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File: daq.jpg (196 KB, 1199x881)
196 KB JPG
Two months ago a new disease was discovered out of sub Saharan Africa and began to spread like wildfire rapidly infecting nearly 15% of the world's population worldwide. This would have been incredibly alarming if the disease had not been very mild, only giving those infected a mild cough and was only dangerous to those who were very old or sickly. The disease would have probably even been fully ignored if it weren't for how widespread it was. A month after its discovery something changed; those infected with the disease worldwide became enraged and violent, attacking any living creature within their sight or hearing save for those who were also infected. While the sudden attacks would have been bad enough these infected would ignore injury or pain until being killed and those who had to defend themselves not only would become like their attackers a few short hours later if bitten, if not they would have to deal with said attackers rising again albeit slower but far more durable this time only being stopped with destruction of the brain. The world quickly began to crumble as nations tried and failed to halt or slow down the rapid spread of infection and violence.

1/2
>>
That was a month ago. You are one of the United States many special operators and you are bundled into the back of an air national guard CH-47 Chinook helicopter alongside a dozen other special operators. The month has been chaotic as the US has done its best to react to and defend against the sudden onslaught of what can best be described as the undead run rampant. A slap dash attempt has begun to collect vital personnel from infected cities and bring them to the handful of military bases and cities that have become islands of safety in the seas of undead badlands that now make up large parts of the United States. That's what you are doing in the back of the tandem rotor helicopter right now actually flying out of a national guard air base that was under a kind of undead siege as the dead surrounded the base's barbed wire fence, to try and save some poor sap stuck in the suburban outskirts of Savannah Georgia.


You look around the helo’s cabin normally a chinook could carry upwards of 55 men but only 12 of you currently occupy it 11 operators and your handler a FBI field agent name Riley who somehow been shanghaied into acting as a handler for your little group of ground pounders, as you look over to him he begins to speak. “Alright we've got a pretty important group to pick up today if they ain't lying” He screamed to you and the rest of the team over the loud sound of the rotors while sitting strapped into the crew chief seat trying to stare down at a notebook. These Ops had always been very quickly put together with proper briefings being almost next to none. “The HAM operator who contacted us claimed he had a group of 21 survivors shacked up in a water treatment plant outside of Savannah with them are 3 doctors and a nuclear tech who the navy are fiending for, terrain is too rough for us to land proper and the treatment plant doesn't have a good LZ for us so we are going to fast rope you in and try to draw off the worst of the dead with the helicopter, while you secure the VIPs, the rest of them and move them to a nearby fire station which has a clear LZ for us to land at, got it?”

2/3
>>
The team all give nods of agreement with the only questions being how far the hump from the original LZ will be which is only a half mile which isnt too bad but still a lot in undead infest suburbia. Your eyes trail over the team now two teams doing this are the same and it seems this one is very Seal heavy with the navy's premier book writers numbering 6 total including your team lead by a brash Chief petty officer named Harrison. The helos copilot leans back from his chair in the cockpit and shouts the 5 minute warning which spurs everyone going grouside to begin checking their kit. The equipment somewhat slapdash itself as many of you were not on base when things kicked off and had to make do. You do the same after all you are a


>Army ranger, armed with the sole machinegun of the team a MK 48 a general purpose machine gun chambered in 7.62 and equipped with a massive suppressor on the end of the barrel


>A Marine from force recon, technically not special forces but you are armed with a M40A7 a suppressed sniper rifle chambered in 7.62 with a 12x scope, and an M17 pistol


>A Navy Seal armed with a HK416 suppressed with a holo sight chambered in 5.56


>A Air Force pararescue armed with M16A4 with no suppressor but you do have a bag of medical supplies and the skills to use it


>A regular army MP armed with a suppressed MP5 in 9mm pilfered from the bases armory, the only reason your even here is sitting between your legs, your belgian malinois military working dog, animals dogs especially can detect the undead and cant be infected by them

3/3

Welcome to Dead America Im Brink ill be your QM for this quest, this is my third quest and I try to post every day this quest will be a much smaller scale than my last two with you taking care and directly controlling only a single character
>>
>>6383669
>A regular army MP armed with a suppressed MP5 in 9mm pilfered from the bases armory, the only reason your even here is sitting between your legs, your belgian malinois military working dog, animals dogs especially can detect the undead and cant be infected by them
>>
>>6383669

>A Navy Seal armed with a HK416 suppressed with a holo sight chambered in 5.56

Basic. Reliable. That is what will bring us through.
>>
>>6383669
>>Army ranger, armed with the sole machinegun of the team a MK 48 a general purpose machine gun chambered in 7.62 and equipped with a massive suppressor on the end of the barrel
Silenced brrrt
>>
>>6383684


I'll vote for this as well for tiebreaking purposes.
>>
>>6383669
>>A Navy Seal armed with a HK416 suppressed with a holo sight chambered in 5.56
All-rounder. For the gun even with a suppressor it's just as loud as the sp'mg but lighter and more common ammo. The goal is to survive, not die in a blaze of glory.
>>
>>6383669
>>Army ranger, armed with the sole machinegun of the team a MK 48 a general purpose machine gun chambered in 7.62 and equipped with a massive suppressor on the end of the barrel

Hua!
>>
>>6383669
>Delta Force member armed with Stoner 63, (currently in Automatic rifle format), with MK23 SOCOM+Silencer for backup, and some Gen5 NVG/Thermal goggles.

If write ins are no go, then MP5 guy since that will have the quietest gun.

Navy seal is not a bad tempting second option with HK416 suppressed and optics.

Question, is this an MP5 with a Integrated suppressor or a detachable one?
>>
>>6383861
Write ins are perfectly fine though Id say your not lucky enough to have any NVGs/thermals as someone else has been scooping those up for the last two weeks
>>
>>6383884
Are we wearing full MOPP gear, or just standard military BDU+equipment, or MOPP under all the regular soldiering gear?
>>
File: Mk_48_PEO_Soldier.jpg (131 KB, 1920x912)
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You're a US army ranger after all and you won't be caught lacking when you go boots down in a metro area with a half of a million potential murderous corpses coming after you. That is why you've made sure to bring with you the MK48 while not your issued weapon, you figure your regular M240 is sitting in an armory somewhere or being abused by some dumb bastard in some other infected city. You don't know where this podunk national guard air base you've been flying out of for the last two weeks got the damn thing and a suppressor to go with it but your more than happy to have the 100 round clip on belt bags or the easier to find 200 round belts to hand when things get bad on the ground. It's got a nice red dot optic on it and while it is suppressed it's still loud as hell it shouldn't bring the whole city down on you or completely deafen you if you have to fire it without ear protection the 7.62 rounds still being super sonic when coming out the barrel.

The rest of your team besides the 6 seals is made up of 2 marines, a force recon sniper and his spotter. An air force guy working as your JTAC on the off chance you need to call in some of the limited air support still doing sorties around here. The last team member besides yourself being another army ranger named mike, who is carrying some of your spare belts alongside his own M4, speaking of belts you have 2 of the fast to use 100rd clip on belts plus the one loaded in your gun alongside 3 200rd loose belts for a total of nearly 900 rounds of 7.62.

1/2
>>
You finish checking over your gun then make sure all of the loose straps on your plate carrier are tight making sure it hugs tight to your BDUs, your helmet is safely fastened and finally your makeshift IFAK made from a car medkit is right where you can get to it on your thigh. The chinook follows I 16 for a time the roadway choked in both directions by bumper to bumper abandoned cars, the occasional human figure darting between them in the erratic way the still living infected move. The chinook swung to the north and quickly overflew some forested terrain and then a neighborhood which looked like a warzone several houses were still smoldering as close to a hundred of infected clearly the dead kind milled in the street around desert camo humvee with what looked like a M2 .50 cal turret the vehicles doors are all opened and coated in blood. As you pass many of the infected turn and begin to follow the noise of the chinooks tandem rotors. A few minutes later you reach the clearest area near the water treatment plant, a residential street with no power lines or parked cars to smack into while roping down. It was only a little after sun up which normally would mean the streets lights would be on however the electricity in this area was very intermittent which meant not only did the pilots have to be careful when they began to lower close enough to the ground for you to fast rope the lack of power meant you had no contact with the group of survivors you were here to rescue.


The team stood and one by one made their way to the ramp where a rope had been tossed outby Harrison and each of you slid down it eager to get as far from the noise the helicopter made which was like a dinner bell for the infected. Your heavy gun and very heavy ammo load made the landing off the rope quite hard and the sound of suppressed gunfire made it honestly a little terrifying. Two of the seals, the first two off the rope, were running security engaging living infected as they came out; they didn't waste time aiming for heads, simply tapping rounds into the chests of the infected as they came on, not caring if they came back to life in half an hour. The last of the 11 man team land and Harrison wastes no time getting you moving north as the chinook peels off east to drag as many infected away as possible.

