Old Thread:http://suptg.thisisnotatrueending.com/qstarchive/4163174/

It's may 16th, 200-. You were Gabriella Oppenheimer, an unassuming female security guard at the Black Mesa research facility in the Anomalous Materials lab. That seemed true until around nine o'clock, when after a few mysterious happenings, a system crash, and finally getting out of work late due to a massive delay in the transit system, an experiment was undertaken in the lab. As extradimensional life started to pour into the facility, you found Dr. Kleiner, whom is now left behind at an infirmary where many of the black mesa staff have taken shelter, Dr. Vance, who is holed up with his daughter at your apartment in the level 3 dormitories, and Dr. Guttman, a neurologist from the infirmary also taking shelter in your apartment. All three of them know of your true purpose at Black Mesa. Through all of this, you started experiencing strange sensations through a splitting migraine that has helped you gather information from the invading alien forces.

When you made contact with your superiors at the CIA, you organized an exfiltation for the remaining members of the Vance family, and in return they gave you an assignment to find one of your fellow undercover operatives, with whom they haven't made contact with since this morning, before the resonance cascade. You've regained your stealth suit, and have picked up a fair amount of equipment as you traveled to the dormitories as well.

To do this, you need to get on the tram, which is currently being guarded by a group of marines talking among each other. You've tried searching for a distraction, and sneaking up to turn their own machine gun against them. You're cloaked on the ground, considering your last few options.

>Get into good cover to fight the marines. (Roll 3d6+2, every point over 9 gives a +1 to your first shot on the marines.)
>Try to sneak straight into the tram. (Roll 3d6+2 Pass on a 9. The marines will start shooting at the tram if they see it move, but you will have good cover inside.)
>>
>>4189643
you actually used it you fucking mad lad
>Get into good cover to fight the marines. (Roll 3d6+2, every point over 9 gives a +1 to your first shot on the marines.)
BEEEEEEEEES
>>
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>>4189643
>Get into good cover to fight the marines. (Roll 3d6+2, every point over 9 gives a +1 to your first shot on the marines.)
I figure these guys will have to die. If we go straight fir the tram and leave them alive, they’ll either pursue us, tell their buddies further up the track about us, or both.
Also, didn’t think you’d actually use my edit for a title image. I actually have a title image I made back when I planned to run my own Half Life quest set in HL2 times. You can have it if you want, you’ll get more use out of it than I probably ever will.
>>
>>4189648
>>4189682
Thanks man.

You watch the marines faces, illuminated by the orange sunset. With their eyes covered by ballistics goggles or gas masks, seeing exactly where they're looking is impossible even with your advanced optics. You keep a close eye as you creep through the extended sunset shadows. You slither up onto the platform, just too quick for the cloak system to keep you invisible. You try to get as close as you can to the marine's sandbags as you can in order to get a good shot off.

Roll 3d6+2
>>
Rolled 6, 4, 2 + 2 = 14 (3d6 + 2)

>>4189708
>>
Rolled 1, 1, 1 + 2 = 5 (3d6 + 2)

>>4189708
Check this 15
>>
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>>4189712
OH FUCK OH SHIT OH GOD
>>
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>>4189711
>>4189712
It still averages to a 9.5, rounding up to a 10. I'm still gonna give it a little bit to see if a third roller wants to throw their hat in.
>>
Rolled 4, 1, 5 + 2 = 12 (3d6 + 2)

>>4189708
>>
>>4189729
Thank you Jabba the Hutt
>>
>>4189724
Also, OP, have you considered using a tripcode? It stops people from hijacking your quest, which is rare but it can happen.
>>
>>4189711
>>4189712
>>4189729
I am the finest mind of his generation for this thread.
(Just for clarification for anyone new, most rolls are 3d6, non-combat rolls are average of 3, combat rolls are first rollers.)

You manage to slip your way in between the seating area, taking cover behind the boards on other side covered in now bloody posters from the black mesa health and safety team. From here, you can see the marines easily, even without your optics. Your cloaking system fizzles back on, providing you with extra cover at the expense of power. You can hear their conversation more clearly from here.

"I'm telling each and every one of you right, there's no way in hell Freeman is just one physicist." The mechanic exclaims.

"What does he have clones?" Ask the gunner. "Anyway he's in that supersuit, like command said."

"Would it be weird if he had clones?" The third private responds. "We've met actual space aliens today."

"Shut up, both of you." The mechanic says. "All I'm sayin' is, all we know about what this guy looks like is that he's wearing a bright orange suit. So wouldn't we be reporting every single physicist in an orange suit as Freeman? They've probably labeled every fuckin' orange road sign as Freeman, knowing what command is like."

"He makes a good point." Says the third private. Just as the private says this, the Gunner gestures with his hands, pulling both of his arms a few seconds away from the machine gun.
(cont.)
>>
>>4189789
(cont.)
(Your cloak gives you +4 defense, and they'll have to get a 3 on their 1d3 surprise check to even know where you are first turn. Your shotgun gets +1 due to close range.)

>Fire your revolver at the gunner. (Roll3d6+4, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. All the marines will have to make surprise checks.)
>Fire your Spas-12 at the gunner. (Roll 3d6+5, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. All marines will have to make surprise checks.)
>Fire your Glock at the gunner. (Every two points above a 5 does half damage, kills on an 18. -3/6 +2 magazines ammo. All marines will have to make surprise checks)
>Fire your Silenced USP at the gunner. (Roll 3d6+4, kill on a 15, every point above a 8 reduces threshold. -3/11+1 Magazine ammo. All marines will have to make surprise checks.)
>Fire your hive-hand at the gunner. (Roll 3d6+4, Kill on a 17, every three points reduces threshold. All marines will have to make surprise checks. )


>Fire your revolver at the mechanic. (Roll3d6+4, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. All the marines will have to make surprise checks.)
>Fire your Spas-12 at the mechanic. (Roll 3d6+5, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. All marines will have to make surprise checks.)
>Fire your Glock at the mechanic. (Every two points above a 5 does half damage, kills on an 18. -3/6 +2 magazines ammo. All marines will have to make surprise checks)
>Fire your Silenced USP at the mechanic. (Roll 3d6+4, kill on a 15, every point above a 8 reduces threshold. -3/11+1 Magazine ammo. All marines will have to make surprise checks.)
>Fire your hive-hand at the mechanic. (Roll 3d6+4, Kill on a 17, every three points reduces threshold. All marines will have to make surprise checks. )


>Fire your revolver at the private. (Roll3d6+4, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. All the marines will have to make surprise checks.)
>Fire your Spas-12 at the private. (Roll 3d6+5, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. All marines will have to make surprise checks.)
>Fire your Glock at the private. (Every two points above a 5 does half damage, kills on an 18. -3/6 +2 magazines ammo. All marines will have to make surprise checks)
>Fire your Silenced USP at the private. (Roll 3d6+4, kill on a 15, every point above a 8 reduces threshold. -3/11+1 Magazine ammo. All marines will have to make surprise checks.)
>Fire your hive-hand at the private. (Roll 3d6+4, Kill on a 17, every three points reduces threshold. All marines will have to make surprise checks. )

>Try and make a noise, make a marine investigate so you can stab him. (Roll 3d6+4, pass on a 12, marines will not have to make surprise checks.)
>>
>>4189792
>Try and make a noise, make a marine investigate so you can stab him. (Roll 3d6+4, pass on a 12, marines will not have to make surprise checks.)
playing to our strengths bois
>>
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>>4189789
forgot this.
>>
>>4189792
>Try and make a noise, make a marine investigate so you can stab him. (Roll 3d6+4, pass on a 12, marines will not have to make surprise checks.)
Mentlegen.
>>
>>4189826
>have the excellent idea of firing an SMG grenade into the antlions to save him since friendly fire doesn’t exist in HL2
>fucker decides to die of a heart attack anyway
>>
>>4189792
There has to be a way to choke him out
>>
>>4189858
Ah dammit. You reminded me that we need to get a garrote to check the ship out of people.
>>
Rolled 2 (1d3)

>>4189804
>>4189830
>>4189858
You could, but this is a physically fit man. It'd take a while to choke him out, and you'd have two marines with automatic weapons trying to stop you. If he were alone, I'd have written the option in, but for this guy the threshold for not getting turned into swiss cheese while doing so would be too high.

Completely invisible, within the shadows of the transit system seating, you tap your foot hard against the concrete. With the only other noises being the soldiers, the crickets, and the distant gunfire, the second carries easily through the station, even with your sound mitigating soles.

"Hey stop that, I'm tryna talk here." The mechanic says.

"I didn't do anything!" The gunner says.

"Well, did you hear that?" The mechanic responds.

You tap your foot again. One of the marines starts tentatively walking towards its invisible source.

Roll a 3d6+4
>>
Rolled 2, 1, 2 + 4 = 9 (3d6 + 4)

>>4189875
good night sweet prince
>>
Rolled 5, 3, 4 + 4 = 16 (3d6 + 4)

>>4189875
>>
Rolled 5, 3, 3 + 4 = 15 (3d6 + 4)

>>4189875
Sneaking time.
>>
I'm gonna be honest, average of three rolls is a crap system. You should probably do best of three for all the rolls, as qst dice are fucking cursed, plus it gives playing someone who's a fucking super spy in a stealth suit a better shot at being one instead of failing half of everything.
>>
>>4189896
I agree, averaging always feels...weird.
Like you can get a fantastic roll that suddenly gets cucked because someone else (or worse, two other people) roll like trash
>>
Rolled 2, 3, 1 = 6 (3d6)

>>4189896
>>4189905
If you guys really want to, I'll do it that way, but but I've been trying to just mitigate the chance for failure more with forgiving outcomes rather than decreasing odds, and I guess I'm the kind of person that likes RNG.

>>4189877
>>4189881
>>4189883
Since you're still stealthy, I'll count this one as averaged.
(I forgot, you have 41/50 cloak power.)
The mechanic, with his hand on his sidearm, walks toward the sound, scanning around for whatever human or creature might have caused it. The dim, sterile lights of the black mesa transit system running on low power give him just barely enough light to make out the area around him.

All his fellows see is him suddenly jerk, before his neck goes red.

"Holy shit!" The gunner shouts, not sure of what just happened. The private grabs his machine gun, and fires a short burst of nine millimeter rounds.

He hits on a 16. (+4 because you're cloaked.)
>>
Rolled 3, 3, 4 = 10 (3d6)

>>4189925
The bullets don't even land close to you, as though he thinks you're somewhere you aren't. A few shatter windows on the tram, others cut through the now old arrival times. While the machine gun doesn't have the swivel to fire at you without being fully picked up, the gunner reaches for his submachine gun.

>Fire your revolver at the gunner. (Roll3d6+2, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. All the marines will have to make surprise checks.)
>Fire your Spas-12 at the gunner. (Roll 3d6+3, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo.)
>Fire your Glock at the gunner. (Roll 3d6+2 Every two points above a 5 does half damage, kills on an 18. -3/6 +2 magazines ammo.)
>Fire your Silenced USP at the gunner. (Roll 3d6+2, kill on a 15, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
>Fire your hive-hand at the gunner. (Roll 3d6+2, Kill on a 17, every three points reduces threshold. )

>Fire your revolver at the private. (Roll3d6+2, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. )
>Fire your Spas-12 at the private. (Roll 3d6+3, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. )
>Fire your Glock at the private. (Roll 3d6+2 Every two points above a 5 does half damage, kills on an 18. -3/6 +2 magazines ammo. )
>Fire your Silenced USP at the private. (Roll 3d6+2, kill on a 15, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
>Fire your hive-hand at the private. (Roll 3d6+2, Kill on a 17, every three points reduces threshold. )

>Dive to somewhere else, and re cloak. (Roll 3d6+2. On a 12, the marines will have to re-track you.)
>>
>>4189925
How does we recharge power again? Find a station? Plug it into the nearest outlet?

>Fire your hive-hand at the gunner. (Roll 3d6+2, Kill on a 17, every three points reduces threshold. )
THE BEEEEESSS
>>
>>4189937
>Fire your Silenced USP at the gunner. (Roll 3d6+2, kill on a 15, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
We should take the gunner first, since his weapon has much more ammo than the private’s MP5 and he can sweep the whole area without worrying about reloading. The private is much easier to pressure with his 50-round ammo supply, so let’s leave him until last.
>>
Rolled 1 (1d2)

>>4189938
>>4189943
Same way you would in the video game. Batteries and stations. You'll be given a choice to fill cloak or armor when you find them
>>
>>4189994
Do you like smooth Jazz?
How strong is Gabby? Can she dead lift a body and carry it around? I'm asking for the purpose of dragging a body around to long distances.
>>
>>4189938
>>4189943
You manipulate the hivehand, coaxing it into firing another swarm of hornets as you did earlier, now in the safety of your cloaking system. The creature spits out a few more insects that fly towards the gunner.

Roll 3d6+2

>>4190010
A full on deadlift? Depends on the weight of the body, and whether or not adrenaline is running high. Long distances probably not, but in a combat scenario, yeah.
>>
Rolled 3, 1, 3 + 2 = 9 (3d6 + 2)

>>4190024
>>
Rolled 5, 4, 3 + 2 = 14 (3d6 + 2)

>>4190024
>>
>>4190024
So firing the hive hand it's an instant kill on a 17, but each whole 3 points reduces the threshold to kill yes?
So if the threshold is 17, and I roll a 14, does that mean the threshold is cut down to 13 or did I get that wrong?
>>
Rolled 5, 6, 2 = 13 (3d6)

>>4190029
>>4190032
>>4190037
Yes that's right. The hive hand does reduced damage on these marines because of its poor armor penetration. As fun as the bees are, they're not very hard hitting.

Three insects flick out of the creatures orifice, smacking into the chest of the gunner, who grunts, but stays standing to fire.

The gunner lines up his submachine-gun, firing a burst of rounds towards where he thinks you're standing. He hits on a 16.

You can see the private pulling the pin on a grenade.
>>
>>4190057
>New bee rules, gonna rack my fucking brain, but lets do it.
>>Shoot the zombie with the Hive-hand. (Roll 3d6+1 Every two points fires a bee, each bee reduces threshold by 1, 6 bees kill. Every four bees fired subtracts one from the next roll. +1 regenerates every turn.)
>Treat bee-buddy well.
is it still every two points per bee, or is it now ever 4 points per bee?
>>
>>4190057
>You can see the private pulling the pin on a grenade.
Bouncer, bouncer!
>>
>>4190057
(38/50 cloak power.)
Not gonna lie, I forgot about those rules. They'd be too annoying to track I think. Right now, on the marines, every three points reduces the threshold by 1. I'd honestly suggest using one of the more punchy guns available on marines or grunts.
The shots are closer, but without the ability to visibly track you, it's nearly impossible to hit you. A few of them tear close through the safety poster you're behind, or ricochet through the bench. However, you can see clearly a frag grenade being pulled, as the private yells "Is a fucking ghost shooting us!? What the hell is this!" Explosives aren't picky.

>Fire your revolver at the gunner. (Roll3d6+2, kill on a 11, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. All the marines will have to make surprise checks.)
>Fire your Spas-12 at the gunner. (Roll 3d6+3, kill on a 13, every point above a 3 reduces threshold. -1/8 ammo.)
>Fire your Glock at the gunner. (Roll 3d6+2 Every two points above a 5 does half damage, kills on an 15. -3/6 +2 magazines ammo.)
>Fire your Silenced USP at the gunner. (Roll 3d6+2, kill on a 12, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
>Fire your hive-hand at the gunner. (Roll 3d6+2, Kill on a 14, every three points reduces threshold. )

>Fire your revolver at the private. (Roll3d6+2, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. )
>Fire your Spas-12 at the private. (Roll 3d6+3, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. )
>Fire your Glock at the private. (Roll 3d6+2 Every two points above a 5 does half damage, kills on an 18. -3/6 +2 magazines ammo. )
>Fire your Silenced USP at the private. (Roll 3d6+2, kill on a 15, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
>Fire your hive-hand at the private. (Roll 3d6+2, Kill on a 17, every three points reduces threshold. )

>Dive to somewhere else, and re-cloak. (Roll 3d6+2. On a 12, the marines will have to re-track you, any incoming grenades will be avoided regardless of roll.)
>Duck for cover. (+2 To all defense, will avoid grenades.)
>Deactivate cloak. (Can be done with any action, -4 to all thresholds on attacking enemies.)
>>
>>4190097
>Fire your Spas-12 at the gunner. (Roll 3d6+3, kill on a 13, every point above a 3 reduces threshold. -1/8 ammo.)
night night
>>
>>4190097
>Fire your Spas-12 at the gunner. (Roll 3d6+3, kill on a 13, every point above a 3 reduces threshold. -1/8 ammo.)
So how does the shotgun work here? Does it still have a magic alt-fire that fires two barrels despite having only one?
>>
>>4190097
>Fire your Spas-12 at the gunner. (Roll 3d6+3, kill on a 13, every point above a 3 reduces threshold. -1/8 ammo.)
Going loud.
>>
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>>4190102
>>4190112
>>4190114
I didn't think about that aspect of half life shotguns when writing up the threshold list, so I'll think about it, but I'm not sure how that'll work out balance wise, (I don't want certain guns to be overshadowing others. If I just halfed thresholds at the cost of one extra shell, it would be super powerful,) so it may end up being that it's just that Freeman is willing the extra pellets into existence.

You pull your shotgun over your shoulder, quickly pointing it at the gunner. Just as the private tosses his grenade, the shotgun kicks, sending out a cone of small pellets directly towards the gunner. The frag grenade bounces off the poster behind you, clinking as it lands on the metal waiting bench.

Make two rolls, one to hit the gunner, (3d6+2) and one to avoid the grenade, (3d6+2, avoid on a 9. Below an 11 will negate your cloak bonus by 2 due to movement.) Clarify which you're rolling for.
>>
Rolled 6, 2, 2 + 2 = 12 (3d6 + 2)

>>4190157
hitting the gunner
>>
Rolled 1, 6, 3 + 2 = 12 (3d6 + 2)

>>4190157
rolling to DODGE
>>
Rolled 4, 2, 6 + 2 = 14 (3d6 + 2)

>>4190157
roll to hit
>>
Rolled 1, 3, 6 + 2 = 12 (3d6 + 2)

>>4190179
roll to dodge
>>
>>4190179
Damn, if you were a little earlier the Semper-Fi soup would've been ready by now.
>>4190161
>>4190163
The buckshot pummels the marine's chest, and neck, nearly knocking him to the ground. He chokes for a moment, having to brace himself against the sandbag, and cough up specks of blood. "I'm hit!" He shouts. "Call a medic!"

You quickly vault through one of the broken windows of the tram, ducking down and taking cover as the grenade bursts apart, sending fragmentation and shards of glass flying above your head. You can see the private reaching for his radio.


>Fire your revolver at the gunner. (Roll3d6+2, kill on a 10- 1/6+4ammo. All the marines will have to make surprise checks.)
>Fire your Spas-12 at the gunner. (Roll 3d6+3, kill on a 3, every point above a 3 reduces threshold. -1/8 ammo.)
>Fire your Glock at the gunner. (Roll 3d6+2 Every two points above a 5 does half damage, kills on a 6. -3/6 +2 magazines ammo.)
>Fire your Silenced USP at the gunner. (Roll 3d6+2, kill on a 8, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
>Fire your hive-hand at the gunner. (Roll 3d6+2, Kill on a 5, every three points reduces threshold. )

>Fire your revolver at the private. (Roll3d6+2, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. )
>Fire your Spas-12 at the private. (Roll 3d6+3, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. )
>Fire your Glock at the private. (Roll 3d6+2 Every two points above a 5 does half damage, kills on an 18. -3/6 +2 magazines ammo. )
>Fire your Silenced USP at the private. (Roll 3d6+2, kill on a 15, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
>Fire your hive-hand at the private. (Roll 3d6+2, Kill on a 17, every three points reduces threshold. )

>Dive to somewhere else, and re-cloak. (Roll 3d6+2. On a 12, the marines will have to re-track you, any incoming grenades will be avoided regardless of roll.)
>Duck for cover. (+2 To all defense, will avoid grenades.)
>Deactivate cloak. (Can be done with any action, -4 to all thresholds on attacking enemies.)
>>
>>4190195
>>Fire your Spas-12 at the private. (Roll 3d6+3, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. )
>>
>>4190195
>Fire your revolver at the gunner. (Roll3d6+2, kill on a 10- 1/6+4ammo. All the marines will have to make surprise checks.)
no point in wating time by switching to a new gun. He needs to be stopped before we have the military storming the place.
Gotta go big or go home.
>>
>>4190195
>Fire your Spas-12 at the private. (Roll 3d6+3, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. )
Nobody’s calling anybody.
>>4190207
>He needs to be stopped before we have the military storming the place.
Did you mean the private? You voted for gunner.
>>
>>4190195
>>Fire your Spas-12 at the private. (Roll 3d6+3, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. )
>>
>>4190200
>>4190207
>>4190237
>>4190239
(35/50 cloak power.)

As the marine grabs at his radio, hoping for someone to help with a threat he can barely see, you line up your shotgun. With a thundering blast, you fire off another round of buckshot. For a millisecond, the flash is the brightest light in the tram, reflecting off every sterile-colored surface.

Roll 3d6+2
>>
>>4190237
oh oops. yeah the one with the radio dude. The revolver is stronger than the shotgun isn't it?
>>
Rolled 4, 3, 1 + 3 = 11 (3d6 + 3)

>>4190253
wasn't it a +3?
>>
Rolled 2, 1, 5 + 3 = 11 (3d6 + 3)

>>4190253
Blammo, you are dead.
>>
>>4190253
dice+3d6+3
>>
>>4190253
roll/3d6+3
>>
Rolled 2, 5, 6 + 3 = 16 (3d6 + 3)

>>4190253
>>
>>4190264
>>4190261
You gotta put it in the options bar, broski.
>>
Rolled 2, 1, 1 + 3 = 7 (3d6 + 3)

>>4190253
>>
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>>4190268
at least he's dead, or his radio is knocked away.
Should we finish them off guys?
>>
>>4190269
thanks man.
of course i rolled like shit
>>
>>4190276
Don't worry bro, I'm running combat rolls by the first roller anyway.

>>4190257
>>4190259
>>4190261
>>4190268
Yes, 3d6+3 due to range, my mistake.


(32/50 Cloak Power)
A buckshot round blasts into the private's PCV, cutting into his ribs even as the high tech equipment works to stiffen and take the hit. The private stumbles and hits the ground, dropping his radio and buying you an extra second. The gunner, though seriously wounded, fires off a blind bout of suppressing fire, hoping to protect his ally for a few critical seconds. (Will get an attack on you if you attack. If your action involves changing positions, that shot will be unprotected by the cloak.)


>Fire your revolver at the gunner. (Roll3d6+2, kill on a 10- 1/6+4ammo. All the marines will have to make surprise checks.)
>Fire your Spas-12 at the gunner. (Roll 3d6+3, kill on a 3, every point above a 3 reduces threshold. -1/8 ammo.)
>Fire your Glock at the gunner. (Roll 3d6+2 Every two points above a 5 does half damage, kills on a 6. -3/6 +2 magazines ammo.)
>Fire your Silenced USP at the gunner. (Roll 3d6+2, kill on a 8, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
>Fire your hive-hand at the gunner. (Roll 3d6+2, Kill on a 5, every three points reduces threshold. )
>Try and get a knockout kick on the gunner. (Roll 3d6+2, unconscious on a 7, will require you to move.)


>Fire your revolver at the private. (Roll3d6+2, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. )
>Fire your Spas-12 at the private. (Roll 3d6+3, kill on a 16, every point above a 3 reduces threshold. -1/8 ammo. )
>Fire your Glock at the private. (Roll 3d6+2 Every two points above a 5 does half damage, kills on an 18. -3/6 +2 magazines ammo. )
>Fire your Silenced USP at the private. (Roll 3d6+2, kill on a 15, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
>Fire your hive-hand at the private. (Roll 3d6+2, Kill on a 17, every three points reduces threshold. )
>Try and get a knockout kick on the private. (Roll 3d6+2, unconscious on a 7, will require you to move.)

