[Burichan] [Futaba] [Nice] [Pony]  -  [WT]  [Home] [Manage]
In memory of Flyin' Black Jackson
[Catalog View] :: [Quest Archive] :: [Rules] :: [Quests] :: [Discussions] :: [Wiki]

[Return] [Entire Thread] [Last 50 posts] [Last 100 posts]
Posting mode: Reply
Name (optional)
Email (optional, will be displayed)
Subject    (optional, usually best left blank)
Message
File []
Password  (for deleting posts, automatically generated)
  • How to format text
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 10000 KB.
  • Images greater than 250x250 pixels will be thumbnailed.

File 129643899277.png - (19.29KB , 900x900 , ds1.png )
276596 No. 276596 ID: ed30d2

Dead Swarm begins.

http://tgchan.org/kusaba/questdis/res/340286.html
Expand all images
>>
No. 276597 ID: ed30d2
File 129643905330.png - (37.24KB , 900x450 , ds2.png )
276597

Life on Lans is peculiar and unforgiving, the turmoil and mysterious history of its inhabitants having culminated to a massive standoff between three 'kingdoms'. Since the end of the grand wars, otherworldly Creep now regularly harass humanoid traffic, a far cry to the invasions of old, while little has been seen of the once titanic automaton armata since their exodus. Through it all, humanoids soldier on with what little industry they have, nations and people just specks amidst the vast ocean that is their world.
>>
No. 276598 ID: ed30d2
File 129643919083.png - (58.57KB , 900x900 , ds3s4.png )
276598

Some turns (days) ago, Vapor expeditionary forces encountered an automaton force around a Glacierway reef, one-hundred kilometers off the port city of Aytoy, Vapora. The automatons are an old, rarely seen enemy of the Aquar powers. With past sizable incursions by the alien Creep justifying an elevated security alert, the automaton presence is a far more serious threat, pulling the alert to just one level below complete mobilization of the Vapora armed forces.
>>
No. 276601 ID: ed30d2
File 129643938234.png - (47.79KB , 900x900 , ds4s3.png )
276601

In breaking news, full alert has been sounded and evacuation orders have been issued to residents of the port city. Vapor security forces have not commented on the nature of the alert or the incoming reports of swamped local enforcement and emergency services. Distant navy fighting can be seen from the farthest port populace, a semi-submersible coastal town. Vapor security forces can be seen moving residents to evacuation facilities and exchanging gunfire nearby.

Already at high alert because of a recent automaton attack, the seaport securities are now at full alert; people are being evacuated and relocated. Reports are coming in from everywhere, and through the mess of information the disaster is not at all clear. Despite mobilization, there is not a plane overhead, only a fair sea force can be seen in the distance. Many who have evaded the relocation are now armed and uncooperative, becoming a severe obstacle to the securities ability to regain control of the seaport.
>>
No. 276602 ID: ed30d2
File 129643965432.png - (51.51KB , 900x900 , ds5s3.png )
276602

ACTION PHASE

Inside the roaring armored track en-route to the combat zone, Garnet thinks over his fireteams' objectives and battlespace one more time.

Armed or uncooperative persons are to be engaged and neutralized; deadly force authorized. Unarmed persons are to be processed and escorted out of the structure. Armed parties are either barricaded, moving between buildings, or fighting their way onto the mainland. Garnet's team is to identify and eliminate the likely assembly of combatants on the lower level. At bridge level, there are three residential and one service quadrants joined by a central office and infrastructure facility above. Once a quadrant is secured, processed persons are to be escorted to the mainland before entering the next.

The other members

Rouge, Crimson
Red, and Ruby

are double-checking their gear with the leader, Garnet. Sorting the equipment, Garnet notices the roster is wrong. It's too late to fix that; the team will have to rebuild their roles as best they can. Red and Ruby are the nimblest of the group, but as an Aves, Red is easily hindered by equipment. Garnet himself is most confident with weapon use and hopefully, leadership.