What's your name, soldier?

>Andrew Foch
>Zach Belvaux
>Riley Ericson
>Write in

2/2
>>
>Andrew Foch
>>
>>6384077
>>Johnathan Xavier
>>
>>6384077
>>Riley Ericson
>>
>>6384077
>>Andrew Foch
>>
>>6384077
>Andrew Foch
>>
>>6384077
>Riley Ericson
>>
>>6384077
>>Riley Ericson
>>
>>6384077
>Andrew Foch
>>
>Andrew Foch

Harrison shakes the team out into a staggered column himself on point followed by two of the seals and then yourself, Mike, the two marines, JTAC and finally the last three seals. You honestly didn't really know Mike though he makes a decent assistant gunner. The two of you only had met three weeks ago when you had found yourself staggering into Hunter airfield near Savannah having been on leave in the city despite being stationed at Fort Benning only to find a small number of stragglers left there instead of the whole damn 1st battalion of the 75th Ranger battalion. With the situation so chaotic and supplies stretched thin you two had been ordered to shack up in your current residence at the air national guard base a few miles outside Savannah instead of hunter airfield or make the trip back over to Benning where the 1st battalion had gone.


The team began to snake its way north through the residential neighborhood the occasional pop and snap of a suppressed carbine sounding out as the team move the seals doing all of the shooting, lest the noise of Mike's unsuppressed M4 or your own very loud MK 48 bring down even more infected on you. You're glad this OP had begun so earlier in the even though the shadows cast by every building and tree made spotting some of the dead kind of infected as they stumbled toward you. After all Georgia in July was awful to train in let alone hump around nearly a thousand rounds of 7.62 and then fight afterwards. The first few times you had down this had been done in full MOPP suits and you had wondered how guys did the entirety of the opening moves of operation Iraqi Freedom in the damn things, thankfully one of the few positive reports that had come down from command had been that MOPP gear was not necessary. A fear of infection via blood or maybe even the air had been great for the first few weeks but thankfully for some reason not there was much reason about thing these days blood from an infected person was non infectious and the air seemed perfectly safe the only way it seemed to become infected was to be bitten by those already infected.

1/2
>>
Your team finally reaches the street leading to the water treatment plant that was your goal and you finally realized why landing at it hadnt been an option. Harrison had turned a corner of a house and then quickly returned and gestured for the team to stop and one by one each of you beckoned over to the corner to see. Your objective: a largish concrete building had a simple chain link fence around it was surrounded by infected outside the wire fence the dead kind swayed side to side easily defeated by the 7 foot fence while inside the fenceline were the slightly more nimble and clever living kind. All told there was after a brief count close to 200 infected in and around the fenceline about 300 meters away from you down the street. Harrison lays out the plan.

“Alright we're going to deploy across the street and open up with the MG and carbines focusing at first on the living ones while the marines will focus on the dead ones until they hit the 20 meter mark which is when we will just start killing the closest ones, the JTAC and one of the seals will run rear security if they get within 10 meters we start bounding backwards drawing them away from the building, try to avoid hitting the building too much to avoid killing the VIPs inside” He pointedly looks at you and and the marines with that last comment while he looks around waiting for any comments having not gotten any he nods and the team dashes out from behind the house. You heft the MK48 and find yourself right at the center of the line across the street sliding prone. You quickly deploy your MGs bipod and Mike slides next you a loose belt already pulled from his bag. With the bipod deployed you look down your optic and around head leave of the wall of dead surrounding the chain link fence kind of wishing you had something for a little more distance work.

Could I get a 1d100 best of three please

DC of 55

So combat in Dead america is going to come in one of two forms the first the one we have now is horde combat which will a 1d100 with a set DC, horde combat if focuesed far more on resource management and stamina

The second type is personal combat which will a 1d20 with DC set by a role provided by me, personal combat is far more dangerous and focuses on defeating the enemy before they harm you

2/2
>>
Rolled 69 (1d100)

OPEN FIRE
>>
Rolled 28 (1d100)

>>6384471
>>
Rolled 33 (1d100)

>>6384471
>>
Shifting slightly as you lay behind your gun as the rest of the team takes their places to your right and left the marine sniper deploying his own bipod and begins to mutter quickly back and forth with his spotter they will start things their rifle far more accurate than anything else you have. Your finger curls around the trigger of the MK48 waiting with baited breath to start firing focus down your optic looking at the crowd of infected milling down the street. The dead ones are always shockingly fresh looking and if you didn't look too closely you could be mistaken to think they were just a regular crowd of people but once you look closer that thought shatters. Many are covered in blood either their own or victims, many have shockingly large amounts of damaged limbs removed, broken legs and even one who was clearly targeted by a crew served machine gun large chunks taken out his chest cavity. That one its damage drawing the eye of the sniper is the first to drop when the marine fires the 7.62 round, turning the walking corpse's head into a canoe with a dark brown spray of blood.


The loud rifle gets the attention of every single infected person in front of you, their heads simultaneously turning your direction as the sound reaches them. You hold your fire waiting for your real targets to appear. The living infected are the real danger here and the ones you can be the most effective with. As the dead ones begin their slow march in your direction you can see the first of the living ones nimbly climb up and over the chain link fence and then flop to the ground. A few seconds after the first one does so more and more join them until the front ranks of the dead mob are pushed to the side and around 40 individuals begin to sprint at you. The living infected actually look more frightening than their dead counterparts, sweat sheened skin eyes wide with a kind of rage you've never seen before, lips peeled back in a permanent snarl. You pull the trigger on your gun and let a long burst forth into the center of the charging group at 300 meters you dont really need to work too hard to hit a man sized target in the chest. The large plumes of red are the first real indications you hit anything with only two of the infected tumbling to the ground. “YOUR LOW ADJUST UP!” Mike shouted next to you as he started to fire his own M4 which was actually only slightly louder than your own gun.

1/2
>>
Adjusting your aim slightly you began to walk your fire across the charging group in burst of 6-10 rounds starting with the left and moving right. The infected tumbled and cartwheeled as their bodies suddenly caught up to the fact they were dead as the 7.62 rounds destroyed hearts, spines and lungs. You soon run out of easy targets like the living infected and take in the situation. The rest of the team had taken a heavy toll on the dead ones, the near 60 of them either with headshots or the odd lucky spine hit, paralyzing the creatures. Mike sets his M4 to the side as he pulls the clipped on cloth bag on the side of your gun and starts to link the 200rd loose belt to the remaining 30 or so rounds still on your initial 100rd belt. He quickly shoves the bag into your ruck and slaps you on the shoulder before picking up his M4 again and opening up on the slow approaching mob. You only burn through another 10 rounds as you tap fire you MK48 at the mob talking heads where you can as the rest of the team picks them off. The last of the horde falls to one of the seals at a little more than 100 meters, while you have not expended much ammunition the rest of your team probably has hitting a head sized target with rifles at that range even for pipe hitters like yourself is damn hard and was probably costly.


Harrison after a moment of looking down the street waiting for any more infected to appear, the only sound being the occasional snap and pop of the JTAC and seal on rear security shooting walking corpses attracted by the gunfire. He nods and the team gathers up. You quickly wrap the loose belt of 7.62 around the gun and begin to move with the rest falling into a staggered column again. Making your way past the corpses, many of which still twitch and their jaws still clack at you as you pass you arrive at the chainlink fence of the water treatment plant. The older brick building is in a bad way. Many of its windows have been broken, most likely by living infected who sometimes have enough smarts left to throw things like rocks and the fence surrounding it is coated in blood and gristle from their dead counterparts. Harrison takes three of the other seals into the building leaving the rest of you on security outside. Survivor groups like this one you've come for tend to be made up of people with a wide variety of experiences which makes you think on your own experience.
>Your parents are homesteaders up north (survival skills)

>You spent three days trapped in hotel with the infected (intricate knowledge of the undead)

>A combat deployment in syria (Better general infantry skills)

>write in

2/2
>>
>>6384914
>>You spent three days trapped in hotel with the infected (intricate knowledge of the undead)
Heh, Dead island reference.
>>
>>6384914


>You spent three days trapped in hotel with the infected (intricate knowledge of the undead)

When the dead rise, knowing about how they tick is critical.
>>
>>6384914
>Your parents are homesteaders up north (survival skills)
>>
>>6384914
>You spent three days trapped in hotel with the infected (intricate knowledge of the undead)
>>
>You spent three days trapped in a hotel with the infected (intricate knowledge of the undead)


You mind drifts to a month ago, you had finally gotten to take a 2 week block leave and had spent the first night of which drinking with some friends you had in the first ranger battalion in savannah intending to fly out of the airport the next day to go see your folks out west. While nursing a hangover in your hotel room on the 4th floor early in the morning you heard the screams begin as the outbreak started. Three days of hell followed doing your best to stay silent as infected roamed the halls of the hotel from the window of your room and observing the ones trapped on the same floor as you from the peephole of the door. The first thing you learned was how long it takes for a corpse to become one of the undead, one of the living ones had been hit by a car on the street below on the morning of the second day and you timed it 45 minutes was how long it took from it being splattered by a van to it slowly climbing to stand on its broken legs. It seems the living infected do eventually all turn into the dead kind eventually when they starve or dehydrate but they seem to have enough self preservation to go find water to drink or eat anything that moves to stave this off.