>Dive to somewhere else, and re-cloak. (Roll 3d6+2. On a 12, the marines will have to re-track you, any incoming grenades will be avoided regardless of roll.)
>Duck for cover. (+2 To all defense, will avoid grenades.)
>Deactivate cloak. (Can be done with any action, -4 to all thresholds on attacking enemies.)
>Try and convince them to surrender. (Roll 3d6+1, pass on a 10)
>>
>>4190295
>Try and convince them to surrender. (Roll 3d6+1, pass on a 10)
They're down one man, the gunner is dying, and the private will soon follow. They can call for backup, but they will be dead long before anyone can come. The only thing they'll get for prolonging this fire-fight is coffin that the military will send back home to their families. Is this how they want to end their careers? As another insignificant digit of the soldiers killed in action, or would they like to live another day?

>PCV armor
oooooh nice. We should steal some and give them to the Black Mesa security force. it'll be something.
>>
>>4190295
>>Duck for cover. (+2 To all defense, will avoid grenades.)
>>
>>4190295
>Fire your revolver at the private. (Roll3d6+2, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. )
Also, shouldn’t the new kill threshold be 6 since we got that roll of 11 when we shot the private with the shotgun, thereby reducing the threshold by 8?
>>
>>4190328

Yes, that was my mistake. However, the thresholds are only reduced to a minimum of the wound threshold, since below that point is considered a miss. This is what they should actually look like.

>Fire your revolver at the private. (Roll3d6+2, kill on a 10, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. )
>Fire your Spas-12 at the private. (Roll 3d6+3, kill on a 8, every point above a 3 reduces threshold. -1/8 ammo. )
>Fire your Glock at the private. (Roll 3d6+2 Every two points above a 5 does half damage, kills on an 10. -3/6 +2 magazines ammo. )
>Fire your Silenced USP at the private. (Roll 3d6+2, kill on a 8, every point above a 8 reduces threshold. -3/11+1 Magazine ammo.)
>Fire your hive-hand at the private. (Roll 3d6+2, Kill on a 9, every three points reduces threshold. )
>Try and get a knockout kick on the private. (Roll 3d6+2, unconscious on a 7, will require you to move.)
>>
>>4190343
>Fire your hive-hand at the private. (Roll 3d6+2, Kill on a 9, every three points reduces threshold. )
BEEEEEEEEEES
>>
>>4190295
>Try and convince them to surrender. (Roll 3d6+1, pass on a 10)
>>
>>4190380
just to clarify, you're changing your vote right?
>>
>>4190389
oh wait no I'll stick with Try and convince them to surrender.
>>
>>4190318
>>4190328
>>4190380
>>4190386
>>4190399
"Weapons down!" You shout over the gunfire, flicking off your cloaking system. You fizzle back into reality as a black silhouette. "Put your guns down, and you'll get to go home on a medevac!" You shout, waving the tip of the shotgun towards the ground as you point it at the wounded marines.

"It can fucking talk!?" Shouts the private from the ground.

Roll 3d6+1.
>>
Rolled 3, 6, 4 + 1 = 14 (3d6 + 1)

>>4190434
>>
Rolled 6, 4, 4 + 1 = 15 (3d6 + 1)

>>4190434
Is this a combat roll? Do I need to roll for an average? If so, here it is.
Last post, good luck lads.
>>
>"Stop killing unarmed civilians asshole!"
>>
Rolled 3, 3, 2 + 1 = 9 (3d6 + 1)

>>4190434
>>
Rolled 4, 3, 2 + 1 = 10 (3d6 + 1)

>>4190434
>>
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>>4190473
kek
>>
>>4190456
>>4190467
>>4190473
>>4190475
>>4190476

I'll consider combat rolls, "Any rolls with an attacker significantly aware of your presence." Good night, nice roll too.
"Yeah. I'm human." You shout. "And I'm gonna treat you like humans too. One of your friends is dead, you're both wounded."

"Because of you, you bitch!" The private shouts, blood spitting onto the sandbags.

"And you're gunning down civilians!" You shout. "And don't give me any shit about orders!"

"They started an alien invasion!" He shouts.

"And who do you think is gonna stop it once you kill everyone who understands it?" You respond. "Now shut up! Put your hands behind your hips, and I'll let you go home."

"Jesus." The gunner says. "What the hell is this mission? Listen to what she says. This isn't worth dying for."

The two allow you to zip tie their hands, unable to even resist through the pain. You take one of their sub-machine guns, and an extra clip. (Uses the same ammo as the glock, giving you roughly 50 +86 ammo)

Considering the amount of noise you just made, it might not be a good idea to stay here for two long. You're working on a Ten PM time limit as well, so you'd be best off moving quickly. (You can choose two tasks to perform, before you'll need to start the tram.)

>Try to find any leftover grenades on them.
>Try to interrogate them for information up ahead.
>Load that machine gun onto the tram. You won't be able to take it with you while sneaking, but it might be useful on there.
>Try and search for any batteries/medical equipment.
>Convince them to send a message up the chain of command.
>>
>>4190541
>>Try to interrogate them for information up ahead.
>>Load that machine gun onto the tram. You won't be able to take it with you while sneaking, but it might be useful on there.
>>
>>4190541
>Drag the dead marine to the tram so we can strip him of his gear (PCV, guns, ammo, grenades, radio.)
His stuff could possibly used as a disguise for any living male agents.
>Try to interrogate them for information up ahead.
>>
>>4190541
>>Load that machine gun onto the tram. You won't be able to take it with you while sneaking, but it might be useful on there.
>>Convince them to send a message up the chain of command.

"Tell them to stop killing civilians, or I'll start killing higher ups until you fucking get it. This is fucking America, not Nazi Germany!"
>>
>>4190561
I like this comment. Still sort of want to drab the marine to the Tram. All that additional gear could be useful for the other agent. It's a heck a lot more portable than the machinegun.
>>
>>4190561
I'll support this, we won't need the dead guy's gear if we can get a ceasefire going.
>>
>>4190598
ceasefire how though?
>>
>>4190642
I don't know yet, but I'm sure we'll think of something.
>>
>>4190652
We'll we can't have the two goons do a ceasefire, and the only sure way to do it at the very least temporarily would be to contact the general, but that would only be temporary and the DC ain't so easy to pass.
Still, there's no reason why we can't take the body. It's not like they're in any position to see or do anything about it, and again a PCV would mean life and death if we need to bodyguard anymore VIP personnel out of the facility. Also more guns.
>>
>>4190541
pull the pin on their nades and make them bite it so if they scream they'll blow up

OR

Tell them there's someone high up in the DoD who wants to kill the civilians because they're compromised. We could let them see the CIA badge with our name covered so they know we're american and not KGB or something.

At this point they're antagonized. Them letting those above know there's ANY outside involvement will trigger an alert for us. Really the smart thing is to kill them and blame it on Gordon Freeman.

>Drag the dead marine to the tram so we can strip him of his gear (PCV, guns, ammo, grenades, radio.)
>Try to interrogate them for information up ahead.

Why the hell is Gordon Freeman even being talked about? He's a physicist who was at the resonance cascade itself. Did he get superpowers from it?!
>>
>>4190679
you do bring up a fair point about killing them.... hmmmm.
Actually maybe we should just kill them, as bad as that sounds to me. IF the CIA finds out we're name dropping them being involved we would get in trouble won't we. Yeah, I guess a bullet to the heads will have to do.
>>
>>4190679
>>4190693
Wait actually. I think I can agree to the grenades, but not the CIA name dropping.
>>
>>4190697
It was one or the other I meant. Either we're trusting GRUNTS with staying alive or doing something to keep them in place and silent until we get back.

Maybe even use a fabric gag to keep it in place so they don't accidentally blow themselves up.
>>
>>4190702
Why don't we just disable their radios instead of torturing them?
>>
>>4190745
A gunfight just occurred. If they yell they'll get rescued and report on an invisible assassin killing grunts.
>>
>>4190745
Technically, sort of not torture, because they would be capable of keeping that grenade in there. Their PCV's should keep them alive so I think it's best to just leave them. Time is of the essence.
>>
>>4190764

The real point is we don't want them to reveal in any way that there's a super spy in the facility at all. Our Handlers would WANT us to cap them both.
We want to be the good guy and not cap them, even though they admit to killing civilians without good cause or order questioning.

There's not many ways to keep them alive while not letting them reveal there's a super spy to be alert for.
>>
>>4190778
Also if we shot them all with bees, nobody would ever know a human was involved.
>>
>>4190780
the only other person that uses the hivehand is Freeman. We fine. They'll just think he was here.
>>
>>4190780
oh dammit whom i kidding. I like shooting. Shooting them means more stuff for us, and god do I love loot.

>>4190541
>shooty shooty bang bang
>>
>>4190797
Isn't it a war crime to kill enemies that have surrendered? Is this even considered a war? And does that even matter?
>>
>>4190837
Isn't what the military doing right now considered a war crime? I still don't know much about the Half Life wiki, but I think the assassins were sent to finish off the military. Would killing them make a difference?
>>
>>4190840
I'm pretty sure the military IS committing war crimes, yes. But responding with more war crimes seems like the wrong way to go about this. We either need to get them to stop, or find some way to show what they're doing to the rest of the country or world.
>>
>>4190882
killing them after capturing them is a warcrime yes.

But if they tell them there's a super spy, that will be a major problem for us.

Even if we keep them alive, we need a way to stop them from talking.
>>
>>4190679
>Why the hell is Gordon Freeman even being talked about?
Because he is wearing a super suit, and keeps finding ways to survive whatever is trying to murder him and then murder it in turn.
>>
>>4190837
>>4190840
>>4190882
>>4190894
No "war" has been declared, this would probably fall under crimes against humanity.

>>4190679
Just talk to them and lay it out for these dumb grunts.
Ask them :
>"Do any of them think gunning down innocents at a top secret facility with orders meant to have open interpretation and implications on their part will end well for them?
That is on top of the very obvious fact that they are gunning down unarmed American scientists and various staff members without mercy, on US soil, by US soldiers ever gone over well?

>At best they get a tiny cell for the rest of their lives and their families hounded by the public if this gets out, and it will, or at worst, they will be killed to keep this whole thing secret because this facility technically doesn't exist and no one at the top is gonna want any living witness or testimonies that MIGHT say otherwise?

If you saved people instead of murdering them, you'd probably have enough survivors to call all of you heros. With every scientist dead, your superiors will just call you liabilities or loose ends."
>>
>>4191192
woops failed to greentext teh middle and last parts.
>>
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>>4190553
>>4190558
>>4190561
>>4190598
>>4190679
>>4190693
>>4190797
>>4191179
>>4191192
You pick up the machine, grunting as you lift it, before you haul it into one of the seats of the tram, where it just peaks over the window.

You knee down next to the two wounded marines, whom are now laid out like sardines on the ground with their appendages bound.

"I need both of you to hand over some information." You state. "You're right, this mission is screwed, that's why I need to figure it out. I'm gonna start easy, what is further down the tracks?"

"Captain Manvridge was sent to the anomalous materials lab." The gunner explains. "Apparently some freaky shit was happening in there, so he asked for relief. We were supposed to fix the tram before C company arrived, and piled in."

"Alright, well how long until C company arrives?" You ask.

"Maybe a half hour? I dunno?" He responds.

"Alright then, so what's the logic behind gunning down the scientists then?" You ask.

"Well they fuckin' caused this didn't they?" Responds the private. "They sure as shit ain't just scientists. They had machine gun turrets in the damn hallways!"

"You do understand you're not getting out of this without saving the scientists? If you did, you might have some to vouch on your side to the american public. Now, the military is just gonna cover you up as a lose end." You explain.

"Yeah, I'm sure the public will just love to hear the opinions of the mad scientists who summoned freaks of nature on to earth." He responds.

"Alright. Well what about Freeman, what's so special about him?" You ask.

"He's been gunning down marines left and right. People are saying he's bulletproof, or wearing power armor or something." The private responds.

"Well, does the DoD know where he is now?" You ask.

"They're saying he's getting close to the aerospace center." The private responds.

With C company arriving later to take the tram out of here, your options just limited themselves. If you try and hold these marines here, they'll just be found by C company anyway. If you kill them, they'll assume it was Freeman, or aliens, or any one of the million things someone could die of out here, and you'll stay a secret. If you let them live, they will most certainly report you, however that might be to your advantage. Hearing a report of an invisible foe will put nerves on edge, which someone clever could use to their advantage. In war, fear is almost as effective as bullets.

>Let them live.
>Finish them off.
>>
>>4191295
>>Let them live.
"Tell you friends to stop killing civilians, or else I'll start killing more of them. And they won't see me coming, but you already know that."
>>
>>4191381
Support.
>>
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>>4191381
>>4191403
I spend thirty fucking minutes writing an update, then firefox decides "backspace" means "previous page."

"When C company finds you, telling them to stop killing the civilians." You shout. "Otherwise, they won't see me coming either."

You start the tram, and it begins to crawl forward along the singular track. It quickly dips into a trench before lowering into the east personnel entrance. As you delve into the facility again, you start to see the failure in the military's current strategy. They're treating the facility as a country to invade, setting up fortifications, checkpoints, and bases, only for the aliens to teleport into an unsuspecting location, and turn the fight into bloody chaos. Multiple times you have to duck below the windows in order to avoid the stray gunfire or hornets, hearing them patter against the metal exterior of the tram. You even manage to catch glimpses of creatures far bigger than what you've seen stomping through the open spaces of the underground facility, thankfully paying no head to what seems like an empty tram car.

In a few minutes, you reach Security Checkpoint 9, where you would normally start your descent to head towards anomalous materials. Usually, a security would check your security and shift, and route your tram accordingly. However, it seems military strategy has deemed this position important, being a major bottleneck of transit. Sandbags and equipment cover the catwalk, but unfortunately for the marines, a group of grunts and vortigaunts have teleported behind them. Through the doorway, now cleared by a breaching charge, you can see five marines struggling against two grunts, and two supporting vortigaunts. Another marine has vaulted through the broken windows, into the monitoring and routing room, where he is attempting to flank the creatures.

You'll need to get access to the routing room, and it's computers, if you want to continue on the tram. Thankfully, with the marines fighting the aliens, the two combatants will be significantly focused on the enemies they can see, rather than those they can't.

>Try and get into a good position to open fire. (Roll 3d6+2, every point over a 10 grants a +1.)
>Stealth kill the marine in the security room. (Roll 3d6+2, succeed on a 11.)
>Search the fortification equipment for useful things. (Roll 3d6, pass on a 10.)
>Sneak up to the door, use your silenced pistol to quickly shoot out the lights, they likely won't be able to discern your shots from their own. (Roll 3d6+2, parties will be unaware on an 10. -4/11+1 ,magazine ammo)
>Move the machine gun onto the sandbags, and prepare to open fire on all parties. (Roll 3d6+2, they will be unaware of your placement on a 12. The machine gun will be placed regardless of the roll.)
>>
>>4191509
>>Move the machine gun onto the sandbags, and prepare to open fire on all parties. (Roll 3d6+2, they will be unaware of your placement on a 12. The machine gun will be placed regardless of the roll.)
>>
>>4191509
>Try and get into a good position to open fire. (Roll 3d6+2, every point over a 10 grants a +1.)
Sneaki breeki
>>
>>4191509
>Use the machine gun to shoot the aliens.
>>
>>4191656
Why not both?
>>
>>4191509
https://youtu.be/W_aAdCPT9jg
Where can we find Dr. Coomer?
>>
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>>4191573
>>4191639
>>4191656
You pick up the large machine gun, lugging out the door of the tram and towards the sandbags. You feel rather vulnerable as you haul it, having to practically waltz over in the sterile lighting of Black Mesa. It would be easy for someone to see you, causing you to lose your advantage of surprise. Of course, surprise or not, a 50 caliber machine gun will still be effective.

Roll 3d6+2.
>>
Rolled 5, 2, 1 + 2 = 10 (3d6 + 2)

>>4191694
Is the attack going to be averaged since none of them will be aware of this until we open fire?
>>
>>4191706
Yes.
>>
Rolled 6, 6, 4 + 2 = 18 (3d6 + 2)

>>4191694
>>
Rolled 4, 5, 4 + 2 = 15 (3d6 + 2)

>>4191694
>>
>>4191706
>>4191725
>>4191727
With a bit of luck, none of the marines glance behind them, and you're able to set down your machine gun on the sandbags ahead of you. The large M2 Browning's tripod rests on the sandbags, and you're easily able to pick targets from behind its sights.

The marines are closer and more numerous, yes, but those grunts could crush you like a grape assuming their strength is proportional to their size. The vortigaunts are weak and cowardly, but they could still get a few hits off.

The defense provided by your cloak will be mitigated by being on a stationary turret, giving away position.

>Supress the sergeant and grenadier, getting an attack of if either take actions that might require them to leave cover.
>Fire at the sergeant. (Roll 3d6+2, kill on a 10, every point reduces threshold by 2.)
>Fire at the grenadier. (Roll 3d6+2, kill on a 10, every point reduces threshold by 2.)

>Supress the first and second private, getting an attack of if either take actions that might require them to leave cover.
>Fire at the first private. (Roll 3d6+2, kill on a 10, every point reduces threshold by 2.)
>Fire at the second private. (Roll 3d6+2, kill on a 10, every point reduces threshold by 2.)

>Supress the flanking marine, getting an attack of if he takes actions that might require them to leave cover.
>Fire at the flanking marine. (Roll 3d6+2, kill on a 10, every point reduces threshold by 2.)

>Supress the grunts, getting an attack of if either take actions that might require them to leave cover.
>Fire at the first grunt (Roll 3d6+2, kill on a 13, every point reduces threshold by 2.)
>Fire at the second grunt (Roll 3d6+2, kill on a 13, every point reduces threshold by 2.)

>Supress the vortigaunts, getting an attack of if any of them take actions that might require them to leave cover.
>Fire at the first vortigaunt. (Roll 3d6+2, kill on a 8. Every point reduces threshold by 2.)
>Fire at the second vortigaunt. (Roll 3d6+2, kill on a 8. Every point reduces threshold by 2.)
>Fire at the third vortigaunt. (Roll 3d6+2, kill on a 8. Every point reduces threshold by 2.)

>Cloak. (Can be done in the same turn as any other action, temporarily shut off by changing position. +2 defense while on the turret, +4 while off.
>Duck and cover. (+4 defense, avoid any grenades.)
>>
>>4191769
>Fire at the first grunt (Roll 3d6+2, kill on a 13, every point reduces threshold by 2.)
I'm thinking we kill the grunts, try to incapacitate the vortigaunts, get the marines to surrender, and then try to get the vorts collars off.
>>
>>4191769
>>Supress the grunts, getting an attack of if either take actions that might require them to leave cover.
>>
>>4191769
>Supress the sergeant and grenadier, getting an attack of if either take actions that might require them to leave cover.
How much ammo does the m2 browning have?
>>
>>4191827
>>4191836
>>4191839
In half life, it's infinite, but I think for this I'll say 300-20 per shot.
>>
>>4191769
>>Supress the grunts, getting an attack of if either take actions that might require them to leave cover
>>
Rolled 2, 1, 4 + 2 = 9 (3d6 + 2)

>>4191827
>>4191836
>>4191839
>>4191948
As you fire a barage towards the collosal, gorilla sized aliens, forcing them back and away, the grenadier looks back, through the door only seeing the bright flash of the gun barrel. He turns to his sergeant, shouting "did you call reinforcements?"

"No!" The sergeant shouts back. "Guardian angel I guess."

The towering alien grunts become determined to shut down the pounding machine gun fire as it sprays around them. The two of them start to charge forward, firing their hornets towards you.

Make two rolls of 3d6+2.

(The roll above determines whether the aliens or marines do better in the fight against each other. Higher numbers are good for the marines, lower for the aliens. The marines get a +2 because you're suppressing the grunts and not them.)
>>
Rolled 6, 3, 5 + 2 = 16 (3d6 + 2)

>>4192019
>>
Rolled 5, 5, 6 + 2 = 18 (3d6 + 2)

>>4192019
first roll
>>
Rolled 3, 5, 2 + 2 = 12 (3d6 + 2)

>>4192019
second roll. I'm assuming these are two sets of Best of Three rolls?
>>
Rolled 6, 5, 1 + 2 = 14 (3d6 + 2)

>>4192019
First
>>
Rolled 6, 6, 6 + 2 = 20 (3d6 + 2)

>>4192019
Second
>>
>>4192046
Noice
>>
>>4192046
HE COMES
>>
>>4192028
>>4192029
>>4192032
>>4192044
>>4192046
>>4192055
>>4192058
The grunts, angered by the machine gun fire practically run over the two privates. One of the marines is quickly crushed under a hoof, while the other is knocked down and stunned. The vortigaunts, with a sudden boost of confidence, nail the sergeant with an electric blast.

Wanting to punish the aliens for their charge, you send volleys of fifty caliber rounds into the two grunts unarmoured sternums, boring deep through the scaly skin and think muscle, shredding internal organs. The creatures moan, and fall over to die.

Two vortigaunts, seeing the far larger creatures torn apart by human weapons fire, start to run back. The other ducks down behind a box.

The sergeant and grenadier cheer as you pummel the aliens. It seems that they're assuming you're a friendly. You could abuse this belief to destroy them, or perhaps play on their trust in you to pass through without killing them.

(280 M2 ammo.)

>Supress the sergeant and grenadier, getting an attack of if either take actions that might require them to leave cover.
>Fire at the sergeant. (Roll 3d6+2, kill on a 8, every point reduces threshold by 2.)
>Fire at the grenadier. (Roll 3d6+2, kill on a 10, every point reduces threshold by 2.)

>Supress the first and second private, getting an attack off if either take actions that might require them to leave cover.
>Fire at the second private. (Roll 3d6+2, kill on a 6, every point reduces threshold by 2.)

>Supress the flanking marine, getting an attack of if he takes actions that might require them to leave cover.
>Fire at the flanking marine. (Roll 3d6+2, kill on a 10, every point reduces threshold by 2.)

>Supress the vortigaunts, getting an attack of if any of them take actions that might require them to leave cover.
>Fire at the first vortigaunt. (Roll 3d6+2, kill on a 8. Every point reduces threshold by 2.)
>Fire at the second vortigaunt. (Roll 3d6+2, kill on a 12. Every point reduces threshold by 2.)
>Fire at the third vortigaunt. (Roll 3d6+2, kill on a 8. Every point reduces threshold by 2.)

>Cloak. (Can be done in the same turn as any other action, temporarily shut off by changing position. +2 defense while on the turret, +4 while off. )
>Leave the turret. (Will open up options for using your equipped loadout, talking to the marines, and sneaking around.)
>Duck and cover. (+4 defense, avoid any grenades.)
>>
>>4192083
>Cloak. (Can be done in the same turn as any other action, temporarily shut off by changing position. +2 defense while on the turret, +4 while off. )
>Leave the turret. (Will open up options for using your equipped loadout, talking to the marines, and sneaking around.)
Reposition and shoot the Marines with the hivehand so they think it's an alien sneak attack, then uncloak with the hivehand hidden to tell them to flee, then we'll btfo the vorts?