There is [Silla Scattergun], [Trauma Kit], [Psychoactives], [Anti-Personnel Throw Grenade], a Tool Kit, and Mesh-Ballistic Body Armor for one.

Decide who gets what. Items will not be divided evenly. Nothing can be brought unless it is equipped to a person; keep in mind a person can equip more than one choice.
>>
No. 276605 ID: 897302

Garnet: Scattergun, armour.
Either Rouge or Crimson: Trauma Kit, Psychoactives
Crimson or Rouge: Toolkit.
Red: Anti-Personnel grenade.

Seems like we're gonna need to scavenge from any hostiles we see.
>>
No. 276607 ID: 2d3398

Garnet: [Mesh-Ballistic Body Armor] and [Silla Scattergun]

Ruby: [Trauma kit]
Red: [Psychoactives]
Rouge: [Anti-Personnel Throw Grenade]
Crimson: [Tool-Kit]
>>
No. 276608 ID: 55c4cf

Garnet: [Anti-Personnel Throw Grenade]
Rouge: Tool Kit
Crimson: [Silla Scattergun] [Mesh-Ballistic Body Armor]
Red: [Psychoactives]
Ruby: [Trauma Kit]

January 5th
>>
No. 276609 ID: f5e4b4

Garnet: Body armor and Silla Scattergun
Red: Trauma Kit
Ruby: Tool kit
Crimson: Grenade
Rouge: Psychoactives
>>
No. 276610 ID: 8f5631

Garnet: Scatter Gun
Red: Psychoactives
Rouge: Tool Kit
Ruby: Trauma Kit
Crimson: Throw Grenade, Mesh Armor
>>
No. 276660 ID: cb45f0

VHAT IS DIS
>>
No. 276683 ID: 45c9f1
File 129645296151.jpg - (12.46KB , 265x179 , snake get in there.jpg )
276683

>>276607
Like this setup, Garnet for one man army. Make sure to be careful bro.
>>
No. 276702 ID: 8d8786

Ruby gets a hook

Red gets a cane and a vicious smile

This is not up to discussion
>>
No. 276735 ID: 18bb19

>>276683

Supporting this setup, but Ruby should get both the trauma kit and the psychoactives, Leaving Red free to be at his nimblest.

If his strength is being nimble, why weigh him down with stuff?
>>
No. 276738 ID: 476456

Garnet: [Anti-Personnel Throw Grenade]
Rouge: Tool Kit
Crimson: [Psychoactives] [Mesh-Ballistic Body Armor]
Red: [Scattergun]
Ruby: [Trauma Kit]
>>
No. 276773 ID: 8f5631

>>276735
Because Berserker Bird.
>>
No. 276856 ID: ed30d2
File 129651506044.png - (26.93KB , 900x900 , ds6s2.png )
276856

Garnet : [Silla Scattergun], Mesh-Ballistic Armor
Rouge : [Anti-Personnel Throw Grenade], [Grand Rifle], Interface
Crimson : Tool Kit, [Grand Rifle]
Red : [Psychoactives], [Grand Rifle]
Ruby : [Trauma Kit], [Grand Rifle]

Garnet stands before the team. "Electronic support is offline until we make room for the engineers. We are fighting in combat-solutions blackout, so stay sharp and speak up."

Who will take point, will the team move around structures or through them ? Garnet thinks about the likely assembly of hostiles. This is a time sensitive operation, but he must be careful not to sacrifice too much deliberation for haste. There are two obvious courses to the quadrant square, clockwise and counterclockwise, but maybe Crimson can unseal another access.