You also noticed something most other people didn't, while there were obviously two distinct types of infected you had seen two subtypes the first were the smarter living ones these youve seen do things like hold very basic tools like rocks or clubs and one even using an axe they can also throw these items. They can also do really basic tasks like to your horror during the tail end of your first night trapped in your room one walked door to door on your floor and tried the door handles rattling them loudly each time, thankfully it didn't seem to know it needed a keycard and eventually stopped when someone also trapped in their room down the hall screamed when it tried their door, it beat on that poor bastards door for hours that night until something drew its attention elsewhere it seems 1 in 10 are this clever. The other subtype is what you can best call an ambush type living just like the other type. This one doesn't make the usual growls and moans the other do instead standing perfectly still waiting for its dinner to walk up to it and then in a burst of energy they attack.

1/2
>>
The most important thing you noticed during your 3 day siege inside the hotel was what got the infecteds attention and what would happen if something else would draw their attention. An infected person, be they living or dead, seem to react to things in the following order of priority, direct sight of a living creature had the highest priority. An infected seeing a living human cant be pulled away from the sight or desire of attacking that human. After that sound the infected are attracted to loud noises especially unnatural ones. The last way the infected seem able to detect people is smell which is what you think finally gave your position away to the infected lurking outside your rooms door. A hastily made sheet rope escape saw you down to the room below yours and a much more manageable route out of the building on the 3rd night. You made a pretty brutal run to Hunter airfield after that and eventually found yourself sequestered to an air national guard base where you go looking for civvies with important skills.
Your thoughts on the last month are only occasionally interrupted by one of the seals shooting the odd late arriving infected until finally Harrison and the other seals return notably short of any people in tow. He stomps over to the JTAC and demands he get Riley on the horn. The ensuing conversation which you only hear one side of is an angry Harrison complaining about how there were no survivors here and how much of a waste of time and ammunition this was. The seal pinches his nose in frustration as riley says something to him and finally hands the headset back to the JTAC. “alright the FBI shithead thinks they probably moved to a different safer building nearby either the local sheriff's officer, a machine shop with a barbed wire fence or maybe our LZ at the firehouse ll have some sign of recent movement so i'm going to split the team in half one will go to the sheriff's department the other the shop we will then meet up and hit the firehouse”

Which team would you like to go with with

>Sheriff's department
>Machine shop

2/2
>>
>>6385313
>>Machine shop
>>
>>6385313
>>Machine shop

Barbed wire fence makes it a good contender.
>>
>>6385313
>Machine shop
>>
>>6385313
>Sheriff's department
Later arrival for voting, but free weapons and such are useful. Also someone could hole up in the cells.
>>
>>6385851
dammit now i want to switch to save prisoners
>>
>Machine shop


You didn't really know which of the locations the survivors would have actually bugged out to but you had seen what usually happened to places like police departments back in savannah, overrun and full of the infected. The allure of a lot of guns and solid walls tended to attract people but that usually meant they dragged a lot of infected with them. So you decided you would go to the machine shop instead. The machine shop team was made up of the JTAC two of the seals, Mike and yourself the rest of the team would go with Harrison to the sheriff's department.


The JTAC set your group up into a simple column and set off one seal up front followed by the JTAC, whose name is Jacob, you and mike and a seal bringing up the rear. Making your way quickly through the backyards and the occasional alleway toward where the machine shop is takes only a few minutes a trip easily doable in a couple hours if you were a bunch of civvies trying to be quiet, you werent of course the entire team on a time limit for how long the chinook could circle the area before running out of fuel. So the lead seal moves his carbine up, occasionally killing living infected as they appear around corners or wander close enough to see your group.


The team does eventually arrive close enough to the machine shop to get a good look at it you can tell why Riley and the chinook crew thought the building might hold survivors; the metal building was surrounded by a tall chain link fence topped with a pretty gnarly looking loop of razor wire. The living infected could climb but their limited self preservation would keep them from trying to climb over the razor wire after a single attempt. Which is why a crowd of 30 living infected milled around the structure attracted by something living enough to not want to go see what the occasional pop or snap of gunfire was in the distance. Your basic plan will be the same as at the water treatment plant but your going to have to be careful with your gun the aluminum walls of the machine shop won't stop even an over penetration of your 7.62. The infected are closer too at a 100 meters from you and you have less guns though less than a quarter of the targets


could I get a 1d100 best of three please

DC of 60

>>6385864
anon its been a month you aint saving nobody still in the cells
>>
Rolled 91 (1d100)

>>6385872
Youd be surprised how many rodents and bugs and fungus grow inside those cells.
>>
Rolled 34 (1d100)

>>6385872
>>
>>6385872
>>
Rolled 99 (1d100)

>>6385872
>>
The team piles out from behind cover and into the set and quickly begin to set up like before, you in the center with your MG mike to your right to feed the gun, the JTAC to your left and the two seals anchoring the flanks. You aim down the red dot sight on the top of your gun as you settle the bipod in a prone position and eye the small horde you're going to be the one to begin the attack this time.


Your eyes trail over the horde taking in the details of the 40 odd infected, many of which drooled and twitched as they stumbled around the fence most looked as normal as a bunch of rage fueled monsters could except two. The first was armed a ball peen hammer gripped tightly in its right hand, a construction worked by the looks of it his hi-Vis vest over tank top both were stained with blood, the other was occasionally stooping down to pick up rocks and other junk off the ground and would then throw them at something inside the fence you couldn't see. That one was barely dressed, only wearing boxers and a set of sandals surprisingly clean of any blood. Two of the smart types best of you focus those two first with your first burst. A moment passes as you settle the red dot of your optic on the chest of the hammer armed one. You slowly squeeze the trigger of the MK48 and send a burst of 4 rounds right into its chest all four slam into it the heavy 7.62 rounds sending it to the floor like a puppet with its strings cut. The first one down you quickly shift your aim to the other smart type which is just starting to turn your direction and fire again 6 rounds this time the first three in its chest and the other three march upwards into its head sending its skull snapping back as it falls.

1/2
>>
The entire crowd turns to the 5 of you, 40 or so sets of eyes staring at you might send a jolt of fear down the spines of other men but you're a bunch of ground pounders armed with military equipment. You begin to sweep the crow with long 10 round bursts, your gun doing the lion's share of the work for your group as the others take careful shots with their rifles. Before you know it the last of the infected collapse dead looking down at your belt of ammo you're surprised to see you've barely made a dent in the new belt Mike had hooked onto the old belt back at the water treatment plant. A whooping 170 rounds still left on the belt.


You and the rest of the team wait a minute to make sure none of the infected are still alive before moving forward in bounds until you finally come up to the fence. The fence is relatively unmarred by the infected so whatever was attracting the infected here haven't done so for long. It seemed at first maybe it was the recently dead dog that lay just inside but wasn't that fresh most likely having died of starvation a week or so ago. You inform the JTAC of this and he makes the decision to have one of the seals cut a hole into the fence with a pair of wire cutters he had. As you listen to the rhythmic snips of the seal at work you admire your efforts at avoiding the building. Only two holes mar its walls pretty good for a total of 60 rounds fired by you.

2/2

No action required next post tomorrow
>>
File: m4.jpg (975 KB, 2000x1333)
975 KB JPG
The seal finishes cutting a hole in the fence large enough for all of you to slip through and you do after you're all inside the fence he zip ties the cut open flap of chain link back onto the rest of the fence. This wouldn't hold all that long against a living infected but should give you enough time to come and kill one if it shows up. The machine shop property actually had several buildings inside the fence, the largest of which was the main shop and what looked like a pair of mobile homes behind it. Jacobs leads the team toward the main building. There are dents on the wall of the shop from where you guess that one smart type had pelted it with rocks.