Do any of you have a better plan? Who do we save or kill, or do we kill them all?
>>
>>4192092
+1
>>
>>4192092
I would personally like to avoid killing humans and vorts as much as possible, though that’s just my boner for lawful good talking.
If this is allowed, OP, how hard will it be?
>>
>>4192092
Right now the marines think we're an ally, we should take this chance to knock out the vorts with melee then talk to the marines.
>>
>>4192092
>>4192094
>>4192097

You'd need to reposition after cloaking and leaving the gun, which would be:
>Dive to somewhere else, and re-cloak. (Roll 3d6+2. On a 12, the marines will have to re-track you, any incoming grenades will be avoided regardless of roll.)
Then shoot, then try and convince them to retreat, which would be probably (3d6+1, pass on an 14.) It wouldn't be easy to scare them into retreating if they think they have you and that gun on their side. After they watched you shred two grunts. They currently believe they have this in the bag. They also don't have any way to get out of here except for through the vorts or under the tram rail. You could always try threatening them with the turret, or convincing them you have orders from command.
>>
>>4192148
I think cloaking and shooting is a bad idea. Let's just convince them to let us pass by. Orders from Command and all that.
>>
>>4192148
>threatening them with the turret
>convincing them you have orders from command.
Why not both? We have the biggest gun here
>>
>>4192148
Sure, okay. Changing my vote to
>Leave the turret. (Will open up options for using your equipped loadout, talking to the marines, and sneaking around.)
>Convince them you have orders from command.
>>
>>4192160
>>4192164
>>4192168

You leave the turret, so you can get closer to the marines before they chase after the vortigaunts. Ducking behind the sandbags, you talk to the sergeant as he pulls back the slide on his submachine gun.

"Sergeant." You shout. "I have orders from command."

"Shit, and what are you, special forces?" He says, looking up and down your uniform.

"Yes. Command thinks there's something sensitive hidden around here, they want you to pull out, follow the tracks for tram back to the station, they want the forces away while I scout it out."

Roll 3d6+1, pass on a 10.
>>
Rolled 5, 3, 1 + 1 = 10 (3d6 + 1)

>>4192187
Cross your fingers, fellas.
>>
>>4192190
The dice

They hunger
>>
Rolled 4, 6, 1 + 1 = 12 (3d6 + 1)

>>4192187
>>
Rolled 1, 4, 2 + 1 = 8 (3d6 + 1)

>>4192187
>>
>>4192190
>>4192208
>>4192214
>10 exactly
>>
>>4192218
holy fuck
>>
>>4192190
>>4192208
>>4192214
Just barely.

"Ahh fuck, they're not even giving us the tram?"

"Nope, they want me to be able to pull out under fire." You respond.

The sergeant sighs, then says "You sure?"

"Yup, this was straight from command tents. I'm not sure what they think I'm gonna find, but they want the big guns away from it."

"Well god help you then." The sergeant says. "Williams! You help Nixon, leave Sampson's body, poor bastard."

The marines pull back as the vortigaunts run and hide, fearing another roar of gunfire from the machine gun. Some of the marines seem rather confused. You were lucky, the sergeant didn't ask for rank, name credentials, all things that would've blown your story open. You'd guess he secretly really wanted to get out.

You search the marine's corpse, finding a pair of frag grenades, and a half clip of 9x19 ammo. (104 ammo.)

These security systems require a password you don't currently have.

>Check the bullet riddled or zombified corpses of the security guards for supplies. (Roll 3d6, pass on an 11, also find a note with a password on it on a 13.)
>Check the desks in the security room for passwords. (Roll 3d6, pass on a 12.)
>Engage the fleeing vortigaunts.
>Break open the wiring, and hard wire your way in. (Roll 3d6, pass on a 10, on a 6 or below, the black mesa intercom will announce a security breach, bringing attention.)
>Plug the CIA dongle into the security systems, giving access. (Will take around 20 minutes, you are running on a time limit, it's currently 7:30.)
>>
>>4192243
>Engage the fleeing vortigaunts.
Can we roll to intimidate them in letting us remove the collars?
>>
>>4192243
>Engage the fleeing vortigaunts.
I want to knock them out and release them, personally. I'm sure we could catch up with how awkward the gait of a vort is.
>>
>>4192243
>Engage the fleeing vortigaunts
Also tell military niggas to kindly avoid shooting in our/the vorts’ general direction for the duration of this action.
>>
>>4192250
>>4192254
>>4192265

You follow after the fleeing vortigaunts. With nowhere to run, except for the end of a hallway full of offices, they turn towards you. The first and second vortigaunts begin to emit a green, electric glow. Their backs are against the wall, forcing them to fight.

>Throw a grenade at the three vortigaunts. (All three voritgaunts will roll to avoid.
>Supress all three vortigaunts. (You will get a shot with the MP5 (with a -2 to hit) on any vortigaunt that acts in a way to make them leave cover.)

>Fire with your revolver at the first vortigaunt. (3d6+2Kills on a 10. -1/6+4 ammo.)
>Fire with your glock at the first vortigaunt. (3d6+2 Kills on a 12, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the first vortigaunt. (3d6+2, Kills on a 12, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the first vortigaunt. (3d6+2, Kills on an 13 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the first vortigaunt. (3d6+2, kills on a 10, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the first vortigaunt. (3d6+2, kills on a 14, every two points wound.)
>Jump out of cover and go for a kick on the first vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you.)

>Fire with your revolver at the second vortigaunt. (3d6+2Kills on a 10. -1/6+4 ammo.)
>Fire with your glock at the second vortigaunt. (3d6+2 Kills on a 12, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the second vortigaunt. (3d6+2, Kills on a 12, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the second vortigaunt. (3d6+2, Kills on an 13 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the second vortigaunt. (3d6+2, kills on a 10, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the second vortigaunt. (3d6+2, kills on a 14, every two points wound.)
>Jump out of cover and go for a kick on the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you.)

>Fire with your revolver at the third vortigaunt. (3d6+2Kills on a 10. -1/6+4 ammo.)
>Fire with your glock at the third vortigaunt. (3d6+2 Kills on a 12, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the third vortigaunt. (3d6+2, Kills on a 12, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the third vortigaunt. (3d6+2, Kills on an 13 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the third vortigaunt. (3d6+2, kills on a 10, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the third vortigaunt. (3d6+2, kills on a 14, every two points wound.)
>Jump out of cover and go for a kick on the third vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you.)

>Duck(+4 defense. )
>Cloak.(+4 defense, can be done alongside any action, -3/32 cloak power.)
>>
>Jump out of cover and go for a kick on the first vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you.)
>Cloak.(+4 defense, can be done alongside any action, -3/32 cloak power.)
going for the knock out
>>
>>4192304
Only need to free one to start work on the others.
>>
>>4192314
why only one when we can try to free all three of them? Practice makes perfect.
>>
>>4192304
This, but I'd think we'd know how to make a kick non-lethal.
>>
>>4192298
>Jump out of cover and go for a kick on the first vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you.)
>Cloak.(+4 defense, can be done alongside any action, -3/32 cloak power.)
>>
>>4192320
That's what I meant. One freed makes saving others easier
>>
Rolled 4, 6, 4 = 14 (3d6)

>>4192304
>>4192314
>>4192320
>>4192328
>>4192329
>>4192337

You make a dash towards the closest vortigaunt, jumping and flinging your legs forwards into the creatures center of mass. He swipes his stubby claws at you as you do.

Roll 3d6+2. The vortigaunt hits on a 12. (Cloaking doesn't mitigate due to movement.
>>
Rolled 2, 3, 2 + 2 = 9 (3d6 + 2)

>>4192394
>>
Rolled 1, 1, 3 + 2 = 7 (3d6 + 2)

>>4192337
>>
>>4192394
ouch. we hurt.

>>4192337
So that's what you meant. Right.
Hey. Just a theory, but do you think we could duel wield Hivehands by taking 1 off a corpse? Speaking of Hivehands, isn't there another alien creature similar to it that shoots electricity? Could you imaging? Duel wielding a par of Hive hands and shock bugs on the forearms?

Besides the silliness of that, what if we did this after our fight with the Vortigants and releasing them:
>Plug the CIA dongle into the security systems, giving access. (Will take around 20 minutes, you are running on a time limit, it's currently 7:30.)
>Check the bullet riddled or zombified corpses of the security guards for supplies. (Roll 3d6, pass on an 11, also find a note with a password on it on a 13.)
At the cost of 20 minutes for a 100% of gaining access without triggering the alarms, we could gather stuff from the guards as mentioned, and perhaps security clearance ID's? Dunno if those can be used to get inside locked locations. We could also make a phone call to the Infirmary to check up on everyone to determine if everyone is still alive and if they got any news.
>>
Rolled 3, 2, 1 = 6 (3d6)

>>4192399
>>4192401
(29/50 Cloak power.)
Since you aren't trying to kill the vorts, the kill threshold won't reduce, only the stun.
The two swipes cut into your legs, causing you to jerk as you kick, making you miss your mark just slightly, leaving the vortigaunt just barely on his feet. As you land, the cloak fizzles back into focus, hiding you from sight.

While you interrupted the first vortigaunts beam, the second fires a green, arcing beam of electricity. The third vortigaunt moves to get away from you.

The vortigaunt hits on a 16.

>Fire with your revolver at the first vortigaunt. (3d6+2Kills on a 10. -1/6+4 ammo.)
>Fire with your glock at the first vortigaunt. (3d6+2 Kills on a 10, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the first vortigaunt. (3d6+2, Kills on a 10, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the first vortigaunt. (3d6+2, Kills on an 11 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the first vortigaunt. (3d6+2, kills on a 8, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the first vortigaunt. (3d6+2, kills on a 15, every two points wound.)
>Jump out of cover and go for a kick on the first vortigaunt. (3d6+2Kills on a 13, stuns on a 8, wounds on an 7. Will get an attack on you.)

>Fire with your revolver at the second vortigaunt. (3d6+2Kills on a 10. -1/6+4 ammo.)
>Fire with your glock at the second vortigaunt. (3d6+2 Kills on a 12, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the second vortigaunt. (3d6+2, Kills on a 12, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the second vortigaunt. (3d6+2, Kills on an 13 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the second vortigaunt. (3d6+2, kills on a 10, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the second vortigaunt. (3d6+2, kills on a 14, every two points wound.)
>Jump out of cover and go for a kick on the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you.)

>Fire with your revolver at the third vortigaunt. (3d6+2Kills on a 10. -1/6+4 ammo.)
>Fire with your glock at the third vortigaunt. (3d6+2 Kills on a 12, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the third vortigaunt. (3d6+2, Kills on a 12, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the third vortigaunt. (3d6+2, Kills on an 13 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the third vortigaunt. (3d6+2, kills on a 10, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the third vortigaunt. (3d6+2, kills on a 14, every two points wound.)
>Jump out of cover and go for a kick on the third vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you, and the distance means you will not be protected by cloak. )

Decloak (-4 defense, save 3 power per turn.)
>Duck(+4 defense. )
>>
>>4192419
>Duck(+4 defense. )
Can we stay in a bit of cover and do suppressing fire with the SMG? I'm banking on the bullets not actually killing them but hopefully softening them up enough to jump out of cover the next turn to kick them.
>>
>>4192435
At the moment, none of the vorts are charging, so you wouldn't be ducking from anything, and the SMG kills pretty easily on unarmored vortigaunts. You might just end up mowing them down.
>>
>>4192419
Oh shit, I forgot to mention, the vorts swipe put you at 84/100 health, and 45/100 armor power.
>>
>>4192463
Oh. Then yeah continue with the Dick Kickem.
>Jump out of cover and go for a kick on the first vortigaunt. (3d6+2Kills on a 13, stuns on a 8, wounds on an 7. Will get an attack on you.)
Can we salvage the PCV later for power for our cloak and armor later? Maybe some drugs like morphine since they're supposed to have those?
>>
>>4192419
>>Jump out of cover and go for a kick on the first vortigaunt. (3d6+2Kills on a 13, stuns on a 8, wounds on an 7. Will get an attack on you.)
>>
Rolled 5, 3, 6 = 14 (3d6)

>>4192486
>>4192504
You swing your foot around the center of mass for another kick, with the vortigaunt responding again with a weak slash. The third vortigaunt glows green as it charges another shot.

The vortigaunt counter hits on a 16.

Roll 3d6+2.
>>
Rolled 4, 2, 2 + 2 = 10 (3d6 + 2)

>>4192516
>>
Rolled 1, 4, 3 + 2 = 10 (3d6 + 2)

>>4192516
wew
>>
>>4192521
>>4192526
You smack the vortigaunt in the face with your boot, knocking it to the ground before it can get its slash in.

The third is still charging his attack.

>Fire with your revolver at the second vortigaunt. (3d6+2Kills on a 10. -1/6+4 ammo.)
>Fire with your glock at the second vortigaunt. (3d6+2 Kills on a 12, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the second vortigaunt. (3d6+2, Kills on a 12, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the second vortigaunt. (3d6+2, Kills on an 13 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the second vortigaunt. (3d6+2, kills on a 10, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the second vortigaunt. (3d6+2, kills on a 14, every two points wound.)
>Jump out of cover and go for a kick on the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you.)

>Fire with your revolver at the third vortigaunt. (3d6+2Kills on a 10. -1/6+4 ammo.)
>Fire with your glock at the third vortigaunt. (3d6+2 Kills on a 12, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the third vortigaunt. (3d6+2, Kills on a 12, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the third vortigaunt. (3d6+2, Kills on an 13 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the third vortigaunt. (3d6+2, kills on a 10, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the third vortigaunt. (3d6+2, kills on a 14, every two points wound.)
>Jump out of cover and go for a kick on the third vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you, and the distance means you will not be protected by cloak. )

>Decloak (-4 defense, save 3 power per turn.)
>Duck(+4 defense. )
>>
>>4192536
>Duck(+4 defense. )
I have to ask but did any of the Black Mesa guards have any pepper spray? Did the military boys have any flash bangs?
>>
>>4192536
>Jump out of cover and go for a kick on the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you.)
>>
>>4192541
I don't think so with pepper spray, (but hold out for flashbangs/smoke grenades), but if you wanted to weaken the vortigaunts without killing, your statistical best bet at the moment would be the bee gun.
>>
>>4192552
Oh you're right. The bee gun has auto aim so we can stay mostly in cover.
>Fire the hivehand at the second vortigaunt. (3d6+2, kills on a 14, every two points wound.)
Pace the shots to not kill it? Plus staying in cover.
>>
>>4192536
>Fire the hivehand at the second vortigaunt. (3d6+2, kills on a 14, every two points wound.)
THIS NIGGA SHOOTIN’ BEES
>>
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>>4192541
>>4192545
>>4192561
>>4192582
You coax the insectoid weapon to fire again, tapping the felshy, alien "trigger" nerves, causing it to fire a set of hornets towards your enemies. The creatures dart straight towards the nearby vortigaunt.

Roll 3d6+2.
>>
Rolled 2, 4, 1 + 2 = 9 (3d6 + 2)

>>4192598
https://www.youtube.com/watch?v=G2UnmtrYrZI
here be bees
>>
Rolled 3, 5, 5 + 2 = 15 (3d6 + 2)

>>4192598
Witness me
>>
Rolled 4, 4, 5 = 13 (3d6)

>>4192601
>>4192604
(23/50 cloak power.)
The hornets pummel into the chest of the second vortigaunt, causing it to stagger and choke. The third vortigaunt releases it's green beam of energy, arcing through the air.

The vortigaunt hits on a 16.

>Fire with your revolver at the second vortigaunt. (3d6+2Kills on a 6. -1/6+4 ammo.)
>Fire with your glock at the second vortigaunt. (3d6+2 Kills on a 8, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the second vortigaunt. (3d6+2, Kills on a 8, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the second vortigaunt. (3d6+2, Kills on an 9 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the second vortigaunt. (3d6+2, kills on a 6, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the second vortigaunt. (3d6+2, kills on a 10, every two points wound.)
>Jump out of cover and go for a kick on the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 6, wounds on a 6. Will get an attack on you.)

>Fire with your revolver at the third vortigaunt. (3d6+2Kills on a 10. -1/6+4 ammo.)
>Fire with your glock at the third vortigaunt. (3d6+2 Kills on a 12, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the third vortigaunt. (3d6+2, Kills on a 12, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the third vortigaunt. (3d6+2, Kills on an 13 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the third vortigaunt. (3d6+2, kills on a 10, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the third vortigaunt. (3d6+2, kills on a 14, every two points wound.)
>Jump out of cover and go for a kick on the third vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you, and the distance means you will not be protected by cloak. )

>Decloak (-4 defense, save 3 power per turn.)
>Duck(+4 defense. )
>>
>>4192614
>Jump out of cover and go for a kick on the third vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you, and the distance means you will not be protected by cloak. )
Time to kick kick and kick. Get ready for leg day fuck boi.
>>
>>4192614
>Jump out of cover and go for a kick on the third vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you, and the distance means you will not be protected by cloak. )
Let us move!
>>
>>4192614
>Jump out of cover and go for a kick on the third vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you, and the distance means you will not be protected by cloak. )
>>
>>4192614
>>Jump out of cover and go for a kick on the third vortigaunt. (3d6+2Kills on a 13, stuns on a 10, wounds on an 7. Will get an attack on you, and the distance means you will not be protected by cloak. )
>>
Rolled 1, 5, 4 = 10 (3d6)

>>4192622
>>4192634
>>4192637
>>4192655

You make a dash towards the third vortigaunt, and with your momentum lift one leg coiled into the air before swinging out, towards the vortigaunts sternum as he desperately attempts to make a returning slash at the black silhouette that materialized before him.

The second vortigaunt starts charging another green orb of electrical energy, chanting as he does.

Roll 3d6+2, the third. vortigaunt hits on a 12.
>>
Rolled 5, 3, 6 + 2 = 16 (3d6 + 2)

suns out kicks out
>>
Rolled 2, 1, 2 + 2 = 7 (3d6 + 2)

>>4192658
BEEP BEEP
>>
Rolled 2, 5, 5 + 2 = 14 (3d6 + 2)

>>4192658
Vortigaunts will speak of our legendary thighs in fear and awe.
>>
Rolled 1, 5, 3 + 2 = 11 (3d6 + 2)

>>4192658
>>
Rolled 3, 1, 1 + 2 = 7 (3d6 + 2)

>>4192658
>>
>>4192668
choke out the next one in a leg lock?
>>
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Rolled 2, 5, 6 = 13 (3d6)

>>4192664
>>4192667
>>4192668
>>4192673
>>4192676
With a crack, your boot hits the ribs of the vortigaunt, audibly breaking something frail you didn't expect inside. The vortigaunt screams in pain, hits the wall, and slides down silently. The final vortigaunt, seeing you kill its enslaved brethren with one quick, miscalculated kick, releases its bolt of lightning just as your suit refocuses its cloak.

The vortigaunt hits on a 16

Without the other two vortigaunts to stop you, you could choke out the final vortigaunt.

>Fire with your revolver at the second vortigaunt. (3d6+2Kills on a 6. -1/6+4 ammo.)
>Fire with your glock at the second vortigaunt. (3d6+2 Kills on a 8, wounds on a 5. -3/+104ammo.)
>Fire with your USP at the second vortigaunt. (3d6+2, Kills on a 8, wounds on a 6, -1/11 ammo +1 mag.
>Fire with your shotgun at the second vortigaunt. (3d6+2, Kills on an 9 wounds on a 3, -1/6 ammo.)
>Fire with your SMG at the second vortigaunt. (3d6+2, kills on a 6, every point above a 4 wounds. -10/50 +104 ammo.)
>Fire the hivehand at the second vortigaunt. (3d6+2, kills on a 10, every two points wound.)
>Jump out of cover and go for a kick on the second vortigaunt. (3d6+2 Kills on a 13, stuns on a 6, wounds on a 6. Will get an attack on you, which will not be protected by cloak due to movement.)
>Choke the vortigaunt out. No, not with your admittedly toned legs, (3d6+2, knocks out on an 8, Will get an attack on you, which will not be protected by cloak due to movement.)
>>
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>>4192703
>>Choke the vortigaunt out. No, not with your admittedly toned legs, (3d6+2, knocks out on an 8, Will get an attack on you, which will not be protected by cloak due to movement.)
>>
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>>4192704
The Gabriella Oppenheimer would be wise to think such thoughts while not in the presence of the vortessence.
>>
>>4192703
>Choke the vortigaunt out with your admittedly toned legs, (3d6+2, knocks out on an 8, Will get an attack on you, which will not be protected by cloak due to movement.)
>>
>>4192703
>>Choke the vortigaunt out. With your freakishly toned legs, (3d6+2, knocks out on an 8, Will get an attack on you, which will not be protected by cloak due to movement.)
>>
>>4192703
>>Choke the vortigaunt out with your thick thighs, (3d6+2, knocks out on an 8, Will get an attack on you, which will not be protected by cloak due to movement.)
>>
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Rolled 2, 3, 5 = 10 (3d6)

>>4192704
>>4192722
>>4192738
>>4192752
A few out of place thoughts roll into your head that you vigilantly shake away, before you roll past the vortigaunt, quickly wrapping your arms around its neck, squeezing on what feels like a windpipe. The vortigaunt scratches its claws against your arms as it attempts to wrestle free.

The vortigaunt scratches you on a 12.

Roll 3d6+2.
>>
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Rolled 6, 3, 6 + 2 = 17 (3d6 + 2)

as the saying goes, thick thighs save lives
>>
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Rolled 1, 5, 2 + 2 = 10 (3d6 + 2)

>>4192781
>>
>>4192781
T
H
I
C
C

T
H
I
G
H
S

btw did the grunts have any collars or no?
>>
Rolled 1, 4, 4 + 2 = 11 (3d6 + 2)

>>4192781
>>
>>4192789
Grunts are ordered only to kill not collect.

All vortigaunts have collars
>>
>>4192783
>>4192787
>>4192789
>>4192797
No. Out of character, the grunts were pretty much mass produced by the big bad as weapons.

In a little under a minute the creature goes limp from oxygen deprivation, slowly sliding out of your arms and to the floor. You survey the area, two unconsciousness vortigaunts lay on the ground, knocked out by your own doing. Another is clearly dead, having lost any breathing with a broken rib that you'd guess punctured a lung With the brief explanation of the collars Dr. Vance gave you, it might take a while to figure out how to get the collars off.

There are offices surrounding you, where they may be more likely to store data. It's not unlikely they have important security data written on slips of paper somewhere.

>Check the bullet riddled or zombified corpses of the security guards for supplies. (Roll 3d6, pass on an 11, also find a note with a password on it on a 13.)
>Check the desks in the security room for passwords. (Roll 3d6, pass on a 12.)
>Engage the fleeing vortigaunts.
>Break open the wiring, and hard wire your way in. (Roll 3d6, pass on a 10, on a 6 or below, the black mesa intercom will announce a security breach, bringing attention.)
>Plug the CIA dongle into the security systems, giving access. (Will take around 20 minutes, you are running on a time limit, it's currently 7:40.)
>Check the offices for security data. (Roll 3d6, pass on a 10.)
>Get the vortigaunt collars off. (Roll 3d6, every 5 points amounts to ten minutes spent trying to figure it out.)
>>
>>4192815
Oh shit. I didn't want to kill them, but you can't save them all I suppose.

>Plug the CIA dongle into the security systems, giving access. (Will take around 20 minutes, you are running on a time limit, it's currently 7:40.)
>Get the vortigaunt collars off. (Roll 3d6, every 5 points amounts to ten minutes spent trying to figure it out.)
>Check the bullet riddled or zombified corpses of the security guards for supplies. (Roll 3d6, pass on an 11, also find a note with a password on it on a 13.)
because might as well. it's a time saver.
>>
>>4192815
>Plug the CIA dongle into the security systems, giving access. (Will take around 20 minutes, you are running on a time limit, it's currently 7:40.)
>Get the vortigaunt collars off. (Roll 3d6, every 5 points amounts to ten minutes spent trying to figure it out.)

Sounds good. We can get the collars off as the dongle does its magic.
>>
>>4192815
Oh dammit it. Can we call Eli and the others in the appartment to gather all the powdered spices in our collective rooms or whichever room they've barricaded themselves in? If Black Mesa doesnt give their security guards pepper spray or tasers, then the next best thing would be to throw a spider shakers mix worth of chill chilli, mustard, and black pepper powder into their eyes.