Garnet has LEADER quirk.
Rouge : COMP
Crimson : MECH
Red : TRICK
Ruby : TRICK
>>
No. 276857 ID: 20fc85

>>276856
Your scatter gun makes you point...
Also, clockwise, cause always go left first
>>
No. 276864 ID: f5e4b4

Go clockwise, and with caution go through the structures. That way we avoid snipers and we'll clean building after building, so they won't surprise us from behind.
>>
No. 276866 ID: 2d3398

Clockwise
Through structures
Take care when entering
look for traps and signs that people have been through recently.
Garnet takes point because he has a shotgun and is better armoured.
>>
No. 276867 ID: 55c4cf

Garnet take point due to having armor and the best gun.

Clockwise is fine since we have no intel, and it's systematic. Keep caution a priority and stay in places with due cover when catching from group to lead.
>>
No. 276868 ID: 476456

Structures tend to be trapped, go slowly and watch for tripwires if you go through them.
>>
No. 277054 ID: a41aaf

Most of you appear to be right-handed, so anti-clockwise gives a slight advantage.
>>
No. 277063 ID: 476456

or if you stay out try and leapfrog in the order
crimson,red,ruby. garnet and rouge on rearguard and out of rotation.

when the spacing becomes cramped switch garnet into rotation until medium-long distances are back.
>>
No. 278158 ID: 7bbd80

Clockwise through the structures to clear them of enemies, if need be. Can't leave 'em unchecked.

To elaborate on the last suggestion, this is what I think the team should do:

Leapfrog in order: crimson, red, ruby. Garnet and Rouge on rearguard and out of rotation until entering buildings, where Garnet takes point. Keep to cover as best as possible.

Always have someone covering the front and back, and when in tight quarters, always have the shotgun and armour up front.
>>
No. 278461 ID: ab26a3

Go clockwise and set Garnet as point.

Stay near cover and hidden in the shadows if possible. Make sure to keep Rouge in the rear as a back guard, and when moving through open areas make sure to spread out and not stay in a cluster.
Also, move quick but make certain everyone keeps an eye out for traps.
>>
No. 279939 ID: ed30d2
File 129712339751.png - (40.51KB , 900x900 , ds7s1.png )
279939

Just around the corner is a different world. Desperate barricades and damage from ransacking surround structures. The smell of smoke is everywhere and distant gunfire from several angles ahead can be heard.

The fireteam carefully advances into a mysterious calm. There are no sounds of people until Garnet spots someone in plainclothes wearing a medical mask. Making eye contact, the person frantically primes and hurls a flare farther into the quadrant. It's uncertain what the masked person will do next and if e is armed.

Garnet makes the call ..
>>
No. 279950 ID: 55c4cf

Beckon your group to move forward and take cover.

Guns on the unidentified person. Request they declare themselves and move closer arms up and/or behind their heads.

They seem involved in the close firefight. If they move away, fire, if they make move and do not cooperate, fire.
>>
No. 279955 ID: 476456

hmm, that flare might be some sort of alarm signal, have rouge keep weapons trained down the hallway and try to coax the person to come to you.
>>
No. 279964 ID: 7d8cf7

They might be warning someone about you, so keep your head down and try to get the person to surrender to you.
>>
No. 279966 ID: d677cc

>>279950
You sound like you know what you are doing so I will support your idea.
>>
No. 279970 ID: c3f7d9

>>279950
This, basically.
>>
No. 279976 ID: 53529d

Move your group closer and keep them hidden in the shadows.
Make sure that Rouge keeps an eye out from behind, in case the flare was an alarm, you never know who'll show up from where if it was. Also, have either Crimson, Ruby or Red keep a gun trained on the stranger while you lower your weapon to show that you mean peace. Ask them to declare themselves and to keep there hands where they can be seen. If they try to attack then aim to kill, if they try to run then aim to immobilize.
>>
No. 279985 ID: f5e4b4

Don't lower your weapon. Take cover and ask the person to drop the flare and come closer, hands up or you'll open fire.

Have one of your group (Rouge for example) stay with you and keep his weapon locked on the indidivual. The others stay hidden around the corner, guarding the rear of the group and not letting the flare guy know how many people come with us.
>>
No. 280826 ID: 8f5631

Every one advance slowly, be sure to keep your rear closely guarded at all times. And your front. Things might get cqc, if you know what I mean.