The team came up to the metal door to the shop. Jacobs twisted the handle of the door and pushed it open with the barrel of his gun and called out as the door yawned open. “Anyone alive here? United States Air Force!” There's a very pregnant pause before a hoarse voice calls out from inside. “In here!” The team flowed into the building rifles sweeping corners as they did so only to find a single older man in the pair of stained blue overalls sitting on a chair. He looks rough chapped lips and laboured breathing clearly very dehydrated. Jacobs moved over to the man and began to ask questions while letting him drink from his canteen.

1/2
>>
Rolled 4 (1d20)

The poor guy had been stuck here for the better part of a week. He had run out of water two days ago and was damn near dead from the july heat and the horde of infected hanging around the building. He didn't know anything about survivors at the water treatment plant but he did hear a bunch of gunfire last night sometime and figured it was someone making a stand somewhere in the neighborhood. The general orders when it came to civvies was to either get them somewhere safe or point them in the direction of a safe zone but this guy wouldn't make it either way however he's lucky in the fact he was a diesel mechanic which was a sought after job the military wanted. So you were going to take him with you.


Mike winds up having to help the guy walk, which is fine as his gun is unsuppressed anyway and would only draw more infected down on you. Harrison radios into Jacobs as your making your way to the fire house they had found two more survivors at the sheriff's department the only apparent survivors of the water treatment plant group the rest having been either killed or infected the night before when they had tried to make a breakout of the plant. Your team arrives at the brick fire station well before Harrison and Jacobs orders your team save for one seal and Mike to clear it. Mike offers to let you borrow his M4 while you clear the building do you?

Could I get a 1d20 best of three please, I am rolling for what you need to beat

>yes borrow the shorter lighter weapon
>No you like the stronger round you have and ammo capacity despite its size
>>
>>6387210
>>yes borrow the shorter lighter weapon
>>
Rolled 19 (1d20)

>>6387210
>>yes borrow the shorter lighter weapon

Fits the situation.
>>
Rolled 9 (1d20)

>>6387210
>yes borrow the shorter lighter weapon
>>
Rolled 11 (1d20)

>>6387225
forgot
>>
File: zmjrEg6L_g.jpg (110 KB, 600x560)
110 KB JPG
You heft your MK48 for a second and eye up the brick building. There aren't many windows and without power it's going to be dark, cramped and loud as hell with your gun. After thinking for a minute you agree and help Mike get your gun set up in a good position to repel and late arriving infected while you take his M4. The M4 carbine is a pretty decent CQC weapon although the fat ACOG sitting on top of it is a 4X optic it shouldn't matter much as any shooting your going to be doing inside will be most point shooting and unaimed. It even had a light on it which was good as you were not looking forward to duct taping a flashlight to your shitty borrowed national guard ACH helmet like Jacobs was doing.


The team stacks up the seal first then Jacobs and then yourself. A twist of the fire stations door knob and the seal stepped inside the light of his own gun, lighting up a narrow hallway with several doors both on the right and left. Your three man breach team moved down the hall, the seal stopping just after the first door on the left. Jacobs takes that one and cracks it open revealing a small office area with several desks as he starts to clear it and the seal as well as you move up to the next door on the right.

1/2
>>
This door leads into the garage space of the fire house. A little light comes in from the two big rolling doors but it doesn't help much to light up the room. You sweep the room with the light on your borrowed rifle and nearly jump out of your skin as a single living infected suddenly bolts out of the darkness at you. It's a big one rumpled shirt stretched over her massive frame shes not fast at all which is why its so easy for you to point the barrel of the M4 at her put three rounds right into her chest before she even crosses half the room toward you. The unsuppressed shots are deafening inside the room even with the shitty foam earplugs stuffed in your ears. You play your light around the room some more before calling over your shoulder, “IM GOOD ONE DOWN!” A single round to the corpse's head means you won't have to deal with it later. You rejoin the seal and Jacobs back in the hallway seeing the seal had to eliminate an infected as well. The rest of clearing goes quickly with only a single undead infected in the rest of the building trapped inside a broom closet which the seal just shot through the door when it started banging on it.


You return outside and return Mike's gun and take up position on your own not having to wait too long until Harrisons group arrives around a corner a couple blocks away with two survivors in tow and you note running. It seems Harrison had gathered quite the following in the last few blocks as a few seconds behind them a small group of living infected arrived, maybe 30 of them and presumably a much larger undead following behind that one. The chinook is coming you can hear it off in the distance so you probably dont need to fight everything that comes just hold long enough to escape. First though you need to decide if you want to try and deal with the 30 infected chasing Harrisson now or wait for him to pass you first and have them much closer.

>Wait for him to pass
>Deal with them now

could I get a 1d100 best of three either way please

DC of 50
>>
>>6387763

>Deal with them now

OPEN FIRE
>>
Rolled 59 (1d100)

>>
>>6383667
This how covid gon be fr
>>
Rolled 23 (1d100)

>>6387763
>Deal with them now
>>
Rolled 64 (1d100)

>>6387763
>>Deal with them now
>>
>>6385872
Hey, you're the spaceship quest guy, no?
>>
>>6388008
Yes my last quest was ships and stars
>>
>>6388015
Based. I hope that whole thing has been archived. I will be catching up with it. As for THIS quest, tell me what you have in store for us, please.
>>
>>6388016
It should all be archived on suptg and for this quest Im going for a much smaller scale than my last two quests in terms of things you directly effect
>>
You dont even wait for the order Harrison and his team are going to either get their asses bit off or your own ass bitten off if you dont deal with the infected farther out. Aiming down the red dot of your gun you line it up on the closest of the infected to Harrisons rear most team member, a harried looking seal. A quick trigger pull sends three rounds into the infecteds lower chest and stomach which is enough to end it tumbling head over heels as the round impacts. The others in your team begin to join in as you fire another burst at an infected person wearing nothing but a surgical gown probably from a local hospital, it crumpled like a puppet with its strings cut.


The pop of suppressed rifles occasionally and the occasional snap of the unsuppressed is slowly drowned out as the sound of the chinook helicopter blades begin to dominate the area. That's overshadowed by the methodical precision you have to take as you shoot the infected still chasing the team. You spend another 30 rounds before the last of the living infected crumple to the street. Harrisones team huff and puff as they finally come up to the fire stations parking lot hands on their knees. Turn to look at one of the selas you give him a gesture as if to say what the fuck? The group following them had been way to small to give them any issue and you wonder why they ran. The seal held up his suppressed M4 showing you the bolt locked back the magazine empty he then pointed down the street where the first of the undead had begun to arrive.


A horde of what you guess is close to 400 undead had been following Harrison and his team back and you wonder where in the hell the man had found them. Jacobs finally sees this as well and orders Mike and the seal to hand their spare mags to the rest of the team, he then unslings his radio packs and begins to yell at the chinook to hurry up. Sighing you gesture for mike to move his ass over to you and you start to sight in the horde as it approaches

could I get a 1d100 best of three please

DC of 60
>>
Rolled 23 (1d100)

>>6388281
>>
Rolled 53 (1d100)

Here come the rest...
>>
Rolled 12 (1d100)

>>6388281
>>
Oh god we're about to get horded.
>>
Rolled 38 (1d100)

>>6388281
>>
You don't have enough guys to deal with this is the first thought that goes through your head as the crowd of corpses arrive, the occasional living infected pushing their way through the crowd to get at you. All you can really hope for is the chopper arrives fast enough to scope you up before they overrun you. Aiming down your red dot you aim around the head level of the crowd and open up. The MK48 is not a precision weapon platform it's meant for suppression but with a crowd this big each burst kills at least two of the undead or at least mobility kills them. You sweep the gun from right to left and back again across the crowd steam billowing off the suppressed barrel as you do so.


It's not long your desperate sweeps are interrupted by Mike slapping you on the shoulder to stop firing long enough for him to link his last 200 round spare belt onto your current one which only had a 30 round strip left on it. You burn through all 30 of those rounds quickly and start in on the new belt. The horde had marched ever onwards despite every single gun in the team and one of the civvies armed with some kind of shotgun blasting away at it. Harrison drops a mag out of his gun, its bolt locked back before slamming a fresh one into it and looking around before pointing to the fire house with its flat top roof. “RANGER AND MARINES TO THE ROOF WE WILL FOLLOW!” You stand up and slowly start walking backwards firing short bursts as you do so until you reach the door into the firehouse.

1/2
>>
The four of you along with the three civilians reach the roof where both you and the marine sniper set up and start shooting again. Mike starts to dig around in your ammo pouch for the next belt while the marine spotter leans over the edge of the roof ready to shoot at any infected that try to follow Harrison and the rest of the team up. A heavy gust of air is the first sign of the chinooks' arrival. It spins around above you, the ramp already open, starts to lower so you can move from the edge of the roof to the ramp.