Or better yet does little Alyx own a water gun? If any Vorts teleport into the appartment while we're gone, an additional home defense weapon against those big eyes dudes would be a super smoker full of home made pepper spray + various hot sauces.
>>
>>4192815
>Plug the CIA dongle into the security systems, giving access. (Will take around 20 minutes, you are running on a time limit, it's currently 7:40.)
>>
>>4192815
We don't want CIA to have access yet. We don't know their game if we're gonna attempt a full evac.

That said, giving them access would give us a shitton of currency as they'd have more information than DoD and could haggle with DoD.

If we play too far out of CIA plans, we're a rogue agent. And as per the nature of our assignment, we have no self-funding capabilities for when we go rogue.
>>
>>4192815
>>Plug the CIA dongle into the security systems, giving access. (Will take around 20 minutes, you are running on a time limit, it's currently 7:40.)
>>Get the vortigaunt collars off. (Roll 3d6, every 5 points amounts to ten minutes spent trying to figure it out.)
>>
>>4192944
>>4192815
Does it transfer data directly to the CIA or would we have to transfer it manually?
>>
>>4192973
What's the worry? The CIA fob is for either some CIA nerd to hack the thing open for us, or it has a built in program that'd do it for us. Weather or not the CIA gets anything doesn't really matter since it's our job to tell them stuff.
>>
>>4192853
The "pepper spray" is a terrible idea.

But if we left our old security guard radio with them...
>>
I was wondering. What if this "Gordon Freeman" is a speedrunner?
>>
>>4193002
Super soaker full of lemon juice, spices and hot sauce is a bad idea? Damn. Any reason why it'd be bad?
>>
>>4193021
They have automatic weapons. You don’t necessarily have to aim automatic weapons.
>>
>>4193059
Not always. I figured the super soaker would be good against the Vorts, alien dogs, tentacle traps and maybe the big brain dudes. You can't attack quiet as well when blind. I was thinking it would incur a penalty to them attack or something and make it easier to restrain.
>>
>>4193021
Aiming sucks
Irritation is negligible minus soft surfaces
MANY OF THEM HAVE GAS MASKS/ FACE COVERINGS
The Solution doesn't stick and wipes off easily (why so many pepper sprays are gel based and spread when wiped as opposed to wiping off)

To really make a real "pepper spray" you also need a proper delivery system for what's basically highly concentrated pepper capascin that's mashed with oil and then properly poured into a good dispenser with high concentration alcohol/vinegar to dissolve it.

And that stuff still sucks ass because it's just as likely to hit you as hit them when not gelled.
>>
>>4193074
I never knew that the Vorts, alien dogs, tentacle traps and maybe the big brain dudes have face covers for their eyes.
You know, because i asked for the purpose of using against the Vorts. Which have big eyes. and the dogs are probably too dumb to close their eyes.

So your telling me the ailens wear face masks, or are you talking about the marines? because I'm talking about the aliens. And I don't mean by mexicans.
>>
>>4193097
At best, houndeyes. I really don't think even with Vorts it'd be a good idea.

They have more concern with the soldiers who are more liable to do a sweep of the living quarters.

If any creatures teleport in, it's more likely they'll be dealing with a headcrab.
>>
>>4193100
I suppose. The super soaker idea was for the two scientists we left behind in case they ran out of bullets.
>>
>>4193105
You've got some creative ideas, but I think at the moment we just don't have the time, resources, or knowledge to improvise a pepper-spray gun.
>>
>>4192815
>Plug the CIA dongle into the security systems, giving access. (Will take around 20 minutes, you are running on a time limit, it's currently 7:40.)
And while we wait for the dongle,
>Get the vortigaunt collars off. (Roll 3d6, every 5 points amounts to ten minutes spent trying to figure it out.)
>>
>>4192820
>>4192838
>>4192925
>>4192947
>>4193379
An effective pepper spray would need to sit for a night. You have a supply drop coming at 10, so that'll give you incapacitation tools anyway.

You fish another one of the expensive CIA dongles out of your pocket before you head back to the security computers, You pull wires to the side and search out a compatible port before you click it on, and then plug it in. A few hundred miles away, a group of specialists is alerted, and start surveying the system, setting advanced software to work.

You return to the hallway, with the two unconscious vortigaunts still on the ground. You try to remember what Dr. Vance's instructions were, and replicate them on the fleshy organic collars the vortigaunts are wearing, pressing down on certain areas.

Roll 3d6.
>>
Rolled 3, 4, 2 = 9 (3d6)

>>4193416
>>
Rolled 3, 2, 3 = 8 (3d6)

>>4193416
So we have to roll low this time?
>>
>>4193478
>>4193485
Yes, low rolls are good.
>>
File: kwsss2diopa31.png (1.2 MB, 1199x800)
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Rolled 5, 6, 5 = 16 (3d6)

>>4193416
TIME TO FINALLY ROLL HIGH
>>
File: cleanergaunt.png (263 KB, 247x385)
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>>4193478
>>4193485
>>4193538
>11

After about six minutes, the first vortigaunt collar slips away like a dead snake cut away from the neck of a would be victim. With a bit more confidence, having felt the workings of the small, likely parasitic organisms, you manage to get the second one removed in only four minutes, leaving you plenty of time to communicate with the creatures.

>Focus on the vortigaunt, and bring to mind what the xen controller showed you. (Roll 3d6+1, pass on an 11.)
>Focus on the vortigaunt, and bring to mind the voices that the other vortigaunt showed you. (Roll 3d6+1, pass on an 10.)
>Focus on the vortigaunt, and bring to mind the image you saw this morning. (Roll 3d6+1, pass on an 11.)
>Try and think about the synthetic army you saw before the resonance cascade. (Roll 3d6+1, pass on an 11.)
>Try and show it the neural map of the migraine. (Roll 3d6+1, pass on an 11.)
>Try and communicate the person you're looking for. (Roll 3d6+1, pass on an 10.)
>Try and show it the man you saw standing over Azian. (Roll 3d6+1, pass on a 12.)
>Try and show it Dr. Vances family. (Roll 3d6+1, pass on an 11.)
>>
>>4193566
>Try and show it the neural map of the migraine. (Roll 3d6+1, pass on an 11.)
It would be nice to know what we feel it
>>
>>4193566
>>Try and think about the synthetic army you saw before the resonance cascade. (Roll 3d6+1, pass on an 11.)
>>
>>4193566
>Try and communicate the person you're looking for. (Roll 3d6+1, pass on an 10.)
Surely she’s encountered at least one vort.
>>
>>4193628
F. I want I tie breaker so I'll support this. I still want to learn more about the migraines later.
>>
>>4193608
>>4193618
>>4193628
>>4193661

I forgot to mention, since there are two vortigaunts here, you will get two attempts. You can choose to reuse it if you fail this roll, or move to something else.

You focus on the thought of the agent. The little you know about her, her possessions, her occupation, the descriptions of her facial features, her room, all meld into an abstract idea that you conceive in the presence of the vortiguant. You feel the migraine kicking, attempting to suppress the knowledge, and you push against it. Something is trying to reach through to you on the other side, you can feel it.

Roll 3d6+1.
>>
Rolled 5, 6, 3 + 1 = 15 (3d6 + 1)

>>4193672
>>
Rolled 2, 2, 3 + 1 = 8 (3d6 + 1)

>>4193672
Then I'm sticking to my migraine query for the second vortigaunt so we may gain more insight and a better understanding of our ability. For now, it's time to look for the other agent.
>>
Rolled 5, 6, 2 + 1 = 14 (3d6 + 1)

>>4193672
rolling bones
>>
>>4193680
>>4193683
>>4193687
You focus, pushing harder and harder against the migraine, sneaking by its ever present hammering and seeing through the building of red in your eyes. You struggle through the migraine, until you just manage to duck into a strange network of the mind. The red is washed away by green, crackling power lines that bring you to a dying creature.

This one's breathing is labored, a bullet wound has punctured through its chest. This one is dead. Blood seeps into its internal organs as it watches its killer rummage. A door is open, entering into a room labeled "Dr. Langley, Orbital Mapping." The feminine figure pulls open metal drawers, scanning for the information of interest. The Freeman has been given a mission that peaks her curiosity. Why the Freeman requires the rocket, this one's killer does not know, but she would be unwise to not investigate.


Suddenly, something gives way. The migraine floods into the tunnels, tearing you back to reality where you take a deep gasp of air, before patting down your chest for bullet wounds.

Orbital Mapping, that would mean satellites designed to take readings from space. The robotics lab is semi-intertwined with the rocketry labs, making unmanned satellites as joint projects. The woman you're looking for must be in there if she's investigating a satellite.

>Focus on the vortigaunt, and bring to mind what the xen controller showed you. (Roll 3d6+1, pass on an 11.)
>Focus on the vortigaunt, and bring to mind the voices that the other vortigaunt showed you. (Roll 3d6+1, pass on an 10.)
>Focus on the vortigaunt, and bring to mind the image you saw this morning. (Roll 3d6+1, pass on an 11.)
>Try and think about the synthetic army you saw before the resonance cascade. (Roll 3d6+1, pass on an 11.)
>Try and show it the neural map of the migraine. (Roll 3d6+1, pass on an 11.)
>Try and show it the man you saw standing over Azian. (Roll 3d6+1, pass on a 12.)
>Try and show it Dr. Vances family. (Roll 3d6+1, pass on an 11.)
>>
>>4193712
>Try and show it the neural map of the migraine. (Roll 3d6+1, pass on an 11.)
>>
>>4193716
This
>>
>>4193712
>>Try and show it the neural map of the migraine. (Roll 3d6+1, pass on an 11.)
>>
>>4193712
>Try and show it the neural map of the migraine. (Roll 3d6+1, pass on an 11.)
So what exactly happens with these vorts when we’re done? Do we just leave them here? I ask because there’s military really close by and I’m worried they’ll get shot.
>>
>>4193716
>>4193787
>>4193789
>>4193794
If you want, you could bring them on the tram.

With a second vortigaunt present, you attempt to give it another glimpse into your mind. You focus on the image developed by Dr. Guttman and Dr. Brodmann. The image of your brain on display, you visualize the anomaly of neural activity. The migraine despises this very thought. You hear the computerized screeching, the source of the migraine itself coming to intervene, before you feel something pushing through the migraine with full force. You attempt to latch on to it, like a branch on the edge of the cliff.

Roll 3d6+1.
>>
Rolled 3, 3, 4 = 10 (3d6)

>>4193805
>>
Rolled 6, 6, 4 + 1 = 17 (3d6 + 1)

>>4193805
ya tell us now we can bring them. Okay sure. Lets do it. Whatever happened to the ones we left behind? I sorta assumed the ones that lives we brought with or at least stuffed in some dark corner out of line of sight.

>>4193794
I was wondering the same thing
>>
Rolled 4, 3, 1 + 1 = 9 (3d6 + 1)

>>4193805
>>
>>4193808
>>4193809
>>4193815
yus! averaged out to 12.
>>
>>4193809
You didn't really have any way to bring them long distances earlier, now you do. Don't worry vortigaunts can handle themselves. Also nice roll, you single handedly carried.
>>4193808
>>4193815


You hold dearly onto the the second presence as it forces you through the migraine. The screeching gets louder, and you lose control of your own body as the migraine clamps down onto your brain stem. Even as your body begins to spasm and shudder, you remain focused as you push through the migraine. The migraine hammers harder and harder against your skull as the red builds around your eyes, then, out of nowhere, your vision goes black.

Everything is dark. Your submerged, underwater? Somewhere distant, an alarm blares in tune with the pulsing of the migraine. Muffled voices work to fix it, causing the migraine to grow louder. Something is attached to your face, and something else is dug into your skin like needles. You feel something tingling inside your neck. The feeling bores up to your brain stem.

Something else is jammed into your head, just where the migraine is. The migraine hates it, but has no idea what it really is.

>Feel the area around you.
>Feel your body.
>Call for someone.
>Feel the side of your head.
>Try and listen to the muffled voices.
>Focus on the tingling in your neck.
>>
>>4193854
>Focus on the tingling in your neck.
>>
>>4193854
>>Focus on the tingling in your neck.
>>
>>4193860
>>4193909
The tingling in your neck, like pins and needles, is slowly building. It's akin to the feeling of blood rushing back into your body, as though you were cut off. Slowly, its beginning to drip back in, data. Bytes of data start entering through your brain stem, growing more and more. Its slowly flooding over your consciousness, like rising water. It grows harder to focus with every second.

The data is on topics you've never heard of before, "Overwatch," the actions of synthetic men fighting for nihilistic gods after the destruction of their own free will, "Lambda Resistance," intellectuals huddled into the corners of the world, putting their heads together to survive another day, "Conscripts," soldiers out of time fighting because its the only thing they have left to do in this world. They pass through as more of your mind is taken up by the subconscious processing.

You start muttering something, against your own free will.

>Feel the area around you. (Roll 3d6+1, Pass on a 6)
>Feel your body. (Roll 3d6+1, Pass on a 6)
>Call for someone. (Roll 3d6+1, Pass on a 6)
>Feel the side of your head. (Roll 3d6+1, Pass on a 6)
>Try and listen to the muffled voices.(Roll 3d6+1, Pass on a 6)
>What are you saying? (Roll 3d6+1, Pass on a 6)
>>
>>4193989
>Try and listen to the muffled voices.(Roll 3d6+1, Pass on a 6)
>Everything is dark. Your submerged, underwater? Somewhere distant, an alarm blares in tune with the pulsing of the migraine. Muffled voices work to fix it, causing the migraine to grow louder. Something is attached to your face, and something else is dug into your skin like needles. You feel something tingling inside your neck. The feeling bores up to your brain stem.
Pretty sure we're unconscious and spamming again. Either the Military or our agent friends have found us but unfortunately tripped the alarms we oh so carefully tried to avoid. They're talking among themselves and the removed the face mask to place some sort of oxygen/gas mask on. I think a needle injection was also involved.
>>
>>4193989
>>What are you saying? (Roll 3d6+1, Pass on a 6)
>>
File: Spoiler Image (198 KB, 300x552)
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https://www.shacknews.com/article/117513/rick-may-voice-of-team-fortress-2s-soldier-passes-away-from-covid-19
“You were good, son, real good. Maybe even the best.”
https://youtu.be/kbdtBLD8Lbg
>>
>>4193989
>Feel the side of your head. (Roll 3d6+1, Pass on a 6)
>>
>>4194070
oh fuck. of all the people to die, he shouldn't had been one of them.
>>
Rolled 6, 1, 3 + 1 = 11 (3d6 + 1)

>>4194070
rolling to pay respects
>>
File: freeman.png (956 KB, 1280x913)
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Rolled 3 (1d3)

>>4193995
>>4194037
>>4194072
>>4194070
>>
>>4193995
>>4194037
>>4194072
You feel the side of your head, rubbing against it, trying to make out the details. Where you expect to find flesh, hair, and skull, you find a chunk of metal just where the migraine pulses and rages. There's something else attached, that the migraine is trying to amputate and cauterize. You try to feel it as the data frays the edges of your mind.

Roll 3d6+1
>>
Rolled 2, 1, 4 + 1 = 8 (3d6 + 1)

Feel the side of your head it is then
>>
Rolled 1, 2, 6 + 1 = 10 (3d6 + 1)

>>4194113
>>
Rolled 5, 5, 4 = 14 (3d6)

>>4194113
>>
>>4194113
Oh fuck are we a robot? Dope. I'm liking this development. Even if someone rolls all 1's to get a-

>>4194120
oh never mind. 10.6 is better than 7.6. Nicely done anon.
>>
>>4194115
>>4194117
>>4194120
You find the foreign body, a small little dongle has attached itself to the circuitry that has been nailed into your head. An interloper wormed it into the computer ports surgically attached to your skull. Without removing the small parasite that attaches to your skull like a leech, you feel its form. It's small, transmitting and receiving off to an unknown sponsor. Its minimalist design signfies that it was never meant to be seen. You can barely feel it against your own skull, the migraine can barely separate it from the rest of the wiring that has snaked into your brain, but its there, left over from an old world. A small engraving sits on the side, a number unidentifiable to all except for you.

The small dongle latched onto your skull and transmitting off to places unknown is one of the very same devices you use to hack Black Mesa terminals.


>Feel the area around you. (Roll 3d6+1, Pass on a 12)
>Feel your body. (Roll 3d6+1, Pass on a 12)
>Call for someone. (Roll 3d6+1, Pass on a 12)
>Where is it going? (Roll 3d6+1, Pass on a 12)
>Try and listen to the muffled voices.(Roll 3d6+1, Pass on a 12)
>What are you saying? (Roll 3d6+1, Pass on a 12)
>>
>>4194143
I realize I'm being a bit to vague.

change
>Where is it going? (Roll 3d6+1, Pass on a 12)
to
>Where is it transmitting? (Roll 3d6+1, Pass on a 12)
>>
>>4194143
>>Where is it going? (Roll 3d6+1, Pass on a 12)
>>
>>4194143
>Feel your body. (Roll 3d6+1, Pass on a 12)
Can we move? We need to know what's going on so we can murder a bitch.
>>
>>4194143
>Where is it transmitting? (Roll 3d6+1, Pass on a 12)
I really want to yank the dongle out. But that could be really bad.
>>
>>4194157
>nailed into your head
>surgically attached to your skull
>the rest of the wiring that has snaked into your brain
I'm under the impression that doing so might be a very. very. very bad idea, to pull it out.

So it looks like we're all putting off kicking some motherfuckers ass in favor for using our brain, so for the sake of speeding this up and prolonging their extraction of whatever is in our head, I'll support this.

>>4194145
>Where is it transmitting? (Roll 3d6+1, Pass on a 12)
>>
>>4194146
>>4194152
>>4194157
>>4194167
You try and focus on the key hole of data in your head, where the flood of information seems to slip away as it gets close. Right around the machine, lucidity stubbornly holds on. You focus on it, trying to see the other side of your vision becomes fuzzy, and your head full of static.

Roll 3d6+1
>>
Rolled 5, 5, 4 + 1 = 15 (3d6 + 1)

fingers crossed this is a success
really wanted to punch too
>>
Rolled 6, 5, 3 + 1 = 15 (3d6 + 1)

>>4194184
>>
>>4194186
>>4194187
Huzzah! Even if the third guy miraculously rolls all 1's +1, it'd be 11.33 which is, I think rounded up and still a success. RNG smiles upon us.
>>
Rolled 1, 5, 5 + 1 = 12 (3d6 + 1)

>>4194184
>>
>>4194186
>>4194203
>>4194187
The data transmits nowhere. The Central Intelligence Agency has long been suffocated into dissolution by the actors of your benefactors. The transmissions travel across the earth to dead bases, purged by Overwatch. The nearest receiver a jet black nuclear submarine, forced into hiding too long until its crew found themselves deprived of oxygen. It still runs, holding a vast secret.

Human minds, those who were lost to the unending flood of information pouring into the brainstem are stored aboard the dead undersea craft.

As well, you begin to realize that the dongle is tuned to frequencies beyond. The thoughts of creatures passing by slip through your head. Because the network you have tuned in to does not care for then and now, it has become coterminus with you. You have heard its voice since the Freeman shattered the walls between realms.

The data is drowning you. The key hole of lucidity is growing smaller and smaller.

>Feel the area around you. (Roll 3d6+1, Pass on an 18)
>Feel your body. (Roll 3d6+1, Pass on an 18)
>Call for someone. (Roll 3d6+1, Pass on an 18)
>Try and listen to the muffled voices.(Roll 3d6+1, Pass on an 18)
>What are you saying? (Roll 3d6+1, Pass on an 18)
>>
>>4194250
punch it in it's abstract coochi!
>>
>>4194250
>Try and listen to the muffled voices.(Roll 3d6+1, Pass on an 18)
This is probably going to fail. But no biggie, that just means it's time to Wake up, Ms. Oppenheimer. Wake up and smell the ashes.
>>
>>4194250
>>Call for someone. (Roll 3d6+1, Pass on an 18)
>But nobody came
>>
>>4194250
No one wants to go for the impossibility of punching abstract coochi? shame. Changing vote to this then.
>Call for someone. (Roll 3d6+1, Pass on an 18)
I mean. Could you image if we succeed in punching something?
>>
>>4194258
>>4194270
I'd be down for that though
>>
When does the newfags balls drop? asking for a friend
>>
>>4194261
>>4194264
>>4194270
You try to shout, pushing against the flood of terrabytes of information sizzling against your brain. Your body is starting to go numb again.

Roll 3d6+1.
>>
Rolled 3, 5, 2 = 10 (3d6)

>>4194296
>>
Rolled 4, 4, 3 + 1 = 12 (3d6 + 1)

>>4194291
well shit. Wish I changed my vote earlier. Well here's hoping for psychic chooti that hasn't been punched yet.

>>4194298
well darn. we tried.
>>
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>>4194295
I'm trying my best man.
>>
Rolled 6, 5, 5 + 1 = 17 (3d6 + 1)

>>4194296
>>
By the way, why do we roll 3d6? Can't we roll a one d18? Is it to give us some kind of minimum outcome?
>>
>>4194298
>>4194300
>>4194305
>13 average
at least we tried. I wonder what comes next.
>>
>>4194301
Don't worry, you are the most endearing newfag in the thread
>>
>>4194298
>>4194300
>>4194305
>>4194309
3d6 follows more of a bell curve shape when it comes to probability. It makes the dice less volatile.

Your lips fail to move to your command. Your subconscious takes over the last little chunk of your mind as you try to think of a way out, leaving you still, submerged, with the only little piece of you left through the keyhole wormed into your skull.

The hook you grabbed onto earlier, the mental hand that pulled you away to show you this lets go. The migraine plunges you back through reality and into the black mesa security checkpoint. Your body stops spasming, and you take a massive gasp of air. The two vortigaunts stand over you, uncomfortably close, running their talons over your body as green pulsates from their palms.

>Feel your body, you're still totally human right?
>Shit, how long has it been?
>The vortigaunts do that green thing when they're about to shock you, pull a weapon!
>Crawl away from the vortigaunts.
>Take a rest, just breathe freely for a few minutes. When you're done, see if the vorts will help you up.
>>
>>4194318
>Take a rest, just breathe freely for a few minutes. When you're done, see if the vorts will help you up.
>>
>>4194318
>>Feel your body, you're still totally human right?
Ah fuck, if we lost our sidequest messing with the migraine i'm gonna be pissed
>>
>>4194318
>Feel your body, you're still totally human right?
>Take a rest, just breathe freely for a few minutes. When you're done, see if the vorts will help you up.
It's a long shot and they probably don't know English, but ask them what happened.

>The vortigaunts do that green thing when they're about to shock you, pull a weapon!
We can honestly toss that out. If they really wanted to kill us we'd be long dead.
>>
>>4194318
>Feel your body, you're still totally human right?
>>
I hope we get to armor up the Vorts with the armor the Grunt was wearing, some of the Black Mesa Security guard armor or maybe the powered vests. We the A team now.
>>
>>4194318
>Take a rest, just breathe freely for a few minutes. When you're done, see if the vorts will help you up.
Oh fuck, are they gonna turn us into a Combine? Maybe a Combine Assassin?
>>
I feel taking the average of three rolls or just taking the first roll isn't the best roll system.
>>
>>4194352
Do you really think that's gonna happen? I figured more prosthetics would be involved.
>>
>>4194321
>>4194323
>>4194324
>>4194326
>>4194352

Quickly, you pat yourself down. You pull the balaclava off your face, knocking the optics to your forehead. Your hair fans out on the ground, no longer restrained by the mask. You run your hands across your body, even sliding them under your light PCV to feel the flesh under your fatigues, even the old scars in some places, confirming you are still human. Shakily, your left hand moves to the where the migraine still pulses, lighter than a few minutes ago.

You sigh in relief when you feel nothing but hair, skin, bone, and cartilage.