I mean you might fight people.
>>
No. 280828 ID: 8f5631

>>280826
Gernet, carefully persue and have the rest of the team cover your rear. Have Red and Ruby stick close and the rest to your sides in case of a worst case scenario.
>>
No. 287171 ID: ed30d2
File 129965623147.png - (58.33KB , 900x900 , ds8.png )
287171

Garnet signals everyone to take cover and stay hidden but for Crimson to tail his approach. This person may be involved in the close firefight and is not likely to cooperate.

Rouge watches the rear. "Don't like this. That flare 'a signal, no doubt."

Garnet addresses the individual who is already turning, looking to run. "Declare yourself. Show your hands !"

Red smirks, "How bad do you think ? Close-quarters bad- ?"

"Move closer, slow- "

The person bounds towards cover. Garnet fires and misses once, but instantly follows with a square hit to the lower back. It's not enough to slow the move.

"NnAA-AA NO NONONONO."

Retaining momentum, e stumbles at considerable speed around the corner and out of sight, Garnet having not decided to certainly incapacitate in time.

Garnet signals the team for weapons ready and takes action. Crimson eyes down the quadrant, squinting to shield his sight from the burning flare ..
>>
No. 287178 ID: 476456

Gee thats a lot of blood
>>
No. 287182 ID: a41aaf

>>287171
Damn, move around the other side of the building (anti-clockwise). This guy isn't going to be moving fast enough any time soon to double-back effectively, and that flare is a real nuisance.
>>
No. 287282 ID: 9b5114

Since Ruby and Red are both scouts, have them scout ahead a bit to see what else there is and the report back to the team.
>>
No. 287295 ID: 02fc78

Crimson, Red, double back and attempt to flank

All the rest, proceed with caution, follow the target.
>>
No. 287307 ID: 55c4cf
File 129971521425.png - (128.84KB , 900x900 , DSvs008.png )
287307

This is how I think you should handle it, and it does not have to be exact for positioning. Cover or partial cover are a necessity. Follow the order on the image and keep each other covered in the process. It's probably better to move as a group near the end points, and then 1-5 set up your cover points to properly defend against and attack whatever is in the hallway you can't see right now.

Be careful, and talk your group through each step.
>>
No. 287312 ID: f5e4b4

Crimsom and Rogue try to flank from the left side. Garnet and Red take the right side. Ruby stay where Garnet is standing now, semi-covered and cover your teammates from that position while they move, then follow.
>>
No. 287318 ID: b8219c

>>276607

And i Dont have any idea what are YOU doing here

>>287171

SHIT! Run away i guess?
>>
No. 287443 ID: ed30d2
File 129975349175.png - (61.56KB , 900x900 , ds9.png )
287443

In a risky move, Red and Crimson double back to cut off the wounded runner's retreat. The remainder advances with the priority to find any cover and quickly. Garnet struggles somewhat with the planter and the weight of his body armor but has no trouble loading two rounds. Rouge spots and moves in to apprehend the runner even before Red makes it around the corner.

"Vapor security; you are being held for non-compliance." The runner is a somewhat ambiguous male clone. He continues to noisily struggle but does not say a single word as he begins to slip under from his wound. Rouge separates a [Illuminating Throw Flare] from his side.

"Crimson, Red, swing back, ya ?"

Red finds and picks up a [Throw Flame]. "Found some alcohol !" He can give it to someone, hold on, discard, or any number of things.

Crimson catches up. "Ever seen so many barricades ?" Ruby moves through the crossroads.

"Rouge, the corner ! Another injured ?"

Rouge addresses the bloodied man. "Declare yourself ! Show your hands and move closer." For a few moments the man is oblivious to Rouge, but then stands up, grunts, and lunges towards the party. The runner shows a frenzied concern to this development, making one painful buck before nearly expiring.