The team still on the ground below you start to retreat, all of them firing at the oncoming horde until their guns are empty before turning to run. They all almost make it save for the last seal, not Harrison as he was the second to last trips a few feet before the firehouse door. You start to lean over the edge of the roof to cover him but it's too late a pile of mangled corpses and a few writhing living infected are already on top of him. Mike of all people pulls out a M67 fragmentation grenade, pulls the pin and drops it on top of the mass, all of you pulling back from the ledge before it goes off with a muffled boom.

2/2

No input required, next post tomorrow

How is everyone liking everything so far?

>>6388400
Horde combat wont generally kill you outright however it can convert into personal combat which can and will kill you
>>
File: GeneralPurposeBombs.jpg (80 KB, 676x493)
80 KB JPG
Your ride out of here is starting to settle near the edge of the roof just as Harrison and the rest of the team arrive on the roof firing into the dark building behind them. As the chinooks ramp touches down on the edge of the roof Riley, your handler and the only other person on the chopper besides the pilot leans out and starts to help the civilians into it. Turning away from the ledge you begin to fire short bursts into the darkened hallway of the stairwell access as the occasional undead or living infect rises to the top of the stairs. One by one everyone on the team clambers into the chinook until its just you and Harrison left on the roof. Both of you clamber into the chopper at the same time as two the seals standing on the ramp cover you with full auto dumps from their carbines.


The pilots don't wait for any of you to get seated or belted in before pulling away from the firehouse roof which was starting to swarm with infected both living and dead. A initial horde of 400 had swelled to close to a thousand in just the few short minutes you had been engaged here looking down at your watch you see its barely 10am you had only been on the ground a little over two and half hours. You belted yourself into the nearest seat to ramp and leaned back tired from the effort.


The ride back to the national guard air base was short, the chinook zooming over terrain, the pilots seeming to argue about something with Riley, Harrison and Jacobs. You finally arrive over the air base and hear Harrison swear loudly you turn to look out the nearby window and see why. A large section of the airbases chain link fence was toppled and several thousand infected roamed the tarmac, at some point while you were gone the few hundred undead the base security normally dispatched during the day had swelled to thousands and had defeated the razor wire topped fence.

1/2
>>
There were still living people on the ground even as one of the hangars seemed to burn the occasional muzzle flash as people tried and failed to escape the infected on the ground. The only part of the base seeming to still have any organized resistance was the aircraft control tower where people fired from the catwalk surrounding its top most floors ring of infected surrounded the tower 40 to 50 deep in all directions. The argument up front unintelligible due to the rotor noise seems to end Harrison, and jacobs returning to the seat belting themselves back in as the chinook flips around seemingly intending to lower the ramp to rescue survivors from the tower.


As the chinook turns you get a better look at the burning hangar and what you see makes your blood run cold. An aircraft of some kind, a jet you think sits right next to it and right next to that on a cart was a massive bomb with a large amount of fire already licking at it. You turn and begin to shout a warning but it is too late and with a rumbling boom and a red flash the chinook begins to spin out of control as the shockwave of what must have been a thousand pound bomb detonated. RIley the FBI analyst and your handler goes flying past you and slams into the ramp hard with a sickening crack so hard you can hear it over the rotors and screaming. The pilots were good, they managed to arrest the spin but the sideways tilt was too much and you watched as the craft rapidly approached a hill through the window across from you and as the rotors and then the hull met the ground, everything went black after that.

2/2

could I get a 1d6 best of three to determine your injuries 1 is worst 6 is a mild head wound
>>
Rolled 3 (1d6)

>>6389183
The only purpose helicopters serve in fiction is to crash and explode dramatically and usually when would be most inconvenient for the protagonists
>>
>>6389184
To be fair they are the only type of transportation in a constant state of not wanting to exist
>>
Rolled 2 (1d6)

>>6389183
>>
Rolled 2 (1d6)

>>6388743
>How is everyone liking everything so far?
Pretty good, would like more votes where we decide the direction of things. How much do you use /k/?

>>6389183
>>
>>6389297
Things should open up in terms of votes here right directly weve more or less been in the prologue so far and I used to be a pretty avid lurker on /k/ until around 2016 or so
>>
>>6388743
>How is everyone liking everything so far?
Same as the other anon, maybe just a lil slower, but then its entirely up to you.

Also love the rage/walker virus mix. Having to deal with sprinters is always a hassle in PZ
>>
>>6389513
Honestly Im kind of stealing bits of various zombie viruses Ive seen or read over the years PZ, Day by Day armageddon, morningstar strain, rage virus, ect
>>
>>6389513
Look at the bright side at least its not one of those hellish mutagenic zombie virus yet even if we are dealing with those annoying as fuck undead zombie viruses. It could get a lot worse.
>>
>>6389518
>>6389516
Yeah if you do somehow decide to go mutagenic, use LFD as a basis. Its grounded, and not absolutely fucked like RE is.
>>
>>6389518
I think things are better without them. They make can make for good gameplay in vidya but detract from the core horror tropes of zombies outside of that. But that's just my 2 cents.
>>
>>6389527
LFD is completely unpredictable unlike RE. They don't even know how/why it spreads or what kind of mutations it inflicts. As fucked as RE mutagenic viruses are at least they can be understood.

>>6389528
I'm just saying it could be worse. Undead zombies are nasty. Tanky as shit and dangerously underestimated.
>>
>>6389529
And I'm talking from a meta perspective. Obviously we're so much better off not having them in story, zombies able to access higher brain functions are bad enough already.
>>
The first thought that comes to you as you wake is that you're in pain. A single eye cracks open the other refusing to join it for a second before some gives way and your other eye flutters open. You blick rapidly for a moment to gain your bearings and realize you're hanging from your seat still and its dark. It was only 10am when you had passed out earlier and it was dark now you had been here for a long time. You look around the cabin and realize your not the only one still here but you doubt any of them are still alive. Rileys body lays crumpled on the opposite wall across from you, probably killed during the initial crash, likewise one of the seals still strapped in his seat hangs a couple seats down from you, his head at an unnatural angle. The cockpits simply crushed completely gone; you doubt either of the pilots survived.


You work the belt holding you in your chair free and fall to the floor catching yourself on your hands and knees with a grunt of pain. The fact you were left here with the other corpses is confusing. The other two are clearly dead and you wonder what made the rest of the team think the same of you. You begin to look for your gun which you had laying by your feet when you crashed and as you turn your head looking for it you realize your head feels very heavy like something is weighing it down. Deciding your need to figure out whats going on with that first you unclasp your helmet and begin to take it off which brings a way of pain and a gush of what you realize if blood. The helmet comes off and you blink through the pain as you realize why the team thought you dead. A shard of metal probably from the rotor blades sticks out of your ACH at least six inches long but thankfully only a small sliver actually poked through the helmet's material. The team, probably worried about infected , had done a cursory check of the passengers and had left the obvious dead behind, which included you. Throwing the helmet to the side you continue to look for your weapon finding the massive gun wedged under a seat.


Thankfully their quick escape had left your own gun behind probably due to weight or even just not seeing it, checking it over the gun seems fine and you still have the ammo stored in your pouch. You're for sure injured besides the head wound but you dont feel safe enough here to do any real checks on yourself or your equipment besides your gun you need to decide where your going to go for now. Option 1. east toward Savannah plenty of places to hide but plenty of infected that way, option 2 north going around the very much burning airbase and too the small town around it. Closer but many infected nearby option 3 south toward fort stewart through the trees and hills very far but you know the local airbase was evacuated but intact and option 4 west toward a small town through the forest closer but still far but not as far as Fort stewart

>East
>North
>South
>West
>>
>>6389799
>South
We need to resupply and solo we cannot handle a lot of infected. We'll get overrun easily. In theory they should still have a radio setup. No reason to disable their comm station after all.
>>
>>6389799
>South
Anon makes good points.
>>
>>6389799
>>South
>>
>>6389799

>South

Need to get in contact ASAP.
>>
>south

South toward Fort Stewart while the base was abandoned late last week due to an increase of undead in the area and a lack of personnel to man the place. It's not like there were any active bases left on this side of the state and the only one actually you know are active for sure is Fort benning. There might be a usable radio, ammunition and other supplies you need. It'll be a decent trip from the crash site to the base at Fort Stewart but you'd rather risk that than gamble on finding the things you need elsewhere.