You lay there, feeling the rising and falling of your chest. You rest your forearm across your head as you stare up to the cieling, confused as to what the hell you just saw. You decide to put it aside for a moment. If you are going insane, you'll need to set it back. You have a job to do.

If you aren't going crazy, maybe you should somehow get a talk with this Dr. Freeman. It seems he's somehow involved. The migraine kicks at the thought.

The vortigaunts big, red eyes hover over you, their teeth pushing out of their strange cylindrical mouth. It pulls back, curious as to your presence. It speaks to its brother in its alien language. Every utterance comes with a kick from the migraine.

You hold out a hand, hoping for one of the creatures to help you up. They both investigate your hand, then one clasps it with glowing palms. The small current simply tingles, and you pull yourself up.

It's seven fifty nine PM. The dongle should be done by now. You have a decently long tram ride ahead of you.

You now have 45/50 cloak power.

>Attempt to make the armor left over by the marine fit on one of the vorts. You'd have to work around their small central arms. You're also not really sure how a PCV works. (Roll 3d6+1, pass on a 13, PCV breaks below an 11. This can be done on the tram.)
>Attempt to formulate some form of communication with you and the vorts, preferably hand based. (Roll 3d6+1, pass on a 10. Can be done on the tram.)
>If your not going insane, you should start writing down your "visions." Grab a pen and paper from the office and take notes on the tram.
>Try and call your handler on the tram, to ask about Freeman, CIA dongles, submarines, or any of the things racing through your mind.
>Call Eli and Guttman on the tram, check if they're safe, ask questions, etc.
>>
>>4194402
>>Attempt to formulate some form of communication with you and the vorts, preferably hand based. (Roll 3d6+1, pass on a 10. Can be done on the tram.)
Damn, they can charge our suit?
>>
>>4194402
>Attempt to make the armor left over by the marine fit on one of the vorts. You'd have to work around their small central arms. You're also not really sure how a PCV works. (Roll 3d6+1, pass on a 13, PCV breaks below an 11. This can be done on the tram.)
>Attempt to formulate some form of communication with you and the vorts, preferably hand based. (Roll 3d6+1, pass on a 10. Can be done on the tram.)
Can we harvest more hive hands off the two grunts for the vorts?
>>
>>4194405
they can shoot electricity from their bodies and do space magic. Is it such a surprise?

>>4194402
Should we say sorry about killing their friend?
>>
>>4194402
>>Attempt to make the armor left over by the marine fit on one of the vorts. You'd have to work around their small central arms. You're also not really sure how a PCV works. (Roll 3d6+1, pass on a 13, PCV breaks below an 11. This can be done on the tram.)
>>Attempt to formulate some form of communication with you and the vorts, preferably hand based. (Roll 3d6+1, pass on a 10. Can be done on the tram.)
>>If your not going insane, you should start writing down your "visions." Grab a pen and paper from the office and take notes on the tram.
>>Try and call your handler on the tram, to ask about Freeman, CIA dongles, submarines, or any of the things racing through your mind.
>>Call Eli and Guttman on the tram, check if they're safe, ask questions, etc.

I WANT IT ALL
>>
>>4194407
Guttman is the one who knows how. And I'm pretty sure electricity hurts worse than bees.
>>4194408
After getting shocked who know how many times it kinda is.
And why should we assume they were friends, just because they are all slaves and look the same doesn't mean they actually know eachother.
>>
>>4194412
THIS IS WE CAN AFFORD TO
FROM TOP TOO DESCENDING ORDER
ALSO HIVE HANDS
SHOW THEM THE HIVE HANDS TO SEE IF THEY CAN TAKE THEM

>>4194413
They were able to shoot lightning at us that one time without shooting their own guy. Considering this comes naturally to them there may be a chance that they might not have to shock the hivehands.
>>
>>4194402
>Attempt to formulate some form of communication with you and the vorts, preferably hand based. (Roll 3d6+1, pass on a 10. Can be done on the tram.)
>>
>>4194412
>>4194415
The train ride isn't that long unfortunately. https://youtu.be/DRqLquSKVhU
>>
>>4194418
What about everything minus trying to put armor on them?
>>
>>4194418
In semi-unrelated topic: what's the chance of a triage at dawn remix in HL3
>>
>>4194418
Armor then Tram ride conversation
and looting the body of that one security officer
>>
>>4194418
if we fail to apply the PCV to the Vorts, then can we just slap the security guard vests on them?
>>
>>4194422
If it's allowed, I'll support this.
>>
>>4194405
>>4194407
>>4194412
>>4194417
>>4194422
>>4194423
>>4194660
You have enough time for communication and something else.
When you check the security guards, you also find a tubes worth of buckshot on one of them.
(You now have 8+6 Spas 12 ammo.)
You strip some of the armor from the marines and security guards before you usher the vortigaunts onto the tram, then lug the machine gun after them. As the tram lurches forward, you examine the vortigaunts. If you are gonna be able to bring them with you, you'll need a cursory communication. You're unsure how intelligent they really are, and don't want to simply hope they understand the concept of stealth.

As the vortigaunts watch, you attempt to show them your hand gestures as you mentally picture a person performing certain actions.

Roll 3d6+1.
>>
Rolled 5, 3, 4 + 1 = 13 (3d6 + 1)

>>4194883
bones
>>
Rolled 4, 5, 5 + 1 = 15 (3d6 + 1)

>>4194883
Would the +2 training bonus be applied?
>>
>>4194890
Which bonus are you referring to? I'm sorry if I'm forgetting something.
>>
>>4194883
https://youtu.be/VtI5HM7GVGY
Is this a test to put the armor on the Vortigaunts or for the communication? From these rolls it seems there's only a small chance of failure if some rolls 1,1,1+1. Some how.
>>
>>4194893
>(Your health is 89/100, your armor is 50/50, cloak charge is 50/50. You now have a silenced pistol with 12+1 mag ammo. You also have a +2 to shooting, physical training, and stealth.)
Found it. I guess physical training cant be applied to butchering armorvso it fits on an alien.
>>
>>4194895
>>4194896
This roll is for the communication. And the armor roll would fall more under the science/engineering stat.
>>
>>4194897
For which we have none. I pray that the agent has some skill with technical equipment, or had the curtisy of not killing off the scientists.
>>
>>4194888
>>4194890
You do already know the agent worked as a mechanic in an advanced robotics lab, if you'd like, you can wait to meet up with her, and employ her skills.

Despite the migraines kicking, the vortigaunts are receptive to hand signals. The alien creatures quickly learn the concepts communicated with simple human hand gestures. A motion downward quickly has them coveing behind the seats, or going prone. A waving motion towards you has them follow, and a hand held up has them stop. Its a far cry from true language, but it'll be incredibly helpful in getting them around without injury and detection.

You still do have a good few minutes before the tram arrives. You look outside for a minute, seeing leftover carnage of the fighting between aliens and marines. In some, groups of marines still stand, wounded but holding, in others, the aliens stand over their corpses, patrolling the area.

>Attempt to make the armor left over by the marine fit on one of the vorts. You'd have to work around their small central arms. You're also not really sure how a PCV works. (Roll 3d6+1, pass on a 13, PCV breaks below an 11.)
>If your not going insane, you should start writing down your "visions." Grab a pen and paper from the office and take notes on the tram.
>Try and call your handler on the tram, to ask about Freeman, CIA dongles, submarines, or any of the things racing through your mind.
>Call Eli and Guttman on the tram, check if they're safe, ask questions, etc.
>>
>>4194954
Then I guess we can save the armor making for later
>call the infirmary
>>
>>4194993
You tune your small but powerful radio to the frequency used by the guards in the infirmary, disabling the encryption. You'll need to be careful making these calls, you don't know who could be listening in. "Hello?" You hear a male voice ask. "Who is this?"

"A security gaurd, Gabriella Oppenheimer, I left the infirmary earlier to help Dr. Vance find his family. Could you find Dr. Kleiner for me?"


"Hold on a minute." He responds. You hear the voice pull away from the microphone, talking with a few others. You can't make out the words through the low quality transmission of the black mesa radios. "Before I hand you over to anyone," the voice says on return. "You have no idea where we are."

You hear the radio being passed around, before you hear Dr. Kleiners voice. "Ahh, hello Gabby, may I ask how the search for Eli's family has gone?"

"Not well Dr. Kleiner." You respond. "Azian had passed when we found Alyx." You decide not to give up details of the extraction, for fear of blowing its secrecy.

"Oh dear..." Dr. Kleiner exclaims."Is Eli fairing alright?"

"He's managing." You respond.

"Please do relay my condolences." Kleiner says.

>Ask about his experiments with the vortigaunt.
>Ask about the conditions of where he is staying.
>Ask about his safety.
>Ask if it will be possible to get him out.
>Ask about Dr. Breen.
>Ask about Dr. Freeman.
>>
>>4195035
>Ask about his experiments with the vortigaunt and the big brain guy
Do they need anything?
>>
>>4195035
Reminder anything we ask is being monitored.
>Ask about Dr. Freeman.
>Ask about his experiments with the vortigaunt. (coded language)
>>Ask about his safety. (make the claim you've seen marines gun down civilians and they're starting breach operations. Has to be some nasty chemical/traps they can buy time with)
>>
>>4195042
Supporting
>>
>>4195035
>Ask about Dr. Freeman.
>>
>>4195037
>>4195042
>>4195089
>>4195090

"Before I relay anything Dr. Kleiner, are you safe. I've seen soldiers gunning down civilians, and breaching labs. Do you have any protection?"

"Oh yes, I've heard of the military's drastic containment plan. Horrible thing, but I assure you our doors are adequately sealed. We will have adequate warning for evacuation if the military attempts to enter."

"Good," You say, " But don't let yourself feel too safe Dr. Kleiner. Have an exit plan. How has your studies on..." you take a moment to create a code word for vortigaunts that Kleiner might understand, "the cyclopean subject gone?"

"Well, just fascinating! Dr. Brodmann and I have made an incredibly interesting discovery." He exclaims excitedly. "You see, we found during an intelligence test that the creature hadn't just been able to discern assumptions from evidence, but discern conclusions from factors not previously observed!"

"What do you mean?" You ask.

"It appears the creature has developed some form of premonition. In laymans terms, the specimen you brought back can see the future."

"So, like a psychic?" You ask.

"Well I wouldn't make that connection just yet. It's clear that humanity has much to learn of such creatures," He states. "To assume the supernatural would be a folly."

"Okay..." You respond. "So, I had some questions about Dr. Freeman. I've heard he was at ground zero."

"Ah yes, Dr. Freeman was in the labs when the Resonance Cascade occurred." You really wish he wouldn't be so careless with information, but have no easy way to communicate that without hinting things about yourself. "He had been directly inside the anti-mass spectrometer when the test was being done. Dr. Freeman's one of the younger scientists at Black Mesa, so physical tasks often fall upon him during testing."

>Did you see Dr. Freeman in the test chamber? Did he do anything strange with the equipment?
>Does Dr. Freeman have combat training?
>Do you have any idea where Dr. Freeman might be?
>Do you know anything of Dr. Freeman's history, where and what he studied, etc? (Leaving out the subtext, "Could he have been a fellow spy?")
>Does Dr. Freeman have any acquaintances?
>>
>>4195104
>Do you know anything of Dr. Freeman's history, where and what he studied, etc? (Leaving out the subtext, "Could he have been a fellow spy?")
>>
>>4195104
>Does Dr. Freeman have combat training?
>Do you know anything of Dr. Freeman's history, where and what he studied, etc? (Leaving out the subtext, "Could he have been a fellow spy?")
>>
>>4195104
>Does Dr. Freeman have combat training?
>Do you know anything of Dr. Freeman's history, where and what he studied, etc? (Leaving out the subtext, "Could he have been a fellow spy?")
>>
Lets teach the Vortigants how to play poker later
>>
>>4195142
Gonna be fun seeing them grab a jumping headcrab and start eating it
>>
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>>4195107
>>4195139
>>4195141
"Does Dr. Freeman have any combat training you know of, Dr. Kleiner?" You ask.

"Well, the hazard suit training does feature some basic firearms practice." He says. "But I doubt it would match your or a marine's training. I'm not even sure why they include it."

"Well, does Freeman have any family, dependents, close friends?" You ask. Its a common sign that someone is a spy, or under witness protection. The CIA doesn't pick people with close friends and family, and doesn't keep people who grow attached.

"Well, I believe he is a friend of a security guard, Mr. Calhoun I believe. I've also seen a picture of an infant in his locker." Kleiner explains.

"Well, where did he study? Did you ever see his PHD?" You ask.

"Of course I have! I was an educator of his at the Massachusetts Institute of Technology! He's always had a fascination with teleportation, much like myself. He wrote his thesis on on the "Observation of Einstein-Podolsky-Rosen Entanglement on Supraquantum Structures by Induction Through Nonlinear Transuranic Crystal of Extremely Long Wavelength Pulse from Mode-Locked Source Array"

You're sure those words mean something very important, but you have no idea what they mean, and probably don't have the time to learn.

"Well, have you ever seen him recording things in private? Snooping on others?" You ask.

"Well, he's a scientist. He takes his notes like any of us." Kleiner says.

Either Kleiner is covering for Freeman, or he isn't a spy.

The tram pulls up at the entrance to the robotics lab. An autonomous security camera tracks your masked face as you pull in.

You could bring the vortigaunts with you, providing a bit of extra firepower, but limiting your ability to sneak around, or you could leave them behind to guard the tram. It will be less jarring on your target, and give you more options for sneaking around. It might also prevent anything from nesting in the tram.

>Have the vortigaunts guard the tram.
>Have the vortigaunts come with you.
>>
>>4195186
>Have the vortigaunts guard the tram.
Give them the hive hand and shotgun. The hivehand should be something they already know, and we could run them through the basics of how to use a shotgun.

Wave to the camera?
>>
>>4195186
>Have the vortigaunts guard the tram.
>>4195188
I mean, they already have lightning which gets more powerful if they hit in succession. I’m not sure making them use new weapons is necessary or even beneficial.
>>
>>4195186
>Have the vortigaunts guard the tram.
They don’t need weapons.
>>
>>4195186
>>Have the vortigaunts guard the tram.
Teach them what a grenade is, and how to avoid it or throw it back
>>
>>4195188
>>4195200
>>4195213
>>4195220

Even though you heard from Kleiner that the vortigaunts have a premonition, you decide to take a moment for caution, showing them a grenade, and visually instructing them how to properly take cover from one.

Instruct them not to follow, and head in. You input the access codes for the robotics lab, looking up towards the camera and waving for your own amusement. Through the other side of the door you can hear some form of alarm sounding. Inside, a lobby features a few rather lighthearted pictures of the old marvels of science fiction robotics that inspired many of the engineers in Black Mesa.

It would appear the military has already been here, and passed through. Bodies feature bullet wounds, and hallways are filled with spent cartridges. None of the bodies look like your target. You can still hear distant gunshots however.

A map of the facility shows the labs, the proving grounds, prototyping facilities, and on the other side of the area, the area where the rocketry labs share offices with robotics. The quickest way to the offices would be to cut through the proving ground, where you can hear gunshots.

That blaring alarm suddenly shouts with a mechanical sounding voice, "Warning! Unauthorized software upload in various prototypes at 5:36 PM. Please wipe drives."

>Try to get the lobby computer working, you might be able to access security feeds from there. (Roll 3d6, pass on a 12, the system will notice you below an 8.)
>Head through the proving grounds, you are running on a time limit. (It's currently 8:21 PM.)
>Loop around through the prototyping facilities. (Will add an extra thirty minutes.)
>>
>>4195265
>Head through the proving grounds, you are running on a time limit. (It's currently 8:21 PM.)
>>
>>4195265
>Head through the proving grounds, you are running on a time limit. (It's currently 8:21 PM.)
>>
>>4195265
Get the security feeds.
It'll help us locate our target

Unless no chance they're here. In which case get running
>>
>>4195265
>Head through the proving grounds, you are running on a time limit. (It's currently 8:21 PM.)
>>
>>4195265
>Head through the proving grounds, you are running on a time limit. (It's currently 8:21 PM.)
Oh boy, this should be exciting.
>>
>>4195265
>Head through the proving grounds, you are running on a time limit. (It's currently 8:21 PM.)
But don’t immediately rush in. Take time to listen and plan.
>>
>>4195270
>>4195273
>>4195281
>>4195279
>>4195386

You vigilantly make your way through corridors of prototypes in storage. From the other side of the glass, you can see the majority of them feature weapons, all of which track you as you pass by. The gunshots get louder and louder, and the cacophony starts to include explosives.

You can hear the marines shouting, saying that "The anti armor's down!"

You move up some stairs to a viewing room. You duck down behind a desk as bullets fly from marines, and something you can't see.

Three marines are firing out of the window, one having discarded his grenade launcher, now just taking potshots with a submachine gun. A heavy machine gun is tearing apart the wall behind their cover. With the current angle of gunfire, you'd have to practically crawl under the marines feet to have cover as you passed the window. There is a doorway that will put you straight into the proving ground itself. It could allow you to bypass the entire hallway that wraps around the proving ground area, but of course that would mean putting you in the same room as the shooter.

>Try and get a glimpse of whatever it is shooting at the marines. (Roll 3d6+2, the shooter will notice you as well below a 10.)
>Get in a good position to attack behind the marines. (Roll 3d6+2, every point above an 11 will grant a +1 to first attack.)
>Try and pretend you're friendly, claim to be special forces sent as backup.(Roll 3d6+1, pass on a 12, after the roll you can retroactively choose to show CIA credentials to lower threshold to a 9.)
>Search for an alternate route around, like an air vent. (Roll 3d6, pass on a 13)
>Enter the proving ground area.
>>
>>4195400
>Try and get a glimpse of whatever it is shooting at the marines. (Roll 3d6+2, the shooter will notice you as well below a 10.)
If the shooter is friendly, my idea is to kite the marines via hiding in complete cover and shoot the bees. Those little bastards are heat seeking.
>>
>>4195400
>Try and pretend you're friendly, claim to be special forces sent as backup.(Roll 3d6+1, pass on a 12, after the roll you can retroactively choose to show CIA credentials to lower threshold to a 9.)
>>
>>4195400
>Try and get a glimpse of whatever it is shooting at the marines. (Roll 3d6+2, the shooter will notice you as well below a 10.)
Uh oh, sounds like our fellow Black Ops have begun the cleanup operation. We do NOT want to show ourselves to any more HECU, they will see our black suit any kill us on sight.
>>
>>4195415
I was going to say "actually we haven't given her the suit yet," but this is probably a different operative.
>>
Rolled 1, 6, 6 + 4 = 17 (3d6 + 4)

>>4195405
>>4195406
>>4195415
To give you a perspective of how long has passed since the black mesa incident, out of character, Dr. Freeman is currently midway through "On a Rail."

(The roll above is to determine the outcome of the battle between the marines and the other party. High numbers are good for marines, low numbers for the unknown party.

You try and reach your vision just around the corner, but it isn't enough, and you have to snake yourself over the table, just peeking your eyes around the corner. You can just make out the contours of some form of armored vehicle, but not painted in any military colors. You try to peak closer, hoping to see the turret, and maybe even an operator.

Roll 3d6+2.
>>
Rolled 6, 4, 3 + 2 = 15 (3d6 + 2)

>>4195450
>>
Rolled 6, 1, 4 + 2 = 13 (3d6 + 2)

>>4195450
>>
Rolled 6, 3, 6 + 2 = 17 (3d6 + 2)

>>4195450
>>
Rolled 2, 3, 5 + 4 = 14 (3d6 + 4)

>>4195452
>>4195470
>>4195476
You don't see an operator, because there is none. In form, the machine appears similar to a military vehicle with major modifications. The vehicles turret and body are outfitted with numerous cameras that scan its surroundings, tracking numerous targets at once. Its weaponry fires with inhuman accuracy.

While it either can't make it you out due to poor tracking cameras and low light, or it just doesn't care about you, you're able to get a close enough look to see the lettering along the side. "Black Mesa, Autonomous Infantry Fighting Vehicle, Prototype 9896"

The "prototype" appears to be a fully autonomous tank. That does mean it has no infantry support, which does leave it highly vulnerable to an attack you've only seen attempted by the fanatical followers of dictators or religions: sneaking up to it and climbing on top of it to deliver a grenade to its innards.

>Get in a good position to attack behind the marines. (Roll 3d6+2, every point above an 11 will grant a +1 to first attack.)
>Try and pretend you're friendly, claim to be special forces sent as backup.(Roll 3d6+1, pass on a 12, after the roll you can retroactively choose to show CIA credentials to lower threshold to a 9.)
>Search for an alternate route around, like an air vent. (Roll 3d6, pass on a 13)
>Enter the proving ground area.
>>
>>4195509
Grenade the Marines. I want to be friends with the guy that controls the big robot.
>>
Rolled 1, 1, 5 = 7 (3d6)

>>4195509
>Search for an alternate route around, like an air vent. (Roll 3d6, pass on a 13)
one that gets on top of the tank. I'd like them to think we're the anti-freeman
>>
>>4195509
>Search for an alternate route around, like an air vent. (Roll 3d6, pass on a 13)
>>
Rolled 5, 2, 6 = 13 (3d6)

>>4195509
>>Search for an alternate route around, like an air vent. (Roll 3d6, pass on a 13)
>>
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>>4195537
>>4195555
Wait until a roll is called for, niggies.
>>
>>4195537
>>4195538
>>4195555
>>4195562
So hear me out. What if we DONT destroy the mech and instead use it against the marines and aliens? That would be +1 death machine on our side.
>>
>>4195568
If you've got a plan to do that, I'm all ears. I don't think we're an AI or electronics expert.
>>
>>4195512
>>4195537
>>4195538
>>4195555
Keeping your distance from the marines and the incoming gunfire, you snoop around the area of the corridor you can still access, hoping for some kind of bypass.

Roll 3d6.
>>
Rolled 5, 3, 5 = 13 (3d6)

>>4195579
>>
Rolled 2, 2, 5 = 9 (3d6)

>>4195579
>>
Rolled 1, 6, 6 = 13 (3d6)

>>4195579
>>
>>4195577
There should be a console or sytem controlling the robot. That or it's either another operative or the Black Mesa staff fighting back. Why not just kill the marines?
>>
>>4195587
>>4195597
>>4195603
You sneak around, looking for an airvent, or bypassing hallway, but find nothing of interest. However, one by one the marines are being picked off by the machine gun. A twenty five millimeter round tears through the skull of the marine who had dropped his empty grenade launcher as you search. Two marines are still attempting to put some form of hole in the tank near you. '

>Get in a good position to attack behind the marines. (Roll 3d6+2, every point above an 11 will grant a +1 to first attack.)
>Try and pretend you're friendly, claim to be special forces sent as backup.(Roll 3d6+1, pass on a 12, after the roll you can retroactively choose to show CIA credentials to lower threshold to a 9.)
>Enter the proving ground area.
>>
>>4195638
>Get in a good position to attack behind the marines. (Roll 3d6+2, every point above an 11 will grant a +1 to first attack.)
GRENADE
Once the marines are sufficiently "dealt with," we can call out to see if anyone that's not a kill bot is part of the facility staff.
>>
>>4195638
>Get in a good position to attack behind the marines. (Roll 3d6+2, every point above an 11 will grant a +1 to first attack.)
>>
>>4195638
>Try and pretend you're friendly, claim to be special forces sent as backup.(Roll 3d6+1, pass on a 12, after the roll you can retroactively choose to show CIA credentials to lower threshold to a 9.)
>>
>>4195652
>>4195659
>>4195829
Gordon Freeman adds yet more people to his kill count.

That is until our old marines tell on us.
>>
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Selfie time
>>
>>4196134
This needs to be the next OP pic.