"NNNn- !!"

Garnet must act, now. The flare has been cooking for more than some moments and anything could happen down the quadrant. He has to decide what is best for his team before the apprehended runner and bloodied man. Garnet can have someone quickly deal with the aggressor then try to get the team to more certain cover, maybe unseal and make through a structure. The hostile assembly plagues his thought, a very valid worry as his team cannot afford steps backward. Garnet might even have the party spearpoint the next structure at the possibility this is all a feint.
>>
No. 287444 ID: fe7412

>>287443
Garnet: Assign Red and Crimson to scout out the Southeastern structure for supplies or civilians before regrouping with the team.

You, Ruby and Rouge will quickly scavenge the bloodied bodies for anything useful and then proceed cautiously north to clear the door to the northwestern structure. Maybe there's a way to get around whatever there might be up ahead?
>>
No. 287448 ID: 45be60

>>287444
Countermand these orders, they were not given with the latest situation intel.

Rogue: repeat order to declare itself, threaten to open fire if target does not comply. Do so.

Ruby: Triage the runner.

Everyone else, pull the formation in again, you are too spread out. Set up defensive positions in cover, but don't go busting into buildings yet. You aren't here to bunker up, you need to stay mobile if you can.
>>
No. 287478 ID: ca8e24

>>287448
This

>>287318
???
>>
No. 287485 ID: e154ba

The safety of your team is first and foremost,you never know what the aggressor might have on them. Order every one to pull back, making sure that they all keep an eye out for attackers, then fire on the aggressor as you retreat.
>>
No. 287540 ID: 55c4cf
File 129980054875.png - (136.95KB , 900x900 , DSvs009.png )
287540

Phase 1:
Garnet, order troops while enacting the following. Ruby's order coming first.
Ruby and Garnet move into positions in the hallway aside and covering Rouge.
Red and Crimson need to hurry to formation with the group.

Phase 2:
Garnet and Ruby fire upon the 'enemy' succinct, and quickly to prevent Rouge's position causing harm.
Order Crimson and Red to defend and keep watch from the other hallway, and to prepare to move and act quickly depending on what becomes of the situation.
>>
No. 287818 ID: ed30d2
File 129992240778.png - (46.79KB , 900x900 , ds10.png )
287818

Garnet and Ruby quickly set up behind Rouge. "Slow or we will fire- !"

The man picks up speed and closes in.

Ruby fires three shots, one missing his leg and the other two hitting the side of his gut. The man tumbles forwards and dives into the floor an arms-length away from the runners face. Rouge not yet ready to fire, swings the butt of her rifle into the man's shoulder before rolling away.

The man swipes once at the runner's head getting up before Garnet and Ruby each land a square shot to his core. This doesn't stop him from swinging at the air for a moment before stumbling back and falling flat motionless.

Crimson and Red pull into position. Garnet loads one round.

Ruby inspects the runner. He is unconscious and shows a new laceration to the nose bridge with little black thorns embedded about. It would not be impossible to move or treat him, but the team is here to neutralize hostiles at any consequence.

"Let's keep moving."

Shots ring out from around the forward structure, and Crimson scans beyond the flare. "Gunfire from the other side."

Red isn't ready to secure the [Throw Flame] yet. "Better if one of you take this."

Garnet might have the team flank the flare landing, proceed around either side or through the forward structure. The team is unsure of what just happened but still very focused on the task at hand.
>>
No. 287822 ID: f5e4b4

Secure the structure, Garnet and Rogue go in first, Crimson and Ruby cover the back while they enter. Red you keep an eye on the flare direction in case anyone shows up from here. All of you move from cover to cover, don't ever stay in the open.