It takes you almost 10 minutes to extricate yourself from the chinook, the side door being quite hard to exit through with it being the ceiling of the aircraft now and your pretty decently injured even finding out you have a decent cut on your right side just under your armpit that starts bleeding slightly. You get through the door and on top of the chopper and get your first good look at what's left of the air base. The hangars are gone flattened either by the initial explosion or secondaries the tower fared slightly better with the entire thing crumpling sideways in a heap but still identifiable. The whole thing still burns highlighting the occasional sprinting form of a living infected with the odd smoldering undead among them.

You turn south and look into the somewhat dark forest light by a half moon and the burning air base you slide off the carcass of the aircraft and start walking. If you're lucky you can make the march through the forest pretty quickly or even find an isolated house to do a proper inventory of yourself and your gear in.

alright could I get a 1d20 best of three please for how your initial travel goes
>>
Rolled 5 (1d20)

>>6390335
>>
Rolled 7 (1d20)

>>6390335
You know, while it is indeed lucky the undead are mostly dumb shamblers and there are no special infected aside from the occasional smarty, they can still be horrible. World War Z (the book!) zombies are dumb shamblers but, to me, manage to be some of the scariest and most dangerous of the lot.
>>
Rolled 2 (1d20)

>>6390335
>>
You cross the field, your body aching like you've just been in a dozen car crashes and think about what you know about Fort stewart. It's the home of the army's 3rd infantry division an airfield and a pretty big military hospital

The first bit of forest you enter is actually only just a brief strip before a separated street of houses which have honestly seen better days. You can't see anything around the houses moving but that doesn't mean much. The living infected tend to not move during the night due to a lack of ability to see but the undead tend to not care and would wander around and potentially into you. A lot of the houses were in shambles, broken out windows, smashed down doors, one or two even smoldered slightly having burned but had been put out by the nearby bases staff before it fell to avoid a massive wildfire.


You see a couple houses that don't show the signs of potential infestation but it would take time and effort to clear one of them the question being do you want to try to clear one of these or continue the march to fort stewart. Which probably due to your probable concussion you now realize involves you crossing several training ranges and a couple of weapons development fields. Should you try to clear one of the more intact houses so you can inventory and do some first aid or continue on using the night to do most of your march to fort stewart its only a 7 hour march after all.

>clear a house
>march
>>
>>6390941
>clear a house

Cuts that turn into infections are no joke and marching on one is worse.
>>
>>6390941
>clear a house
A 7 hour march sounds pretty grueling actually.
>>
>>6390941
>clear a house
We need to clean ourselves and do ourselves to patch ourselves up. Infection is no joke. Especially with infected everywhere. Open wounds is a huge problem.
>>
>>6390941
>clear a house

Can't help anyone if we pass out from untreated wounds.
>>
>>6390941
>>clear a house
>>
>>clear a house

You see a couple houses that don't show the signs of potential infestation but it would take time and effort to clear one of them the question being do you want to try to clear one of these or continue the march to fort stewart. Which probably due to your probable concussion you now realize involves you crossing several training ranges and a couple of weapons development fields. Should you try to clear one of the more intact houses so you can inventory and do some first aid or continue on using the night to do most of your march to fort stewart its only a 7 hour march after all.


If anything you need to just do some first aid on yourself and maybe wait till day when you can actually see what you're doing so you'll clear a house and see what you can do from there. There's a couple options to pick from and you eventually decide on a two story house with no car in the driveway in hopes the original occupants had bugged out at some point. The windows and doors were intact and there were no gore marks on the walls indicating an undead siege either. You move across the somewhat overgrown lawns in a low crouch ready to go guns up at a moment's notice but you seem undetected as you come up to the house's back door.


The door knob surprisingly turns when you try it and the door creaks open as you lightly push it open with the suppressor on your gun. You lean into the house and take a deep sniff, a trick taught to you by one of the seals back at the base. The living infected wouldn't stay in a house like this and the undead would quickly make a house reek of rot. Thankfully it seems there's no undead inside the house as all it smells like is stale air. You still clear the house anyway.

It's pretty empty. The owners seemed to have bugged out early taking alot of the stuff most people wouldn't, pictures of what you guess was a dog by the food bowl on the floor, hell they even took their TV. You secluded yourself in the upstairs bathroom and using your phone's flashlight, you seemed to have lost your own actual flashlight at some point. You begin to do an injury inventory by stripping down and using the bathrooms full size mirror. The head wound as they tend to do bled a lot but its very shallow barely an inch long, using a bottle of antiseptic from your makeshift IFAK clean the wound and apply a bandaid to it to keep debris out of it. Your wound to your side is a bit worse, three inches long and decently deep. You probably need stitches but you dont have any thread or a needle to do that so a compression bandage and a deep cleaning with the last of your antiseptic will do. You should probably search the house for supplies and then do a proper inventory of everything you have.

Could I get a 1d20 best of three for scavenging

when it comes to scavenging where your doing it makes all the difference a suburban home might have guns but don't expect to find full auto M60s or anything
>>
Rolled 6 (1d20)

>>6391446
We'll find the musket they kept for home defence like the Founding Fathers intended
>>
Rolled 5 (1d20)

>>6391446
>>
Rolled 15 (1d20)

>>6391446
>>
>>6391487
thank fuck
>>
Still shirtless you stealthily began to search the house carefully to avoid windows or to make too much noise. The first place you search of course is the bathroom you had made your little first aid station actually lucking out and finding a bottle of rubbing alcohol to replace your antiseptic you had used up. Your next stop is the kitchen where you find three cans of kidney beans and two cans of stewed tomatoes you know better than to search the fridge with the power out. The lower floor is mostly empty save for the bathroom and kitchen so you move to the second floor and begin to search the three bedrooms up there.


The first bedroom you search a childs if the lightning Mcqueen bed sheets are any indicator turns up nothing of value. Next door a guest bedroom by the looks of the dusty and generally unlived appearance is to go by only nets you a cardboard box of clothes which included a woodland camo shirt to replace your bloodstained BDU top. Your luck finally turns when you enter the master bedroom and start searching that a disappointingly empty rifle bag in the closest dashes your hopes for a moment before searching the night stand reveals a handgun.


The gun in question was after looking it over, along with the two magazines that sat in the nightstand with it was a Sig P320 a 9x19mm handgun and one that you were somewhat familiar with as its full length version was the standard handgun of the army. You lucked out with all three magazines with the gun were the 21 round variants and all were full while unsuppressed this pistol was in a common calibre and much easier to use in close quarters than your MK48. The rest of the room turned up nothing else of value so you return to the downstair bathroom to do inventory of your haul and current gear.


Current gear:
1x MK 48 7.62 machine gun
1x Sig p320
1x Fixed blade Knife
2x 100rd baged belts o f7.62(one in gun)
3x 200rd belts of 7.62
3x 21rd magazines of 9mm (one in gun)
1x Improvised IFAK (various bandages and torquiets)
1x MRE (BEEF TACO)
5x Various canned foods
1x Canteen (half full)

The food and gun are nice finds although your lack of a real backpack outside of the ammo pouch holding your spare belts is annoying. You can hopefully find one at some point so you're not just carrying everything in your belt pouches or plate carrier. You've marched without proper sleep a lot longer than the 7 hours to Fort Stewart but the question is should you? The fort is already empty and you're not on a time limit to arrive but you're not sure how safe you actually are in this area. Should you stay here for the night and start your march tomorrow morning?

>stay the Night
>get going

Bit behind the scenes thing half of the pistols on the loot table for a 15 and above roll were .22s or revolvers you got like one of the 4 semi auto modern handguns on it
>>
>>6391859
>stay the Night
Best to travel during the day, right?
>>
>>6391859
Yeah I'm not sure these guys bugged out voluntarily, you don't leave all your supplies and guns behind in a zombocalypse. I suspect they might have just never come home.
>get going
You can get away with a lot under cover of dark and avoiding attention is what we want. Surely there's a torch to be found in a drawer or we have a light on our gun? Even better, rely on the moon if it's out.
>>
>>6391859
>stay the Night

>>6391988
Rotters presumably don't care if it's night or day but we do.
>>
While you wish you could just get moving you still don't feel very well and without a light or a pair of NVGs a night march might just get your ass bitten off. So you build yourself the most comfortable makeshift bed you can in the downstairs bathroom, the single entryway and lack of windows making it the room you're least likely to get noticed. A comforter, pillow and light sheet make up your makeshift bed in the tub and you soon fall asleep with an alarm set on your phone for sunrise.


The alarm wakes you right on time, your phone informing you it's July 15th. You only slept for about 5 hours but it's better than nothing and you do honestly feel much better now. Your phone is just about dead, sadly you need to find a way to charge it or find a better alarm clock and flashlight. A quick change of your bandages followed by securing your equipment including your new handgun which you lack a holster for so you keep it in a pouch on your belt. You pointedly decide to keep it in said pouch without a round in the chamber as the P320 lacks safety and having a handgun just rattling loose in a pouch with no safety doesn't seem a good idea to you. While not having a round in the chamber means you need to rack the slide to be ready to fire if you need the handgun for something that your MK48 cant do you should have the time.