>>4196133
They'll never know so long as we kill these marines.
>>
>>4194352
Someone mentioned something about a Combine Assassin. You?
>>
>>4196158
Sweet fuckin' jesus
>>
>>4196172
I be thirsty for augmentations. Anyways, what should we do later about the premonitions of earlier? The submarines with the dead people with their consciousness in the machine, having the machine in the back of the head, the broad caster. What even? Should we show the vortigaunts?
>>
>>4196282
>what should we do later about the premonitions of earlier?
Well, considering that it involves the Combine we could ignore it for now if we wanted. They supposedly don’t show up until the Nihilanth’s forces (and Race X, if OpFor is canon to this timeline) are defeated, so it’s not like we can do anything about it right now anyway.
We could probably show the vortigaunts, though. They might have some info.
>>
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Hey guys, I’ve noticed that my writing quality’s decreased somewhat. I think I’m starting to suffer from burnout, so I’m gonna take a break for today, and catch up on some responsibilities of mine. The updates should return tomorrow.
>>
>>4196597
Thanks for the run, OP!
>>
>>4196597
This has been great, can't wait for more. Stay healthy out there.
>>
>>4196597
Understandable, take as much time as you need.
>>
>>4196597
https://www.youtube.com/watch?v=vPSTvYB-gxs
>Dr. Coomer when
>>
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>>4196755
>>4196766
>>4196950

I want to leave a few thoughts I've been having about the quest up overnight, before I continue tomorrow, so I can hear if you guys have anything to say.

There's a pretty big problem with the combat system on my end, that kind of limits the creativity for encounters I can do with you guys. Every enemy at the moment requires about seven different lines of stats just for themselves. This means that complexity of combat scales hard as new weapons and enemies get added. It limits my ability to add things like secondary firing functions, different ammo types, and entirely new weapons, as well as make encounters grow exceedingly more clunky as they grow in size.

Would you guys object to making switching weapons into a sort of "half action? Basically what I'm thinking is, allow Gabby to swap weapons, and do any action that doesn't require both hands at the same time, IE, reach for an SMG with one hand, cook a grenade in the other. This means that since there will only be one of your weapons active at once, would slightly lessen combat versatility, while on the other hand drastically reduce the amount of stat-lines involved, which means I can give you guys more weapons and tools to add to the arsenal, and make combat encounters more interesting with more varied groups of enemies, as combat won't be as clunky to manage.

I wanna hear what you guys think before I try and change anything.

Also, what do you guys think of future thread subjects including a title in the style of the old Gearbox expansions? A little callback to OppFor and Blue Shift. Just something that sounds cool, like it could be related to both covert ops and science, to add on to the mouthful that is "Black Mesa Black Ops Quest." I was thinking maybe "Uncertainty Principle?" Or maybe something related to the fact that the main character is called "Oppenheimer," so ,maybe "Super Criticality?" Even just tell me if you think it's a stupid idea, and I should leave thread subjects as they are.

Is there anything you would like to see in the future?

>>4197366
So remember last thread, when you got high, and one of the options in the infirmary was to find someone to sleep with? Yeah, if you had chosen that option, the scientists you would have woken up with would have greeted you by saying "HELLO Gabby!"

>>4196134
There's sustenance currently going unharvested, the vortigaunts would never be so wasteful.

>>4196158
"Dear Dr. Breen. Why has the Combine seen fit to suppress our reproductive cycle? Sincerely, A Concerned Citizen."
>>
>>4197733
have you considered making a paste bin for general rules or a google docs to keep track of linear unchanging rules?

>Would you guys object to making switching weapons into a sort of "half action?
Sure. Let's give it a try.

>Also, what do you guys think of future thread subjects including a title in the style of the old Gearbox expansions?
Sounds fine by me. Just because we suggest you use something for the next title card doesn't mean you have too.

>Is there anything you would like to see in the future?
memes
>>
>>4197733
I'm willing to try the change, and it honestly makes sense.
I'd like to see Critical ranges introduced, personally. I've seen quests/systems similar to this, with the addition that if you reach a certain threshold, it's considered 'critically successful'. For example, "Roll 3d6+2, crit on 18+".
I'd also like to not take the average when it comes to out-of-combat stuff because taking the average is both lame and gay. I understand the apprehension at doing something like "best of 3" though...I do have an idea on an alternative for that, though:
What if instead of giving a +, gaining a stat in a certain action gives us another roll on it? So it's a best of one system normally, but if we have +1 to shooting, roll twice and take the best of the two rolls on a shooting roll. +2 to charm would roll three times and take the best of the three, etcetera.
Could even work in reverse in the situations where we're up shit creek without a paddle, rolling twice and taking the worst of the two results.
>>
>>4197733

>Is there anything you would like to see in the future?

Coomer, Bubby, and Tommy.
>>
>>4197765
I'm not really sure about that system, because it kind of just leads to the same apprehension I had about taking the best out of three, while also making it weirder. I'll try and work something out, or maybe even just return to best of 3 for non combat rolls.

I'll definitely start throwing in critical ranges though.
>>
https://vocaroo.com/7YQS9adHep0
>>
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>>4198356

Is, or will be?
https://twitter.com/BreenGrub

>>4195652
>>4195659
>>4195829
You quickly snoop behind, dodging from desk to desk and allowing the overwhelming sound of gunfire to mask your dampened footsteps. The two remaining marines are shouting to compatriots further away. One screams into a radio, "It's a fucking tank! You don't need to be trained, just pick up the rifle and shoot it! Is it gonna dodge?"

Suddenly, you hear a loud blast among the constant thumping of the machine, then the marines have to jump back as the gun turret deftly swings round to another section of the proving ground and mows down some ambitious shooter.

"Now! Now!" One of the marines yell, pointing to his friend as he plucks the pin from a grenade. This is your chance.

Roll 3d6+2, and pick a gun you want to start with equipped. You won't necessarily have to fire this gun first turn.

>Glock. (Small, weak, but good for saving a bit of ammo.)
> SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
> Shotgun. (Reliable, 2-3 shot close range.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
Rolled 3, 4, 6 + 2 = 15 (3d6 + 2)

>>4198398
> SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>load a grenade into the launcher
Can we also turn on invisibility?
>>
>>4198398
>Shotgun. (Reliable, 2-3 shot close range.)

>>4198403
>>load a grenade into the launcher
“Every word you just spoke has made me violently angry.”
>>
>>4198417
Load the angry rock in the explode tube
>>
You know, they've probably been keeping track of freeman. Should we consider using the hive hand so they think they're getting attacked by the aliens and not by some secret agent?
>>
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>>4198403
>>4198417
>>4198421
You can turn invisible, but the grenade launcher requires a proper shell to work.. You just have regular hand grenades.
>>
>>4198432
It didnt come loaded or on the soldier we looted? Shame. Maybe regular grenades will do the trick if we cook them. If you're not looking you wont get a good idea of where they came from.
>>
Rolled 2 (1d3)

>>4198403
>>4198417
>>4198430
>>
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>>4198403
>>4198417
>>4198421

Swiftly, you slip between the desks, shelves, and filing cabinets getting closer to the marines. With two easy beads on the both of them, it will be easy to shoot them with a devastating blast from the spas 12.

"Back, duck!" One of the marines shouts to his buddy, as the machine gun turret returns to its old position.

With neither of them aware of your position, they might not even notice a grenade rolling next to them.

>Throw a grenade at both marines. (Both will have to roll to avoid, with a threshold increased by 2 due to stealth. Grenades make a shit ton of noise.)
>Cook a grenade. (Will increase the avoidance threshold by 2.)
>Fire your Spas-12 at the first marine. (Roll 3d6+6, kill on a 16, every point above a 3 reduces threshold. -1/8+6 ammo.)
>Fire two shots from the Spas 12 at the first marine. (Roll 3d6+6, kill on a 12, every point above a 3 reduces threshold. High recoil will apply a -5 to your next shot. -2/8+6)
>Fire your Spas-12 at the second marine. (Roll 3d6+6, kill on a 16, every point above a 3 reduces threshold. -1/8+6 ammo.)
>Fire two shots from the Spas 12 at the second marine. (Roll 3d6+6, kill on a 12, every point above a 3 reduces threshold. High recoil will apply a -5 to your next shot. -2/8+6)

>Try and sneak up to stab the first marine. (Roll 3d6+2, will kill on a 12, but will leave you spotted with a -2 to defense below a 14.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, 2-3 shot close range.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Usp. (Stopping power lower than the revolver, but also makes no noise.)

>Cloak. (Can be done with any other action in the same turn, +4 to defense when not moving, -3/45 cloak power per turn.)
>>
>>4198488
>Throw a grenade at both marines. (Both will have to roll to avoid, with a threshold increased by 2 due to stealth. Grenades make a shit ton of noise.)
>Cook a grenade. (Will increase the avoidance threshold by 2.)
>>
>>4198488
Wait no switching to
(Roll 3d6+6, kill on a 12, every point above a 3 reduces threshold. High recoil will apply a -5 to your next shot. -2/8+6)
Because we have the shotgun out so we might as well
>>
>>4198488
So is cooking the grenade automatically better than just lobbing it or is there a downside?
>>
>>4198531
Shit, I completely forgot to mention, it means you will have to hold the grenade for a turn, so you will have to sacrifice a turn for that threshold increase.

So it goes:

>Cook grenade.
then during the next turn,
>Throw grenade.
>>
Rolled 1, 1 = 2 (2d3)

>>4198529
You line up a shot on the distracted marine, putting the center of mass directly into your sights. As he is focused on the fighting between his squad and the tank, you pull the trigger twice, knocking two rounds of buckshot into the soldier.

Roll 3d6+2.
>>
Rolled 4, 2, 1 + 2 = 9 (3d6 + 2)

>>4198603
>>
Rolled 6, 1, 6 + 2 = 15 (3d6 + 2)

>>4198603
>>
Rolled 3, 2 = 5 (2d3)

>>4198608
>>4198613

I forgot, it's supposed to be 3d6+6 because of stealth, so that first roll is a 13. Please ignore my idiocy.

The two cones of pellets smashes straight into the soldiers armor, cutting through the back and lodging into the spine as the force knocks him into the wall. Unconscious, and soon to be dead, he limply pirouettes as he falls to the ground.

"Shit!" The marine shouts, looking to his dead ally. The shock causes him to jump, buying you a precious few seconds to act before he returns an attack.

>Throw a grenade at the remaining marine. (Will have to roll to avoid, with a threshold increased by 2 due to surprise. Grenades make a shit ton of noise.)
>Cook a grenade. (Will increase the avoidance threshold by 2.)

>Fire your Spas-12 at the second marine. (Roll 3d6-3, kill on a 16, every point above a 3 reduces threshold. -1/8+6 ammo.)
>Fire two shots from the Spas 12 at the second marine. (Roll 3d6-3, kill on a 12, every point above a 3 reduces threshold. High recoil will apply a -5 to your next shot. -2/8+6)

>Cloak. (Can be done with any other action in the same turn, +4 to defense when not moving, -3/45 cloak power per turn.)
>Reposition quickly, (Roll 3d6+2, marine will lose track of you on a 12. This threshold can be reduced to a 10 by cloaking this turn, or already being cloaked.)

>Convince the marine to surrender. (Roll 3d6+1, pass on a 12.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, 2-3 shot close range.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>>
>>4198620
>Fire two shots from the Spas 12 at the second marine. (Roll 3d6-3, kill on a 12, every point above a 3 reduces threshold. High recoil will apply a -5 to your next shot. -2/8+6)
No witnesses
>>
>>4198620
>Fire your Spas-12 at the second marine. (Roll 3d6-3, kill on a 16, every point above a 3 reduces threshold. -1/8+6 ammo.)
With the -3 modifier it’s unlikely we’ll get the kill on the first round even if we do use the double shot. Let’s hit him with a single first and then see how the numbers treat us.
>>
Rolled 1 (1d2)

>>4198635
>>4198645
>>
>>4198635
>>4198645
You burst out another two shots from the Spas 12 rapidly seceding the last two, even as your gun sways unaligned from the heavy blast of recoil.

Roll 3d6-3.
>>
Rolled 5, 3, 2 + 3 = 13 (3d6 + 3)

>>4198678
>>
>>4198682
Huh, I'm pretty sure I put a -3 on that. Should be 7.
>>
>>4198682
The poor accuracy causes the gun to swing further out of control as you fire, just grazing the marine. He grunts, but easily remains standing.

The marine reacts to his attacker, aiming his submachine gun.

>Throw a grenade at the remaining marine. (Will have to roll to avoid, with a threshold increased by 2 due to surprise. Grenades make a shit ton of noise.)
>Cook a grenade. (Will increase the avoidance threshold by 2.)

>Fire your Spas-12 at the second marine. (Roll 3d6-8, kill on a 12, every point above a 3 reduces threshold. -1/4+6 ammo.)
>Fire two shots from the Spas 12 at the second marine. (Roll 3d6-8, kill on a 8, every point above a 3 reduces threshold. High recoil will apply a -5 to your next shot. -2/4+6 ammo.)

>Cloak. (Can be done with any other action in the same turn, +4 to defense when not moving, -3/45 cloak power per turn.)
>Reposition quickly, (Roll 3d6+2, marine will lose track of you on a 12. This threshold can be reduced to a 10 by cloaking this turn, or already being cloaked.)
>Duck. (Adds +4 to defense.)

>Convince the marine to surrender. (Roll 3d6+1, pass on a 12.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, 2-3 shot close range.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>>
>>4198678
>>
>>4198700
>Cloak. (Can be done with any other action in the same turn, +4 to defense when not moving, -3/45 cloak power per turn.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
The recoil of the shotgun is too high. Why is the penalty increasing? Is there a way to decrease it? Do you just need to spend a turn doing nothing or swap to a different gun like a DOOM speedrunner?
>>
Rolled 3, 3, 2 - 3 = 5 (3d6 - 3)

>>4198678
>>
>>4198700
>Throw a grenade at the remaining marine. (Will have to roll to avoid, with a threshold increased by 2 due to surprise. Grenades make a shit ton of noise.)
Noise doesn't matter. The dead have already been awoken and they were lobbing grenades anyway.
And switch to
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>>
>>4198710
Just don’t double tap twice in a row, and it’ll return to normal.
>>
>>4198720
This I guess
>>
>>4198720
Support
>>
Rolled 4, 5, 3 = 12 (3d6)

>>4198710
>>4198720
>>4198732
>>4198738
With one hand you reach to your belt, plucking a fragmentation grenade off of its perch. With the other, you return your shotgun to around your shoulder, swapping it out for a submachine gun. Plucking the pin on the grenade with your thumb, you toss it towards the marines feet.

The marine survives, but reduces thresholds by four on a 12, the marine totally avoids on a 14.
>>
>>4198747
Lucky bastard.
>>
>>4198766
If he survives our next attack as well, then we've probably found a protagonist.
>>
I should have probably explained the spas better. If you're continously firing double shots, the recoil penalty will go up. It will simply reset if you fire regular shots.

>>4198747
"Grenade!" The marine instinctively shouts, running out of cover, and away from the explosive. Despite his best efforts, a chunk of fragmentation tears into his back, causing him to scream in pain before he can take cover.

The marine takes his own potshot, but still reeling from the pain, is inaccurate. The marine hits on a 14.

>Throw a grenade at the remaining marine. (Will have to roll to avoid, with a threshold increased by 2 due to surprise. Grenades make a shit ton of noise.)
>Cook a grenade. (Will increase the avoidance threshold by 2.)

Fire your SMG at the {}. (Roll 3d6+2 Every point above a 5 does damage, kills on a 7, -10/x ammo.)

>Cloak. (Can be done with any other action in the same turn, +4 to defense when not moving, -3/45 cloak power per turn.)
>Reposition quickly, (Roll 3d6+2, marine will lose track of you on a 12. This threshold can be reduced to a 10 by cloaking this turn, or already being cloaked.)

>Convince the marine to surrender. (Roll 3d6+1, pass on a 9.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, 2-3 shot close range.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>>
>>4198774
Was there supposed to be a roll attached to that?
>>
Rolled 2, 6, 6 = 14 (3d6)

>>4198774
Yes, I'm a moron sometimes.

Also, the shot option should read.

>Fire your SMG at the second marine. (Roll 3d6+2 Every point above a 5 does damage, kills on a 7, -10/x ammo.)
>>
Rolled 4, 6, 4 + 2 = 16 (3d6 + 2)

>>4198774
>Fire your SMG at the second marine. (Roll 3d6+2 Every point above a 5 does damage, kills on a 7, -10/x ammo.)
WHAT A JAMMY FUCKING GIT
>>
>>4198784
(77/100 health, and 37/50 armor power.)
A few bullets just punch your waist, hitting your armor with an impact that will almost certainly leave a welt.

In return, you fire your own burst at the barely standing marine. A volley of 9x19 rounds fly towards him in quick secession.

Roll 3d6+2.
>>
Rolled 3, 3, 6 + 2 = 14 (3d6 + 2)

>>4198797
>>
Rolled 4, 4, 5 + 2 = 15 (3d6 + 2)

>>4198797
Should we always wait for the choice confirmation to vote?
>>
Rolled 6, 5, 6 + 2 = 19 (3d6 + 2)

>>4198797
>>
>>4198804
Yes, you're typically supposed to wait to roll the dice
>>
>>4198802
>>4198804
Do you mean to roll? Then yeah.
Finally, you pummel the marine with a burst of rounds landing in his face and neck, immediately dropping him to the floor.

Now able to move past the view port, you crawl below the machine guns line of sight, collecting an extra clip of SMG ammo from the soldiers as you do.

You keep your SMG ahead of you as you move forward. Two sets of stairs split off, one leading to a "garage" area where the larger prototypes enter the proving ground, another leading up to a catwalk with a view port. At first you're content to stay low, the catwalk being out of your way, and in the gun's line of fire. As you walk however, you notice one of the armaments of a marine who had died on the stairs. A large anti-material sniper rifle leans across his body, easily able to be removed without entering the line of fire. As you pull it free however, you start to hear marines moving in from the garage, coming from the way you need to go.

(You now have a sniper rifle, with 1+10 ammo.)

>Cloak, and wait for them to come before you make your move.
>Line up the rifle, and wait for the marines to come.(+2 to the first attack.)
>Grab another weapon, and wait for the marines to come. (Specify the weapon.)
>Cook a grenade, have it ready by the time you can make them out.
>Prepare to talk your way out of this. (Roll 3d6+1, pass on a 12, you can retroactively choose to show CIA credentials to lower it to a 10.)
>Try and quickly find a way to circumnavigate the marines. (Roll 3d6, pass on a 12.)
>>
>>4198847
>Cook a grenade, have it ready by the time you can make them out. Can we cook, TWO grenades?
>>
>>4198847
>>Cook a grenade, have it ready by the time you can make them out.
>>
Rolled 1, 4, 3, 1, 6 = 15 (5d6)

>>4198853
You'd not to stow your weapon, and you don't have two grenades.
>>4198871

Listening to the footsteps, the rate at which they approach and the amount, you reach towards your belt and flick the pin out of your grenade. Internally, you count down. Once that timer reaches zero, you release pressure on the grenade's lever.

"They been seein' freaky shit here already!" One of the marines shouts as the group comes into view. "You saw that drone they were taking apart, that shit ain't no Chinese UAV."

"Well, ignoring occam's razer..." Another chimes before being interrupted by the first marine.

"Motherfucker!" He shouts. "These shits have actual fuckin' third arms, and you're gonna talk to me about Occam's Razor! Nothin's too fantastical when you just been shot with an electricity gun. That fuckin' drone was from space, I'm telling you."

"Okay, whatever, it was a space probe, despite not matching any of the other alien's technologies, it was from them, what difference does it make?"

"I'm sayin' they fucking deserve what we're givin' him. God's wrath and all that. These dumb-ass scientists messed with somethin' they weren't supposed to, and now they brought a crazy-"

You throw the grenade.

"-shit over to earth. You don't do that, unless if you're messing with things you're not supposed to." finishes the marine.

(Just for expediency sake, since there are a lot of them, I'm gonna simplify each marine into a d6. 4+ they dodge but take damage, 6 and they're completely unharmed.)
>>
>>4199044
2 super dead.
1 normal dead.
1 dodge and slightly injured.
2 A OK.
Not bad. Time to whip out the smg again.
>>
Rolled 5, 6, 1, 2, 1 = 15 (5d6)

>>4199044
The grenade bounces twice, the sound of a metal clink through the empty, dark garage. While most of the marines are focused on the sergeant and his private's conversation about the nature of an alien probe, and the philosophical ramifications it has on gunning down unarmed scientists, few fail to process the sound of metal bouncing against concrete.

At the last moment, one shouts "GRENADE!" Jumping to the side. Another marine is able to understand just in time to dive, and see three of his comrades torn apart by shrapnel. One chunk of metal slams into this poor marine as well, cracking a rib and making him seethe in pain as he moves to real cover.

With the rifle already out, you take aim with it.

>Fire at the private with the anti-material rifle. (Roll 3d6+2, kill on a 12. -1/1+10 ammo. You will have to reload afterwards. )
>Fire at the grenadier with the anti-material rifle. (Roll 3d6+2, kill on a 12. -1/1+10 ammo. You will have to reload afterwards. )

>Cloak. (Can be done with any other action in the same turn, +4 to defense when not moving, -3/45 cloak power per turn.)
>Reposition quickly, (Roll 3d6+2, marine will lose track of you on a 12. This threshold can be reduced to a 10 by cloaking this turn, or already being cloaked.)

>Convince the marines to surrender. (Roll 3d6+1, pass on a 13.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, 2-3 shot close range.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>>
>>4199066
You appear to have slightly overcounted the marines. There's two left, one with injuries.
>>
>>4199072
Just to be clear, the wounded private has a -4 to kill thresholds, its just that it doesn't affect the rifle, because it either misses or kills marines.
>>
>>4199072
Huh, the anti-material rifle doesn't do wounds it seems. You either hit and kill or you don't, making it better to use a different weapon on an injured person...
With that being said,
>Cloak. (Can be done with any other action in the same turn, +4 to defense when not moving, -3/45 cloak power per turn.)
>Reposition quickly, (Roll 3d6+2, marine will lose track of you on a 12. This threshold can be reduced to a 10 by cloaking this turn, or already being cloaked.)

And switch to
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>>
>>4199080
This. Let's save it for heavier things like grunts.
>>
>>4199080
>>4199086
You switch your cloak on as you move, slipping down the stairs in the dark garage, just as one of the marines shouts, "Look!"

As you move away, you swiftly pull out your MP5.

Roll 3d6+2.
>>
Rolled 1, 6, 3 + 2 = 12 (3d6 + 2)

>>4199136
>>
Rolled 5, 4, 2 + 2 = 13 (3d6 + 2)

>>4199136
>>
Rolled 3, 1, 3 + 2 = 9 (3d6 + 2)

>>4199136
Is this a combat roll?
>>
>>4199142
>>4199146
>>4199147
Yes. Sorry for the delay.

"Shit! Did you see that." The uninjured grenadier shouts. He lines up the sights of his SMG at your previous position.

"What?" The wounded private responds. "Fuck man. Not the time for ghosts stories."

"Nah. Up on the catwalk. I saw something move. Whatever just threw the bomb is up there." The grenadier responds.

"Well, whatever, its probably scampering away, we need to find a medic." The private responds.

"We gotta find whatever did that. I don't want it to track us somewhere worst." The grenadier explains.

"Fuck you. I'm not dying here. You go up there." The private says.

The grenadier starts making his way towards the stairs. The private keeps a shaky aim on his back.

(42/50 Cloak Power.)

>Suppress the private with the SMG. (Take a shot if he takes actions that cause him to lose cover. Costs 10 ammo to start suppresing, adding the ammo cost of attacks made while suppressing.)
>Fire at the private with the SMG. (Roll 3d6+2 Every point above a 5 does damage, kills on a 12 , -10/x ammo.)