Also get the fuck away from the fallen man, the one that lounged at you. He might have tried to immolate himself and he might be hugging a half-cooked grenade right now.
>>
No. 287829 ID: 1854db

If you fail to remove the thorns, I expect the runner will become a new hostile. So treating him is the same as neutralizing a hostile. On the other hand you could just shoot him in the head. Quick, clean death before he becomes a risk.
>>
No. 287843 ID: 2b4c34

Double Tap
>>
No. 287851 ID: 55c4cf
File 129995260656.png - (122.26KB , 900x900 , DSvs010.png )
287851

We are closing in on groups with more firearms, so staying defensive, and firing first on non-allies is probably a good policy. Armed people who see your troop fully armed are probably going to fire first.

Move into position to defend and visualize what's in the room, and further down the hallway before we make future decisions.
>>
No. 288587 ID: ed30d2
File 130024269355.png - (59.74KB , 900x900 , ds11.png )
288587

Garnet has Rouge enter the structure and Crimson follow her in. The barricade is just barely that, being destroyed with one sexy kick.

As he and Rouge enters, Crimson spots a person darting out of the opposite exit. "Stand down STAND-" It happens much too fast to have done anything, but it seems e was not interested in fighting him. Rouge stands on top of two [Baton]. The darkness would have hidden them if not for her swinging by. "Not clear. Some weapons here."

A crack echoes from far forward and Red makes a sharp wheeze. Flecks of blood land on the ground behind him.

"FACK me -HUP- I'm hit I'm hit !" He is struggling to breathe but still in perfect composure thanks to his physicality. Red squeezes out more words. "Didn't see shit. Don't -HUC- worry about me yet." The team slides away from the open. Red is now bleeding out.

Voices can be heard from around the corner. "Get out of there. Run runrun !" "Shit ! Get .. off !" There is a sharp bang from a grenade followed by significant gunfire.
>>
No. 288588 ID: ed30d2
File 130024275962.png - (22.95KB , 900x900 , ds11b.png )
288588

Garnet has a forward sniper on his team and a rather armed party just ahead. With some maneuvering, the sniper shouldn't be a continuing problem. Garnet is confident the team can make short work of the combatants should he engage and not wait for them to set up. The team must plan some moves ahead; who is using equipment if any and for what threats, what positions need to be taken if attack is aborted or decided against, and what shouts should take priority for a possible engagement ?
>>
No. 288611 ID: 383006

Take the two weapons if we can without losing our rifles. Are they better than what they have?

The two characters on the left should continue towards the corner of the building between B1 south and B1 West and hold at the corner.

Everyone else should move into cover behind those dumpsters and Ruby should apply Trauma Pack to Red.

If the cost is immediately clear, then the three characters on the right of the building and the two on the left both converge on the middle area (which is where the firefight is, right?)
>>
No. 288706 ID: f5e4b4

Ruby, take Red behind the dumpsters and apply first aid to him. Garnet, go with them and lay some fire on the enemy from there.

Crimson and Rogue, take the left exit from the building and advance towards that orange intersection at B1. Prepare to engage.
>>
No. 288820 ID: 55c4cf
File 130033216899.png - (121.33KB , 900x900 , DSvs011.png )
288820

Rouge and Red should get the new guns.

Move into the rooms, and take defensive positions. Do what you can to at least stop Red from bleeding out and survey the situation as best as possible. Going the route with the sniper could work but you would be risking the group. Going around might be better.
>>
No. 288900 ID: abd7cb

Crimson and Rogue should grab the new weapons, Crimson should surrender his newly found weapon to Red.

Garnet, should get Red into the structure and Ruby should apply the [trauma pack] to keep Red from bleeding out. While Red is being cared for Garnet Rouge and Crimson should take the left exit and combat the enemy. Making sure to use any cover they can get to there advantage.
>>
No. 288944 ID: 28e94e

If nothing else we can use the petrol bomb to obscure the sniper's line of sight. I wouldn't recommend it except as a last resort, though.
[Return] [Entire Thread] [Last 50 posts] [Last 100 posts]

Delete post []
Password  
Report post
Reason