The sun is just starting to poke up over the horizon as you extricate yourself from the house the same way you came in your MK48 ready to play at a moment's notice. In the daylight you can see about a dozen bodies scattered around the house and a similar situation around the others you couldn't see during the night. It seems someone had used a lot of ammunition killing undead around her some time ago about the state of the bodies, many already starting to be almost skeletal due to the heat and humidity of Georgia in july. You turn south still sore but hey you survived a helicopter crash and begin your march toward fort stewart.


Could I get a 1d100 best of three please this is a long march over relatively uninhabited terrain so better odds
>>
Rolled 35 (1d100)

>>6392366
DICE
>>
Rolled 88 (1d100)

>>6392366
>>
Rolled 98 (1d100)

>>6392366
>>
>>6392434
dude just needed a good nights sleep, now he is trucking, chad.
>>
File: range.jpg (597 KB, 2048x1365)
597 KB JPG
Youve actually been in these woods before thankfully as the 75th used the nearby drop zones and ranges when needed so you're familiar with the terrain. It is somewhat hilly and forested save for the firing ranges. Which tend to be wide open flatish cuts in the land. The march is pretty quiet, the only real road in the area is a dirt one and you doubt there's much activity in the forest to attract any infected but you're still cautious keeping your gun ready. You stop around noon and eat one of your cans of beans and drink some of your water which you had mixed the flavor packet from your MRE into. Honestly you've made a really good time already crossing the second of the three ranges which was kind of unnerving to cross considering normally you could wind up getting turned into pink mist by one of the tanks or IFVs that practice there if the range was live. The next range actually has a starbucks and you wonder if there's anything of value to be had there, more than likely not.
After finishing your meal out of habit you bury the empty can like you were trained. Your mind wanders like it does on a long march and you start to think about the scuttlebutt about the state of the military you had heard before the crash. The army was doing its best to hold a handful of bases in the continental US, beginning being the only one you know about personally, but things were slapdash and very unstable from what you understood. In an unfortunate similarity the airforce was worse off their bases falling quickly to hordes like the one that destroyed the national guard base you had been at, a lot of very useful aircraft are sitting in hangars on overrun airfields. The marines had apparently been given orders to board as many men on ships as possible and the rest were ordered to join the army in their desperate stands. A happier note the navy was actually the only force still somewhat combat effective 5 of the USs super carriers had survived the outbreak and now were each doing their best to provide support to the poor bastards still on the ground. A rumour had it the coast guard of all forces were doing something called a litoral war which apparently involves them sailing up to coastal cities and drawing as many infected as they can to shoreline and then opening fire with whatever they could pilfer from armories. The effectiveness of this is somewhat debatable.

1/2
>>
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2.26 MB PNG
The march you thought would take you 7 hours actually only took 5 not having to stop all of the time to wait for slower people in a column and just taking the easiest path made it so much faster. You're on a slight rise halfway up a tree looking at the northern edge of Fort Stewart, like every major US stateside fort a city has grown along with it close to 80,000 residents you think the road signs leading into the city says. The north most side of it is the actual fort with the red roofed barracks buildings the closest thing to you now and several streets worth of said barracks is the company armouries save for delta company which was situated to the west off on its own. You can probably find something left behind in those armouries maybe even a radio set that you can use to contact someone, or you could go for delta companies armoury which would give you less chance to find stuff but less chance of getting attacked as the fort itself does not have a fence line separating it from the city. Another option is you can circle east to the regional airport which for sure should have a radio to use


>Go straight in
>Circle west
>circle east


>>6392865
Eh just a little helicopter crash


there is legit a starbucks on one of the fort Stewart firing ranges apparently
>>
>>6392879
>circle east
>>
>>6392879
>circle east
They're still managing naval bombardments? The food and fuel situation must not be so bad.
>>
>>6392879
>circle east
There's never anything of value to be found in a Starbucks at the best of times

>>6393119
Coastie cutters have the fuel and supplies to operate at sea for months, much better than the Navy's dino-burners. As for the Navy in general, I think the facilities at Kings Bay, Portsmouth, AUTEC, Indian Island, Key West, Patuxent River, Whidbey Island, Guam and Guantanamo Bay should still be alive given their isolated and/or defensible locations with Coronado, New London and New Orleans a maybe. Perhaps the odd lucky CG station.
>>
>>6392879
>>circle east

We're ok on munitions, we need to get in contact.
>>
>circle east


The armouries are a gamble while yes you could maybe find some more ammo or a gun thats actually usable indoors you also might find yourself running for your life from several hundred infected. While the delta company armoury would be a good middle ground for risk and reward once again you doubt you would luck out on some comm guy leaving behind a functioning radio. It takes only half an hour to circle toward the regional airfield only having to cross one road and through a solar farm.


You expected to find a relatively normal regional airfield when you came up to the edge of the forest, maybe a couple of infected milling on the runway or something, instead you find the leftovers of what must have been an interesting story. A large aircraft sat tilted on the runway all of its doors open and around its two large propeller engines were bodies, a lot of bodies. It seems like some poor bastard not knowing the state of Fort Stewart had set down either low on fuel or having some kind of damage the pilot had not a chance to take off before undead started wandering into the planes still running props. There must be close to 40 corpses around the blades; the undead were either killed outright or crippled enough they can't move by the prop strikes.


The airfields fence is down in a couple places but you don't see many infected inside the fence a couple are loitering around the gate though you wish you had a pair of binoculars for this. You have lucked out though the tower and nearby storage buildings seem clear and all you have to do is cross a thousand feet of open terrain to get to them. The infected in your experience have issues with noticing distant things the dead kind especially something seems off about their eyesight so its not as bad as crossing within a couple thousand feet of a normal human.


could I get a 1d20 best of three please


just a slight note I will sometimes alter real life locations a little either for story purposes or because there's a lack of information
>>
>>6393453
Oh, and I'm sure there's plenty of objects around here to use as blunt weapons. Pick up something that could give a zombie a good whang on the head so we can quietly deal with isolated individuals.
>>
Rolled 2 (1d20)

>>6393465
Forgot to roll
>>
Rolled 14 (1d20)

>>6393453
>>
Rolled 10 (1d20)

>>6393453

Ok then
>>
You actually decide to sit down and have a quick meal before you cross the airfield not knowing when your going to have a chance to stop again. As you eat one of the cans of tomatoes you also take a chance to scout out the field a little more. There's actually a trail of corpses going west out of the field leading from the airplane more than likely the result of the crew's desperate retreat from the craft.


Mulling over your options as you finish your meal you decide the best way to do this is to move low and fast across the field and if the infected over by the gate see you use the crashed plane to break line of sight and go prone. As you begin your low run across the slightly overgrown airfield you think that it wouldnt hurt to get yourself something to kill lone infected silently besides your knife, an axe maybe or a hammer you're not really sure honestly.You notice as you pass the aircraft quite a few of the bodies near the props still move a little their spines broken some can only move their heads others still having use of their torso but none are able to pursue you as you pass. A quick peek around the edge of the plane's cockpit reveals the group of infected by the gate haven moved so you continue on once again wishing you had a backpack as all of your things on your belt and plate carrier makes your movements somewhat unstable. You finally reach the small two story tower that's apparently used for air traffic control and let yourself into the lower floor which is incredibly dark. Using your slowly dying phones flashlight you begin to search the tower for usable things.


alright time to scavenge 1d20 best of three please
>>
Rolled 16 (1d20)

>>6394005
>>
Rolled 14 (1d20)

>>6394005
LOOT
>>
Rolled 9 (1d20)

>>6394005
>>
The tower is thankfully clear with no sign of infected or even looting; it seems no one thought to check the place out before. A search of the first floor yields you a handful of sealed bottles of water which are quite the boon as you were running low along with a heavy duty maglite flashlight. The second floor is full of a lot of radio equipment sadly unpowered but you do eventually find something that should work for what you need: a handheld radio while its not the best for getting into contact it should be able to get a hold of someone if you broadcast enough on the emergency frequency. You also find a few protein bars and add them to your pouches.


The view of the airfield is good from the towers top floor and you eye up the nearby hangars and storage buildings knowing there's possibly even more stuff that could be useful inside them. You could also start broadcasting now to try and get a hold of somebody however you kind of doubt anyone could come get you so close to a large city center.