>Suppress the grenadier with the SMG. (Take a shot if he takes actions that cause him to lose cover. Costs 10 ammo to start suppresing, adding the ammo cost of attacks made while suppressing.)
>Fire at the grenadier with the SMG. (Roll 3d6+2 Every point above a 5 does damage, kills on a 16 , -10/x ammo.)

>Wait for the grenadier to approach, then stab him. (Roll 3d6+2, kill on a 12, the private will take a shot at you. The shot will be protected by cloak.)

>Deactivate cloak. (Can be done with any other action in the same turn, -4 to defense when not moving, saves -3/42 cloak power per turn.)

>Convince the marines to surrender. (Roll 3d6+1, pass on a 13.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, 2-3 shot close range.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>Anti-Material Rifle. (Incredibly high stopping power, takes penalties at close range, very loud.)
>>
>>4199169
>Fire at the private with the SMG. (Roll 3d6+2 Every point above a 5 does damage, kills on a 12 , -10/x ammo.)
>>
>>4199169
>Fire at the private with the SMG. (Roll 3d6+2 Every point above a 5 does damage, kills on a 12 , -10/x ammo.)
>>
>>4199174
>>4199206
As the grenadier approaches, you sight behind cover, watching the way his flashlight moves and turns.

"If there is something crawling over here, you're not safe over there." The grenadier complains. "It threw a bomb at us. We should be sticking together."

Just as he says "stinking together," you see the cone of light turn away from the corner you're hiding behind. Quickly, you peak your head and machine gun around the corner, firing off a cacophony of shots towards the private. Your muzzle flash lights up the hall-way.

Roll 3d6+2.
>>
Rolled 3, 2, 5 + 2 = 12 (3d6 + 2)

>>4199260
>>
Rolled 4, 5, 4 + 2 = 15 (3d6 + 2)

>>4199260
>>
Rolled 6, 4, 2 + 2 = 14 (3d6 + 2)

>>4199260
>>
Rolled 3, 3, 4 = 10 (3d6)

>>4199267
>>4199269
>>4199273
(39/50 Cloak power.)
The rounds smack into the unsuspecting marines chest. In an instant, what's left of his PCV is overloaded, letting the remaining rounds slice through the limp fabrics and burrow through the ribs. The soldier falls backwards, his weapon bouncing along the ground.

Jumping at the sudden burst of activity, the grenadier aimed his weapon towards the source of the flashes, but his flashlight only illuminates a slice of shimmering air. Still, in the panic, he fires a burst of submachine gun rounds at empty space. (The marine hits on a 16.)

As both you and the marine fire one after the other, a massive explosion crashes against the heavy garage door that seperates this place from the proving ground. The blast door visibly buckles, and is left slightly warped.

>Suppress the grenadier with the SMG. (Take a shot if he takes actions that cause him to lose cover. Costs 10 ammo to start suppresing, adding the ammo cost of attacks made while suppressing.)
>Fire at the grenadier with the SMG. (Roll 3d6+2 Every point above a 5 does damage, kills on a 16 , -10/x ammo.)

>Attempt to tackle the marine, and stab him. (Roll 3d6+2, kill on a 14.)

>Deactivate cloak. (Can be done with any other action in the same turn, -4 to defense when not moving, saves -3/39cloak power per turn.)

>Convince the marine to surrender. (Roll 3d6+1, pass on a 11.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, 2-3 shot close range.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>Anti-Material Rifle. (Incredibly high stopping power, takes penalties at close range, very loud.)
>>
>>4199285
>Stay in cover and stay still. He'll have bigger problems in a second.
>>
>>4199285
>Fire at the grenadier with the SMG. (Roll 3d6+2 Every point above a 5 does damage, kills on a 16 , -10/x ammo.)
might as well
>>
>>4199285
>Reposition quickly, (Roll 3d6+2, marine will lose track of you on a 12. This threshold can be reduced to a 10 by cloaking this turn, or already being cloaked.)
I forgot about this option, sorry.
>>
>>4199285
>Fire at the grenadier with the SMG. (Roll 3d6+2 Every point above a 5 does damage, kills on a 16 , -10/x ammo.)
>>
shootie shootie
https://www.youtube.com/watch?v=p6yVexQRuXc
>>
>>4199292
>>4199293
>>4199315
Quickly swinging around your gun, you send another burst of shots towards the grenadier as his bullets spray wildly around you.

The garage door buckles and bends again.

Roll 3d6+2.
>>
Rolled 2, 5, 1 + 2 = 10 (3d6 + 2)

>>4199961
>>
Rolled 6, 6, 5 + 2 = 19 (3d6 + 2)

>>4199961
>>
>>4199962
>>4199963
(36/50 cloak power.)
Your shots smack into the marines armor. He grunts, stumbling a little, but still remains standing as the PCV stiffens to take the blow.

One last time, the garage door buckles and twists. The hinges and rails crack apart, allowing the pieces to slip away. A beam of the sterile white lighting fills the center hall of the garage as the autonomous machine moves in, cameras tracking its targets.

The remaining marine shouts, then dives into cover. The machines optics clearly made out his figure first.

With heavy armor, anything short of anti-material weaponry or explosives won't penetrate.

>Duck yourself, and pull the rifle out. (The tank will not see you, but you will still be in here, inside its firing arc.)
>Book it while the tank is occupied with the soldier! (3d6+2, Escape unharmed on a 13. Anything less and the tank will take a shot with the machine gun. You'd have good enough health and armor to survive if it does hit, but it'll hurt.)
>While its occupied, try and get up close to the tank, below its firing arc. It's time to kill a tank like a guerila. (3d6+2, Avoid being fired upon, but the tank will notice you but not be able to shoot yet below a 14.)
>While its occupied, try and slip into the proving grounds, where it just was. (Roll 3d6+2, the tank won't notice you above an 11, will open up new options, but won't avoid the tank completely.)
>>
>>4199989
>While its occupied, try and slip into the proving grounds, where it just was.
Maybe we'll find something in there to kill it properly with
>>
>>4199989
>While its occupied, try and slip into the proving grounds, where it just was. (Roll 3d6+2, the tank won't notice you above an 11, will open up new options, but won't avoid the tank completely.)

>>4200019
Of we can make friends with whoever made the commands for the tank. Why blow up suck fine machinery when we could put it to better use?
>>
>>4200033
If they're still alive and around, and didn't get killed by their own rampaging AI, ayys or Marines and actually have a means to get it under control.
>>
>>4199989
Since we dont get the bonus from the cloak while in motion let's turn it off

>>4200039
We can also look for the control console.
>>
>>4200047
Sounds like it's an autonomous AI operating on its own. Having a remote override would be sensible, but sensibility doesn't seem to be a strong point of people who broke the universe.
>>
Rolled 3, 5, 3 = 11 (3d6)

>>4200019
>>4200033
The tank pounds and shreds the marines cover as you duck away, and hopefully out of sight from the colossal machine. You keep your head low, and your body away from the light of the proving ground until you absolutely need to.

In a last ditch attempt, the marine pulls a grenade from his belt, tossing it underneath the machine as bullets fly around him.

Roll 3d6+2.
>>
Rolled 6, 5 + 2 = 13 (2d6 + 2)

>>4200087
>>
Rolled 3, 1, 1 + 2 = 7 (3d6 + 2)

>>4200087
>>
Rolled 4 (1d6)

>>4200089
>>4200098

You easily slip away, going unnoticed by the autonomous vehicle. The sterile lighting of the proving ground, the bursting of the marine's grenade, and the pounding of the machine gun all give you a painful reminder of the migraine pulsing on the side of your head. Thankfully however, the proving ground is designed to recreate an outdoor environment for the machines to navigate in. artificial bushes, sandbags, and broken down cars that have seen the underside of treads litter the area.

You can hear the grenade burst under the tank, just as the marine is mowed down. The tank is barely harmed by the fragmentation.

Slowly, the machine scans its gun around the area.

One of the walls features another, smaller metal garage door that has buckled in such a way that one could just crawl under it. Of course, you have no idea whats on the other side. A smaller, reinforced door labeled as "Grounds Repair" is nearby, and locked tight. From the maps, you know it would be a slightly longer, but still viable route. A nearby elevated window connects back to the garage, and if you climbed up there, you would have a good shot on the tank with the anti-material rifle.

>Slide under the small garage door.
>Try to lockpick the maintenance door. (Roll 3d6, pass on a 12, get caught by the tank below an 8.)
>Shotgun the maintenance door. (The tank will take a shot at you. You have enough armor and health to survive, but it will hurt.)
>Try and climb up to get a shot off on the tank. (+2 to any attacks made on the tank with the rifle.)
>>
>>4200125
>Slide under the small garage door.
>>
>>4200125
>Slide under the small garage door.
MYSTERY BOX!

Just watch as we stare down the barrel of an even bigger minigun.
>>
>>4200125
>>Slide under the small garage door.
>>
>>4200145
>>4200157
>>4200189
When the turret spins away from you, you slip around the broken cars and the fake bushes. Like a clock, the scanning machine is easily predictable. Giving its vision a wide berth, you slowly but safely make your way to the door. As you approach the opening, you slither into the room, finding tool boxes that have buckled under impact, their contents spilled out across the floor. Bullet holes have rattled the door way, and on the other side, through the thin beams of light they let in, the body of a male mechanic is layed out across the ground, torn open by the shots.

You start to search through the wreckage. No ammo, no guns, your about to turn around when you find the "Armor Testing Equipment."

Three anti-tank mines. These will blow the tank open from the bottom with strategic placement, but of course, you will need to place them, and then distract the tank. The mines are military surplus it seems, and have systems inbuilt to prevent collection without detonation. You won't be able to pick them up after placing them.

>Try to lockpick the maintenance door. (Roll 3d6, pass on a 12, get caught by the tank below an 8.)
>Shotgun the maintenance door. (The tank will take a shot at you. You have enough armor and health to survive, but it will hurt.)
>Try and climb up to get a shot off on the tank. (+2 to any attacks made on the tank with the rifle.)
>Try to place one anti tank mine in the proving ground entrance, to ensure it has to roll over it. (Roll 3d6+2, below a 13, it will take a shot. You have enough armor and health to survive, but it will hurt.)
>Try to place three anti tank mines just out of the proving ground entrance, to ensure it rolls over one of them.
>>
>>4200305
>Try to lockpick the maintenance door. (Roll 3d6, pass on a 12, get caught by the tank below an 8.)
>the desire to ride the mech tank into battle is strong
>>
>>4200305
>Try to place one anti tank mine in the proving ground entrance, to ensure it has to roll over it. (Roll 3d6+2, below a 13, it will take a shot. You have enough armor and health to survive, but it will hurt.)
>>
>>4200358
>but why destroy it tho
>>
>>4200362
>big machine bad
>>
>>4200380
>no
>big machine gud
>gotta find the console
>ride it into battle
>>
>>4200305
>Try to lockpick the maintenance door. (Roll 3d6, pass on a 12, get caught by the tank below an 8.)
Big machine fun.
>>
>>4200380
Think about it for a second. We send this bad boy off on a rampage against tanks and attack helicopter.
>>
>>4200319
>>4200358
>>4200407
Slipping back through the door, you peak outside, then when you're confident in your ability to make a break for cover, you move. Cover to cover you make your way towards the maintenance door. The closest you can get while in cover is meters away, and you have to quickly dash towards the door with lockpick in hand, only hoping that you're quick enough.

Roll 3d6+2.
>>
Rolled 3, 6, 4 + 2 = 15 (3d6 + 2)

>>4200425
Ooooh wait if we have to spend time licking picking we're gonna want to use the cloak then. Right. Is it too late to use the cloak?
>>
>>4200428
*lock picking.
>>
Rolled 4, 6, 4 + 2 = 16 (3d6 + 2)

>>4200425
>>
>>4200428
I was assuming you would. The threshold would be WAY higher if you didn't. This is a brightly lit, with white walls. You'd be standing upright against white walls for as much as thirty seconds in a black uniform. I should have specified that.
(29/50 cloak power.
You start to move as you see the turret swivel away. With each step, you soften the impact of your boots against the ground. With a low head and a soft step, you easily make it to the door. When the soft fizzle of invisibility signals your safety, you get to work on the lock. You push up against each pin systematically, and it isn't long until each is binded into place, and you're able to turn the knob.

You're finally able to move through to the offices, past the massive tank. It's eight-forty-two PM.

As you move through the halls, you hear something through one of the vents. Male voices, notably not the same loud military banter you'd hear from marines, or the strange chittering or groaning of the aliens. These voices are quiet, and professional. You can't make out what they're saying.

>Try and hear them from the vent. (Roll 3d6, pass on a 13.)
>Climb into the vent, try and sneak up to them.
>They can't be far, try and find them in the halls.
>Just ignore them, you have a job to do.
>>
>>4200485
>Try and hear them from the vent. (Roll 3d6, pass on a 13.)
>>
>>4200485
>Try and hear them from the vent. (Roll 3d6, pass on a 13.)
>>
>>4200485
>Climb into the vent, try and sneak up to them.
>>
>>4200488
>>4200492
>>4200495
You pull your head close into the vents, unscrewing the cover so you can get closer. You try to make out as much as you can through the acoustics of the metal. The sound is warbled, but you have tuned, trained ears.

You've already eavesdropped your way through adolescence, you can do it through a vent.

Roll 3d6.
>>
Rolled 3, 6, 4 = 13 (3d6)

>>4200585
>>
Rolled 6, 5, 4 = 15 (3d6)

>>4200585
>>
Rolled 5, 6, 6 = 17 (3d6)

>>4200585
Is there a way to increase our listening capacity? Special microphones or something + air pods?
>>
>>4200590
>>4200591
>>4200593
we did it!
>>
>>4200593
Ooh, that'd be great black ops equipment.
Another good piece of equipment would be something like a Soliton Radar, that metal gear shit that tracks enemies and floor layout through electromagnetic shenanigans.
>>
>>4200606
what about thermal smoke grenades, flashbbangs, AP bullets for the pistol if that exists?

oh look at that. we're at +500 posts
>>
>>4200590
>>4200591
>>4200593
It would fall under the general "Spy work" skill if you wanted to put your points into it. You'll also get some equipment in the equipment drop. Not a full on Soliton Radar, but some useful stuff, some of the things you listed, some non-lethal handling equipment, general spy-work gear, etc. Those are some nice rolls though.

You focus your full attention on the voices, a male one speaks with a gravely throat. "Mark it down, C-H-316-EX-OCC"

Containment, Hostile, Serial-316, an unknown categorization, and what you would assume is an abbreviated operation code for black mesa.

It's code you're not fully trained in. CIA marking systems for containing an asset, but with a strange "EX" on the end, you've never heard before. Extraterrestrial perhaps? It could be new code, or perhaps the conspiracy theorists were right. Regardless, it's a male voice, not your target.

"And what about him?" Another voice says. This one is younger, but still male.


"U-I-2126-KN-OCC" The first voice says.

Unnecessary, incapacitated, serial 2126, knowledgeable, Black Mesa.

"Got it." The younger male responds, before you hear a muffled scream from a male, and a silenced gunshot.

These people either hadn't been undercover before, or the CIA lucked out, and found a pair of perfect sociopaths.

"Alright, we've got agents here below clearance, get out before downward leak." The first male responds. You can just make out rubber padded footsteps.

You are now a downward leak. With your rank and position, you're too important of an asset to just off because of this. Of course, that assumes anyone knows how much you know.

>Climb into the vent, try and sneak up to them.
>They can't be far, try and find them in the halls.
>Just ignore them, you have a job to do. Try not to imagine the scientist you just heard.
>>
>>4200633
>Just ignore them, you have a job to do. Try not to imagine the scientist you just heard.
If they outrank us, they might order us to give them some of our equipment for their job. I want to avoid that.
>>
>>4200633
>Climb into the vent, try and sneak up to them.
>>
>>4200633
>Climb into the vent, try and sneak up to them.
Well that sucks. They killed a bunch of scientists.

>>4200648
Would they really? If they have their equipment they probably called in for their own stuff.
Man now I really wished we gone in sooner. Poor scientist.
>>
>>4200652
Yeah, but we have a damn anti-material rifle. I doubt they have one of those.
>>
>>4200662
Who's to say they already have one?
>>
>>4200633
>Climb into the vent, try and sneak up to them.
I really hope they're acting on their own decisions, and not orders to kill civilians like the marines are.
>>
>>4200648
>>4200650
>>4200652
>>4200709
You move into the vents, slowly slithering through to avoid making any possible noise. Surrounded by thin metal, you have to be light and move strategically as you crawl.

You soon manage to make your way to the other vent cover, peaking through the grate. The scientist is slowly bleeding out against a cabinet, the gun used to kill him placed strategically nearby, as though he shot himself to avoid a worse fate among the chaos.

"DoD's really fucked up this time." The younger covert operative says.

"It ain't just the DoD kid." The older operative says. "The spies should have had a better eye. The scientists shouldn't have been pokin' around where they shouldn't."

"Yeah and now we gotta clean it up right?" The younger one rhetorically asks.

"Nah. We sure as hell ain't perfect." The older operative explains. "Once the real clean-up crew comes around, they'll pull their twenty-twenty hindsight on us. They'll be going off about how we didn't tag the EX artillery that the slimy bastards only rolled out once the black hawks arrived."

"You're sayin' we're all idiots?" The young operative responds. He makes a small, barely noticeable hand signal.

"Continue Coversation." It says. "Above."

"That's right." He says. "Whole damn species of idiots. That's what they were sayin' with Eden. We're such idiots that we'll blow up the whole damn world to not be idiots anymore. Then we'll still be idiots afterwards." The older operative continues, while his hands play a different conversation. "On my mark, take them down."

They see you, but they don't recognize you. You should be careful here, even if you did manage to fight off two covert ops, you'd still be losing a lot of resources from the CIA due to betrayal, and with your knowledge, you'd be a target.

>Retreat into the vents! If they haven't seen much of you, they might assume you were a headcrab, and let you leave.
>Drop down, reveal yourself, and your credentials. You really do not want to risk being tracked by your own organization.
>Drop down, take some revenge for the scientist, even if it will absolutely ruin your ties with the CIA.
>>
>>4200764
>Retreat into the vents! If they haven't seen much of you, they might assume you were a headcrab, and let you leave.
>>
>>4200764
>Retreat into the vents! If they haven't seen much of you, they might assume you were a headcrab, and let you leave.
Hope they're not referring to our alien buddies.
>>
>>4200764
>Retreat into the vents! If they haven't seen much of you, they might assume you were a headcrab, and let you leave.
Damn, not even a stealth roll vs a notice roll. Wonder if that's because they have special gear to track movement around them? That'd make sense...
>>
>>4200764
>Retreat into the vents! If they haven't seen much of you, they might assume you were a headcrab, and let you leave.
>>
>>4200764
>Retreat into the vents! If they haven't seen much of you, they might assume you were a headcrab, and let you leave.
>>
File: eyesshaking.gif (146 KB, 256x256)
146 KB
146 KB GIF
>>4200764
TIME TO RUN

Kinda wonder if this is our contact. Though if they were using these guys to wipe us, they wouldn't send resources in.

If only we started carrying a drugged headcrab with us.
>>
>>4200764
>Retreat into the vents! If they haven't seen much of you, they might assume you were a headcrab, and let you leave.
It feels like the entire government has lost its goddamn mind, ordering a cleanup operation before they even fully understand what's going on.
>>
>>4200773
>>4200788
>>4200798
>>4201135
>>4201278
>>4201568
You already discovered that your contact is a woman.
>>4201581
"What happened, did they call an emergency session of congress to vote on bombing me?" -Freeman.

Just as the older soldiers fingers graze his gun, you scamper away into the vents like a spooked rodent.

A burst of silenced gunshots rings out, tearing apart the air ducts you were just in. The shards of metal bounce around in the ducts, and you barely avoid a cut up face as you move backwards.

"Shit." The younger operative says.

"Don't worry." The older one says. "Either its one of us, or it isn't gonna leave the facility."

"Alright... you sure? They might have radio." He responds.

"Just trust me kid. No one's gonna hear 'em." The operative explains. "We don't have time to inspect every rat we see in the vents anyway."

You let loose a silent sigh of relief. The voices lose focus as they move away, and you retreat through the air vent.

Hearing what you just heard, you are now a breach of information. You have a few options on how to handle this. If you called it in, they might see it as a sign of loyalty, or you might face mistrust. If you were to just ignore it ever happened, removing the recording section from the audio bugs placed on your body later on, then you can forget all about it. The things are often faulty, or the quality is too low to make out. Then, there's the final option, you could try and plan a way to remove the data from your suit. You would have the data for yourself, and that might be a very powerful tool later on, assuming it doesn't get you waterboarded. Of course, for now you can't do any of those things still in the field.

You start to again move through the facility, keeping to the darkened areas when you can and moving with light footsteps.

As you approach the offices, you start hearing gunshots. A small glock pings off chitinous armor. In return, a swarm of insects is spat out.

>It might be your target! Run over there, she's under fire.
>Take it cautiously, she can handle herself for a few more minutes.
>>
>>4202328
>It might be your target! Run over there, she's under fire.
We have a shotgun and a fair bit of armour, we’re more than capable of taking a grunt.
>>
>>4202328
>It might be your target! Run over there, she's under fire.
>>
>>4202328
>It might be your target! Run over there, she's under fire.
>>
>>4202393
>>4202402
>>4202424
Looking back, I mixed up some numbers, you have a bit more cloak power than I thought you did.

You tack the sound, then start moving, noticing a dead vortiguant, and an office labeled "Orbital Mapping" as you run. You were lucky, in a way, the hostility of the area prevented your contact from getting far. Quickly trading off sound reduction for speed, you start running towards the gunshots.

Rounding a corner, you first see a vortigaunt, its eye shot out and bleeding to death on the floor. Quickly, your vision shifts to its larger master. A towering alien stands two heads above you. Hearing your footsteps, it is slowly turning around, confident that its small back armor can stop the pistol of a woman roughly your age, in a mechanics dirty clothes, and looted security guard armor. The large, chitin covered hulk bellows as its boxy face and vertical, toothy jaws turn around to face you. You have time to pull a weapon before it starts firing its hornets.

>Duck for cover.(+4 defense against dumbfire weapons, but only +2 against tracking weapons like the hive hand.)

>Reposition quickly, (Roll 3d6+2, grunt will lose track of you on a 12. This threshold can be reduced to a 10 by cloaking this turn, or already being cloaked. Keep in mind, it may start attacking your contact.)

>It's slow moving, attempt to dodge around it to somewhere it can't shoot you this turn.(Roll 3d6+2, gain a +2 to defense against grunts on a 13, +4 on a 16.)

>Activate cloak. (Can be done with any other action in the same turn, +4 to defense when not moving, -3/30cloak power per turn.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, close range weapon.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>Anti-Material Rifle. (Incredibly high stopping power, takes penalties at close range, very loud. Very good at breaking through armor.)
>>
>>4202455
Hey, do we still have those anti-tank mines?
>>
>>4202455
Are we supposed to pick one of the above actions and then choose a weapon?
>>
>>4202455
>Duck for cover.(+4 defense against dumbfire weapons, but only +2 against tracking weapons like the hive hand.)
>Revolver. (High wound threshold, low kill threshold.)
>>
>>4202464
I think we do. That would require getting close enough to throw.

>>4202477
Pick one of the four actions above, then pick a gun.

>>4202455
Changing movement action to this
>It's slow moving, attempt to dodge around it to somewhere it can't shoot you this turn.(Roll 3d6+2, gain a +2 to defense against grunts on a 13, +4 on a 16.)
Theres at least a chance to score a +4 as opposed to the max +2 from ducking for cover.
>>
>>4202480
I was more thinking of trying to kite it around a corner with a mine waiting for it
>>
>>4202464
You do, but anti tank mines are typically designed to not trigger on anything less than a tank.
>>4202477
Pulling a weapon can be done with any action that doesn't require both hands, so yes, but if you wanted to just stay still for some reason, then you could. Also, as always, turning cloak on and off doesn't require any action at all, so if you wanted to use it alongside the other three options, that's fine as well.
>>
>>4202455
>Activate cloak. (Can be done with any other action in the same turn, +4 to defense when not moving, -3/30cloak power per turn.)
>Revolver. (High wound threshold, low kill threshold.)
>>
>>4202478
>>4202543
As the creature slowly turns around, you dive away from its field of vision, attempting to orbit around the creature without letting it get you within the firing cone of the hive had, or in range of its massive stubby arms.

With your free hand, you pull your revolver from its holster while you click on your cloaking system.

Roll 3d6+2.
>>
Rolled 1, 4, 2 + 2 = 9 (3d6 + 2)

>>4202591
>>
Rolled 2, 1, 4 + 2 = 9 (3d6 + 2)

>>4202591
>>
Rolled 4, 6, 6 = 16 (3d6)

>>4202675
>>4202687
Unfortunately, the creature still manages to track you as you try and keep away from where it is able to fire. A burst of insects spits from the creatures weapon, curving around to meet you. However, when you settle on a position, your suit fizzles you away from reality, confusing the hornets.

The hivehand hits on a 12.

(27/50 Cloak power.)

>Fire at the grunt. (Roll 3d6+2, every point above a 10 wounds, threshold reduction is doubled above a 13, kills on a 16.)

>Reposition quickly, (Roll 3d6+2, grunt will lose track of you on a 12. This threshold can be reduced to a 10 by cloaking this turn, or already being cloaked. Keep in mind, it may start attacking your contact.)

>Duck for cover.(+4 defense against dumbfire weapons, but only +2 against tracking weapons like the hive hand.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, close range weapon.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>Anti-Material Rifle. (Incredibly high stopping power, takes penalties at close range, very loud. Very good at breaking through armor.)
>>
>>4202717
>Fire at the grunt. (Roll 3d6+2, every point above a 10 wounds, threshold reduction is doubled above a 13, kills on a 16.)
>>
>>4202717
>Fire at the grunt. (Roll 3d6+2, every point above a 10 wounds, threshold reduction is doubled above a 13, kills on a 16.)
>>
>>4202717
F. I wonder how much this is going to hurt. Can you remind me how armor works? Do se have a mini version of the force field like the PCV's and just need to get our suit charged up, or do we need to find/kill dead CIA operatives to get more armor?
>>
>>4202726
>>4202752
>>4202760
It's effectively a "Light PCV," so you can just recharge it. Unlike the full PCVs the HECU marines wear, this only takes 50% of damage, and has 50 total power. This is opposed to 66% of damage, and 100 armor. Also, while I'm not entirely sure how PCVs work, I don't think it's a force field. I'm pretty sure it's described as "High Impact Reactive Armor," which I guess would make it like this: https://en.wikipedia.org/wiki/Reactive_armour#Electric_reactive_armour, but the wiki describes it as fibers that stiffen under an electric charge.

(75/100 health, and 34/50 armor power.)

Even as your armor stiffens against the insects, and you try your best to dodge, the small creatures burrow through the armor. Their bite stings, making you wince in pain. One even goes for your neck, and you have to physically smack it off before it digs in.

In return, you aim your revolver, focusing on the center mass of the creature, where its chitin fails to cover. The thing may be huge, but your certain it has vital organs somewhere behind the colossal rib-cage.

Roll 3d6+2.
>>
Rolled 2, 5, 2 + 2 = 11 (3d6 + 2)

>>4202796
>>
Rolled 1, 3, 5 + 2 = 11 (3d6 + 2)

>>4202796
>>
>>4202800
>>4202805
Again? What's with these double results
>>
>>4202821
ALIENS!

Oh, wait.
>>
Rolled 5, 4, 4 + 2 = 15 (3d6 + 2)

>>4202796
>>
>>4202800
>>4202805
>>4202833
You do hit, but the thick armor plating on the shoulder takes a hefty chunk of the damage. The creature at first simply seems angered, and moves to slowly approach you, but then your contact takes aim with her glock, and fires a burst of 9x19 at the creature, redirecting its attention. Every four points with the contacts glock lowers threshold.

The grunt fires back with a set of hornets.

(First three d6s are for your contact, second three are for the grunt.)

>Fire at the grunt. (Roll 3d6+2, every point above a 10 wounds, threshold reduction is doubled above a 12, kills on a 15. -1/5+4 ammo.)

>It's distracted! Jump on its back and stab it in the neck like in the movies. (Roll 3d6+2, kills on a 14, will get a powerful melee attack on you below an 11.)

>Reposition quickly, (Roll 3d6+2, grunt will lose track of you on a 12. This threshold can be reduced to a 10 by cloaking this turn, or already being cloaked. Keep in mind, it may start attacking your contact.)

>Duck for cover.(+4 defense against dumbfire weapons, but only +2 against tracking weapons like the hive hand.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, close range weapon.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>Anti-Material Rifle. (Incredibly high stopping power, takes penalties at close range, very loud. Very good at breaking through armor.)
>>
Rolled 1, 1, 3, 5, 3, 1 = 14 (6d6)

>>4202873
Oops, had to reopen reply box due to the captcha not working, but forgot to replace the rolls.
>>
>>4202873
>>It's distracted! Jump on its back and stab it in the neck like in the movies. (Roll 3d6+2, kills on a 14, will get a powerful melee attack on you below an 11.)
>>
>>4202873
>Fire at the grunt. (Roll 3d6+2, every point above a 10 wounds, threshold reduction is doubled above a 12, kills on a 15. -1/5+4 ammo.)
We just need 1 more good shot.
>>
>>4202873
>Fire at the grunt.
>>
>>4202897
>>4202918
>>4202938
While the target takes a pummeling from the insects, her shots just simply bouncing off armor, you line up your revolver. A good shot to the chest could disable the creature, you just need to get past the armor, and through its bulwark of a skeleton.

Roll 3d6+2.
>>
Rolled 4, 5, 3 + 2 = 14 (3d6 + 2)

>>4202962
>>
Rolled 4, 5, 5 + 2 = 16 (3d6 + 2)

>>
Rolled 2, 5, 5 + 2 = 14 (3d6 + 2)

>>4202962
>>
>>4202963
>>4202967
>>4202976

The shot lands in the chest, burrowing through the bones and just narrowly missing its massive vitals. The creature groans in agony, holding the spot with its empty hand. Enraged, it starts to move towards you, it's hooves sounding like the pounding of a massive industrial machine. It raises one of its stumpy arms, the forearm of which is similar in scale to your torso, and prepares to attack. As it starts its slow but incredibly heavy swipe, it exposes its bare chest.

(As it melee attacks you, you have a +1 to all attacks made against it.)

>Shoot it right in the chest. (Roll 3d6+3, kill on a 10. -1/4+4 ammo.)

>Save the ammo, and look cool in front of your fellow agent. Kick it in the damaged ribcage. (Roll 3d6+3, pass on a 13. Will almost certainly look impressive.)

>Don't take the risk, just dodge away.

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you currently lack ammo for.)
>Shotgun. (Reliable, close range weapon.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Silenced USP. (Stopping power lower than the revolver, but also makes less noise.)
>Anti-Material Rifle. (Incredibly high stopping power, takes penalties at close range, very loud. Very good at breaking through armor.)
>>
>>4203011
but I thought we killed it with that 16.

this guy rolled a 15. every wound above 10 lowers the threshold, and everything past 13 is doubled? So it's threshold was lowed to 7?

>Save the ammo, and look cool in front of your fellow agent. Kick it in the damaged ribcage. (Roll 3d6+3, pass on a 13. Will almost certainly look impressive.)
balls or nothing!
>>
>>4203011
>Shoot it right in the chest. (Roll 3d6+3, kill on a 10. -1/4+4 ammo.)
KURAE
>>
>>4203016
It's average of 3, not Bo3
>>
>>4203011
Save the ammo, and look cool in front of your fellow agent. Kick it in the damaged ribcage. (Roll 3d6+3, pass on a 13. Will almost certainly look impressive.)
>>
>>4203027
I thought the average of 3 was for out of combat stuff.
>>
>>4203016
>>4203017
>>4203027
Its first roll while in combat, so the 14 was taken. That roll was above a 13, so the full threshold reduction was doubled, making it an 8 instead of a 4. The 13+ threshold is basically a crit, short of a full kill, where it does significantly more damage.

As the hulking creature approaches, you train yourself on its chest. You get into position, and as it approaches, coil your leg before releasing it like a snake. Aiming right where you shot it, you flick your boot towards the creature, pushing your mass into your leg.

Roll 3d6+3.
>>
Rolled 3, 4, 4 + 3 = 14 (3d6 + 3)

>>4203052
>>
Rolled 2, 1, 2 + 3 = 8 (3d6 + 3)

>>4203052
https://cdn.discordapp.com/attachments/472407264700006420/701051009371471972/somebody.mp4
>>
>>4203052
So there should only be one roll per round, and if someone has already rolled don't bother rolling yourself?
>>
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Rolled 2, 2, 6 + 3 = 13 (3d6 + 3)

>>4203052
Shotgun to the open front could've been devastating
>>
>>4203054
>>4203059
>>4203061
>>4203083


Well, it is always nice to know what could have been.
But its only first roll in combat, to represent combat being more chaotic, out of combat, its Ao3.
Please do tell me if you feel this system is weird or annoying, because while I've heard some complaints, I'm unsure of the general consensus.
Also, a shotgun would've taken a turn to equip.


Your foot flies into the aliens sternum as you strike it like a viper. The weight of the aliens movements drive the kick just as much as your own muscle, and its damaged rib cage cracks apart at the sternum. You feel it snap under your foot. The grunts own ribs drive into its organs, causing it to scream in pain as it dies.

For a short few seconds, the second spy is impressed as she watches the black silhouette plants her boot into a creature easily three times her size.

Unfortunately, physics soon takes precedent over skill. Your boot runs out of guts to compress, and the force moves into your leg. It's forced to coil back up, pushing against the force to pad the impact out. The flexible muscle takes the strain instead of the bone, which then transfers to your body. The weight of the alien knocks you back into the wall, and with a squelching sound, your leg is pulled free.

Despite a slight loss of balance at the end, the second agent looks impressed. Her eyes blink, then open into wide circles, an exaggeration of her minor disbelief.

>Keep it professional, ask if shes your target, and if she has her badge. Start with something vague, that she won't be able to discern too much meaning from unless she knows what you're talking about.
>You fought a damn tank for this lady. Tell her she owes you.
>Don't fully breach professionalism, but your coworkers, keep it light, and simple.
>Give her a quip. "I guess these thighs do save lives."
>You do need a quip to go with that, but that one was awful. Think of something else. (Write in a quip.)
>>
>>4203116
>Give her a quip. "I guess these thighs do save lives."
>>
>>4203116
>You do need a quip to go with that, but that one was awful. Think of something else. (Write in a quip.)
“Order whatever you want, because he’ll...”
*put on secret goggles*
“Foot the bill.”
>>
>>4203160
this
>>
>>4203160
That is excellently corny
>>
>>4203160
>>4203163
>>4203166
You pull up your optics, exposing your eyes to the agent. Below the balaclava, you give an unseen smirk, before you say, "You can order whatever you want."

You flick your head, and the optics fall back over your eyes in one smooth motion.

"He's footing the bill."

"Jesus Christ." The agent says as she attempts to suppress a laugh. "You haven't shot me yet, so you must be the most optimistic covert op I've ever met." She reaches under her shirt, pulling out a small badge. She holds it up in the air, giving you a good view of it, before she tosses it over. You catch it, speaking as you examine.

"Nah, just another spy. The whole situation's gone to hell, so we're trying to recuperate. Handler's taking over himself." You pause for a second as you read her name, Marietta Poskanzer. "I hope you don't mind that I raided your apartment." You continue, as you hand over her briefcase along with her badge.

"Not at all!" She says. She looks at her glock for a moment, as though she wants to throw it away like trash. She decides against it, and reholsters it. "I've missed having actual gear. Here, I don't want to get caught with my pants down. I'm gonna lock myself in one of the offices and put the suit on, I need you to keep a gun on hand in there in case anything tries to break down the door or teleports in."

Deciding that a few minutes of lost time is better than the possibility of a dead agent, you agree, following her into one of the nearby offices while staring at the door, gun in hand. You can hear her click the brief case open behind you, and drop the bulletproof vest to the floor.

You have a few minutes to talk as she dresses in the stealth suit.

>Ask her about why she raided the orbital mapping office, leaving out how you know she did.
>Are you behind the tank in the proving grounds that was mowing down soldiers?
>What have you found out about the aliens?
>Have you learned anything about this freeman guy?
>Ask her if she's been... seeing things? Had a migraine?
>You heard soldiers talking about a space probe earlier that they thought was from aliens, what was that about?
>Did you see a group of covert ops around here?
>You know, she's been stuck down here for a whole day now. Maybe you should just ask how she's doing?
>>
>>4203239
>Are you behind the tank in the proving grounds that was mowing down soldiers?
I hope the answer is yes. Would she have any idea to. i don't know reprogram it?

>Did you see a group of covert ops around here?
>>
>>4203239
>Are you behind the tank in the proving grounds that was mowing down soldiers?
If she is, we gain a powerful robot friend. If she isn’t, we warn her of a very dangerous robot. Win-win.
>Have you learned anything about this freeman guy?
HELLO FREENIS
>>
>>4203239
Can we do pic related just because we can? We have two guns.
>>
>>4203266
Seems a bit random
>>
>>4203239
>>Are you behind the tank in the proving grounds that was mowing down soldiers?
>You know, she's been stuck down here for a whole day now. Maybe you should just ask how she's doing?

Please change the dice system to best of three.
>>
>>4203300
I'm kinda apprehensive about that, because I do want the dicerolls to act as a legitimate deterrent from certain activities. I'll try it, but I might stick with one roll for combat, because I don't want the fights with big hulking aliens to last only one turn.

>>4203258
>>4203259

"One of the prototypes in the proving ground, an automated tank..." is all your able to say before she seems shocked.

"Jesus!" She says. "The IFV was out?" She pauses for a minute. "Poor bastards. All the systems started going haywire a few hours ago, I had heard the prototypes were being affected, but I didn't know that goliath was in testing when it started."

"Well, would you know how to shut it down?" You ask. "Maybe we could get it on our side even."

"I just do mechanical work. If I could hack that, I would've. Besides, you'd need to get on the damn thing to connect to it. It's designed for covert ops, fully autonomous, no signals in or out."

"Shit, well that's another problem for us." You respond. "The thing tore open the door to the garage. If we wanna go that way, we're gonna be dodging a tank."

"Really?" She says. "That things made to kill, you're luck you got out."

"Well, the marines weren't lucky. They distracted the thing." You explain.

"Oh yes. The rescue team." She sighs sarcastically.

"Yup. So I heard them talking about a guy named Freeman recently. They say he's been kicking their asses. He used to work at the place I guarded, anomolous materials, but I didn't really know 'em. Have you heard anything about him?"

"Only that the lambda labs have been trying to direct him to Aerospace. I have no idea what they'd be doing with the equipment. Hell I don't even know what Lambda does." She explains.

"They aren't named like any of the other labs. Usually they're called something self explanatory. That's just a Greek letter." You respond.

"Which is exactly why I think there's some freaky shit going on in there." She responds.

"It's vague and anonymous, yeah, but I'd imagine they'd go with something that sounds nice. Lambda just begs for questioning." You say.

"Yeah well Black Mesa isn't run by Congress. They don't know the art of making the mass surveillance bills glow with rugged individualism."

"You make a fair point." You respond. "So how have you been doing down here? Are you holding together?"

"This is rather insane, I've gotta say. Those parasites, they're freaking me out. Not just the crabs, the way the people scream underneath them." You can hear the dressing stop for a moment, and she stops to process some things. "Damn, I'm not gonna sleep well for a while after this." She finishes pulling her black fatiques over her body, and buckling the PCV around her chest. "You seem well put together, how have you been doing keeping your head on?"
(Cont.)
>>
>>4203392
(Cont.)
>I haven't really had the time to think about any of it.
>The sarcasm helps.
>Taking it out on aliens and marines mainly.
>I got a job to do, emotions can wait.
>Now that you mention it I have been hearing voices.
>I don't know.
>>
>>4203392
>Taking it out on aliens and marines mainly.
Show her the Hivehand! Also does she have any idea how the Marine's PCV's work? Can we fix our armor? Look for a health station?

>Besides, you'd need to get on the damn thing to connect to it. It's designed for covert ops, fully autonomous, no signals in or out.
What if we managed to get on top of it and connect one of the CIA Fobs on top of it?

Hey guys so should we tell her about our alien buddies? How much should we share?
>>
>>4203395
>I've experienced seizures related to what the doctors suspect is extracranial brain activity associated with some of the extraterrestrials. I'm letting you know in advance so you can act accordingly. That being said, if you see one of the three-armed one-eyed ones that DOESN'T have a shackle on it trying to help, let it - they seem willing to aid whoever removes the shackle, and we should leverage that to our advantage.
>>
>>4203404
and i just realized that vortigaunts actually have 6 eyes. The humongous central eye always gets me.
You get the idea, though. Describing the vortigaunts without shackles as friendlies willing to aid.
>>
>>4203410
in addition to going for less than lethal attacks on other Vortigaunts in an attempt to free more? They can apparently restore the power to our suits and some form of healing.
>>
>>4203392
>>4203404
>>4203424
Down for this.
>>
>>4203453
Supporting. She’ll probably call us crazy, but we can tell her that the real crazy thing is that alien invasions exist in the first place.
>>
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>>4203410
Even the vortigaunts don't seem to consider them a major part of their biology. The drawings in half life alyx, while admittedly simple, don't even attempt to include the extra eyes except for sometimes the top one. My guess is they're vestigial.
>>4203401
>>4203404
>>4203453
>>4203467
"Honestly? I've been trying to take it out on the aliens, but it's not helping. From what the doctors have told me, it won't. It's been causing seizures as the aliens screw with my head."

"Wait, they're saying they attacked you... mentally?" She responds.

"I don't know. Ever since this started I've had a pounding headache that seems to be related to the aliens." You explain. "The doctors gave me some sort of brain scan, and that ended up showing extracranial activity."

"They showed you what?"

"Brain activity outside of my brain." You respond. She gives you an incredulous look, but you expand, "If you don't believe me, I can take you to the doctor who looked at my head."

"Jesus." She says. She stops to think for a moment, leaning her head against her wrist as she sits on the desk. "I guess it's not crazier than aliens existing at all. Maybe we're just both crazy."

"I guess so, but if we're the hallucinating the same things, then one of us is a figment of the others imagination." You joke. "I'm real, are you real?"

She feels her own body for a second, then says, "Yup."

"Well," you say, "with that established, if you see any of those weird, six eyed aliens, the ones with the big red eyes in the center, and they don't have the little fleshy shackles and collar on them, then don't shoot them. I think they're some form of conscript, and have been shown to be willing to assist those who help free them."

"Ummm..." She pauses for a moment, seemingly confused. "Do they... talk to you. Can you trust them? That seems like a pretty easy way to get an infiltrator if you're just trusting them blindly here."

>Yes, I have somewhat communicated with them. Tell her more detail about the migraine.
>Sort of, it's hard to explain. Just leave it vague, and that you're confident you can trust them.
>No, but what information could they gain? They have no understanding of our language. (Roll 3d6+1, pass on a 13. She won't be hostile to the vorts if you fail, but she will be incredibly wary of them.)
>>
>>4203526
>Sort of, it's hard to explain. Just leave it vague, and that you're confident you can trust them
And if she wants more information,
>Yes, I have somewhat communicated with them. Tell her more detail about the migraine.

Basically “Yeah, I know I can trust them. I can explain to you why if you want, but it’s hard to truncate and you probably won’t enjoy listening to the whole thing.”
>>
>>4203526
>Can you trust them? That seems like a pretty easy way to get an infiltrator if you're just trusting them blindly here.
Considering there were a good fer opportunities they could had killed me but didn't, probably. I don't feel an all compelling urge to work for their big brained overlord. They've shown to not so hostile. The ones without the restrains compared to the collared ones I mean.
>>
>>4203526
what
>>4203538
said. Supporting.
>>
>>4203526
But can she help us utilize the PCV's?
Is that a no to backflipping on top of it and inserting the CIA fob?
>>
>>4203619
You could do that, but you wouldn't really have the resources to get it out of the robotics lab. It can't exactly fit through the halls, and with the marines having access to mortars and attack helicopters on the surface, they'd probably just make it another bomb target. Of course, it would be a way to not have to worry about the tank, but it is dangerous, and wouldn't work right away.
>>4203610
Is your what referring to the spoiler text, or the update? The drawings I was referring to in the spoiler text were from a section of Half Life Alyx where a vortigaunt effectively wrote out the history of the half life universe. I was just noting the fact that the vortigaunts didn't seem to care much about their other eyes.
>>4203538
>>4203544
>>4203610
"I've... sort of been able to communicate with them." You say. "It's not easy to explain. I'm confident I can trust them, and I don't feel an urge to follow their overlord."

"Yeah, well you have no idea how far they might be willing to con." She responds, unconvinced.

"Well its... I'm confident I can trust them, but would prefer to keep it vague. I'll explain it if you really don't trust me, but you should understand the importance of secrecy.

She considers it for a second, then simply nods.

The two of you leave the office, guns in hand, then consider how to get back to the tram.

>Stick with the devil you know, go through the proving ground.
>Stay safe, loop through the prototyping facilities. (Will add an extra thirty minutes to your trip, it's 8:54 PM.)
>>
>>4203689
>Stick with the devil you know, go through the proving ground.
FOB THE TANK
The CIA can play Battletech with it and have it battle the Military. The battle shall be glorious. For the Clans! For Honors sake! In Kerensky the field of battle shall be bathed in their blood! This robot shall prove to be a valuable distraction should any of the soldiers be near the other side of the tram.

Also does she know if any of the other staff survived?
>>
>>4203689
Wait a sec. There has to be a means or entrance to get it outside. And even if there wasn't, it's a tank! Couldn't it make it's one entrance? if not then what if we utilized one of the Anti-tank mines to make one?
>>
>>4203713
There is an elevator, but what I meant was that the tank would have no safe way of moving around. It wouldn't last long on the surface, due to the large amount of surface to ground missiles currently trained at black mesa. You'd be able to do it, and even get it to fight things, but you wouldn't be able to get it far. I was assuming you'd want to keep it for a decent amount of time.
>>
>>4203750
Huh. Fair point. Along with artillery, attack helicopters and some marines armed with laser guided missile launchers, it probably wouldn't last long. What a shame. I guess it's best to leave it alone for now.
>>
>>4203774
It could always be a distraction.
>>
>>4203777
Oh yeah! That's true. It might be worth it after all.
>>
>>4203689
>Stick with the devil you know, go through the proving ground
>>
>>4203689
>Stick with the devil you know, go through the proving ground.
>>
>>4203689
Oh no i just meant that “what [linked anon] said, supporting”
>>
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Hey guys, sorry for doing this so soon after my last hiatus, but I've got some deadlines that just slapped me in the face, so I need to take a break from the quest for today to catch up on those. Once again, I should be back tomorrow.
>>
>>4204652
hey man, most QM's do a single day a week. It's cool to take however many breaks you need, bro, so don't sweat it.
Half Life is a game that can be paused and saved, after all
>>
>>4204652
It’s good bro, you’ve been posting multiple updates almost daily for about two weeks now. That’s pretty damn good.

>>4204676
>and saved
Dirty casul detected
>>
>>4204652
Just so long as we get an episode three at some point in the future.
>>
>>4204697
>not quick saving and then doing stupid shit
Faux-gamer
>>
>>4206082
No! Augh! STOP!
>>
>>4206082
>not doing stupid shit and then living with the consequences
>>