>Start broadcasting now
>broadcast at night, search the hangars and storage buildings now
>>
>>6394488
>Start broadcasting now
This is a small mixed-use airport, it's unlikely we'll find much of immediate use for us here in amongst the plane parts and barrels of prop wash that we don't have already.
We're not on any kind of timer, we can have a pick around later if we want. Though I'm sure a sturdy bag of some description could be found in about five minutes.
>>
>>6394488
>>broadcast at night, search the hangars and storage buildings now
>>
>>6394488
>broadcast at night, search the hangars and storage buildings now
>>
>broadcast at night, search the hangars and storage buildings now

alright could I get a 1d20 best of three please
>>
Rolled 1 (1d20)

>>6394856
>>
Rolled 12 (1d20)

>>6394856
>>
>>6394857
oh no
>>
Rolled 5 (1d20)

>>6394856
>>
Rolled 3 (1d20)

>>6394856
If only I wasn't too late with this nat 20....
>>
>>6394857
FUCK
>>
Your going to have to move again before anyone would even try to come get you so you might as well check out the storage buildings and hangars for supplies. A quickly rearrange of your things with your new supplies you slip out of the towers dark confines and make the quick jog over to the first of the storage buildings. The first of the storage buildings is a simple square brick affair with your gun at the low ready you slowly push into the building's dark interior. After waiting at the doorway for a minute that felt like forever you determined the open storage area was clear and flick on your own found maglite flashlight. You sweep the beam around looking at the cardboard boxes full of aircraft parts and various other items you have no use for.


This storage building holding nothing of value you step outside when to the northeast you can hear the telltale pop and distant snaps of unsuppressed gunfire. You frown in confusion there's almost nothing out that way and you have to wonder who's out in the woods shooting at something. A cursory look at the forest reveals nothing, no muzzle flashes or movement you keep watching for nearly a minute as the gunfire continues until something occurs to you. There is a town of nearly 80,000 people to your southwest and undead are attracted to noise. You turn quickly looking toward Fort stewart, you cant see any infected yet but its only a matter of time until a lot of them show up following the gunfire. There's a couple of options you have, You can head east toward the various smaller communities along the highway or head north and hope you dont run into whoever is wasting an ungodly amount of ammunition right now or you could hide in the tower and hope you arent spotted.

>East
>north
>Hide in the tower


when it comes to crits both good (20s or 100s) or bad (a 1) they will overide all other rolls except another crit which will nullify them and mean I will pick the next biggest roll, I will also allow you guys to bank critical successes when they happen
>>
>>6395350
>Hide in the tower
Barricade the stairwell with desks/chairs/lockets etc. to keep any wandering zack out, stay out of sight away from the windows and wait for things to calm down.
>>
>>6395350
>Hide in the tower

With everything in such short supply, I'd imagine spare parts for planes are in high demand. An objective in and of itself.
>>
>>6395350
>>Hide in the tower
>>
>>6395388
MCRA is mostly light civilian general aviation so those will be boxes of Cessna and Beechcraft parts. The Army hangar off to the northwest side might have parts for drones and helicopters but I imagine the large airbases will still be stocked with enough spare parts that fuel and munitions are more of a problem. Not to mention that they'd have to be really desperate for it to be worth launching a scavenging raid here.
>>
>>6395398
>Hide in the tower

>>6395398
Most likely ammo and fuel. Not many would know about the supply depots unless they have someone who worked in logistics, went through the utter hell of reading through all the related paperwork, or happened to have someone who lived in the area and stumbled upon the locations of supply depots.

There would be parts aplenty and even vehicles/aircraft carefully mothballed in stashed graveyards. Given USA war doctrine since its founding, cold war paranoia, and MIC contractual dumping. Fuel however unless specially prepared and stored goes bad not to mention is consumable the same is true of ammo which they would be burning through like there is no tomorrow. Supplies in general really so unless they have someone aware of all the nearby supply depot locations both currently registered or forgotten, they are likely desperate. For basic supplies, they wouldn't be hitting a military base. So you're scavenging for higher end munitions and fuels.

Clearly they don't have the right intel. If they did they would avoid the bases and simply hit all the stashed and forgotten supply depots/armories or go straight for all the national guard armories that you can find several of in even the smallest goddamn counties and towns. The USA is stupidly oversupplied in ordinance and supplies but only if you know where to look. That isn't even getting into all the shit they regularly forget about in all the warehouses and covertly mothball/dump due to MIC contracts.

If I were that desperate I would hit up the smaller towns and counties. Garunteed to have several Nat Guard armouries and supply depots just lying around the place. All the supply depots takes some searching unless you already have a lead. I know where I grew up I stumbled upon dozens of the fuckers growing up and everyone personally knew of a handful.
>>
Rolled 14 (1d100)

Turning you sprint toward the tower, you could in theory try to lose the horde thats coming in the woods to the north or east but the likelihood you wind up having to shoot your way out in that situation increases greatly. Once you're into the tower's lower floor you begin to barricade the door, the lack of a lock on it meaning any living infected could walk up and try the handle and be inside. You first push a bank of lockers in front of it followed by a table and another table with only about a foot of space between it and the wall even if they manage to push everything in the door should only be open a crack.


Another desk finds itself dragged up the stairs to help block them and you take your position in the window filled second floor. You should just stay down but the still continuing gunfire and the infected’s bad eyesight gives you the courage to poke your head up just enough to see. Over the last month youve seen pretty large groups of infected both in person and on video, but this horde you see streaming through the airfields gate is something else. Its all living infected their speed and slightly better hearing than their dead counterparts making it much easier for them to track and follow the firefight to your northeast. There must be more than a thousand of them crossing the tarmac in a slow jog intent on finding the people shooting but not so interested they are wasting energy sprinting yet. You remain still watching as they come within a few thousand feet of the tower.

could I get a 1d100 best of three please DC of whatever I roll

>>6395592
>Garunteed to have several Nat Guard armouries and supply depots

I actually talked to someone at my job who was in the guard about this once apparently unless the particular guard in question happens to Cav they dont actually store that much ammunition on hand
>>
Rolled 31 (1d100)

>>6395697
And I suppose the actual dead are going to be bringing up the rear
>>
By the way, where are we? I had assumed we were in the proper control tower but it sounds like we're in the old one, which is just the upper floor of the terminal and a much less secure place to be and worse place to hide than the ten-storey concrete slab with tinted glass at the top.
>>
>>6395705
This is one of those things Ive kind of taken creative license with as I couldn't tell if the regional airport had a proper tall tower or a small two story affair so your in a shorter two story
>>
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>>6395717
Yar it do. Nice one too and I was operating under the assumption we were in there. Oh well.
>>
Rolled 27 (1d100)

>>6395697
Rolling for hunker down
Also this new captcha is incredibly balls
>>
Rolled 21 (1d100)

>>6395697
Roll 3, hope it isn't a 1
>>
They jog on past the tower a dark observation going through your head as you watched they dont really look at that odd from a distance the majority are dressed normally and dont have the injuries or being covered in blood like their dead counterparts. Speaking of the dead they start to arrive as well at a fast walk unlike what you've seen before the wide majority of the dead have gunshot wounds done by what you guess were the rifles of the 3rd Infantry division. The dead outnumber their living counterparts by nearly double. They come far closer to the tower than the living infected did and you soon twitch and jump as you hear them bump into the sides of the tower with wet meaty thwacks not caring if they damage themselves in their pursuit of the sound to the north.
You nearly have a heart attack as whoever is shooting to the north suddenly stops worried that the sudden lack of sound to attract the infected will make them stop but the living infected thankfully continue on, soon stomping into the forest in search of prey. Their slower brothers follow very slowly afterward taking what your slowly dying phone tells you is nearly and hour. You're glad it's not winter right now as you have plenty of sunlight left to find yourself a better place to hide than an abandoned aircraft control tower. It takes nearly half an hour to carefully unbarricade the lower floor and look around, the entire base of the tower is coated in blood and bits of core, the undead having almost painted the walls with the stuff. You consider your options, east toward the smaller communities outside of fort stewart, west toward the base and secure a place in the base housing for the night, you could also go south toward the civilian part of town and find a suburban house to shack up in.


>East
>west
>south
>>
>>6396013
>west
On the west side of Ft. Stewart is a large complex of motorpools for the Army and USACE. Tanks, armoured cars, military engineering vehicles and more. Might not be the most comfortable place to sleep but there would be nowhere more secure. Wheels too.
The shooting will have drawn off quite a lot of the local zack. The area should be clearer before they presumably start to wander back in the coming hours.
>>
>>6396013
>>west
>>
West toward the on base housing the undead around that area should have joined the charge into the forest. you would bet most of the houses in the base area are already empty thanks to the 3rd more than likely saving as much of their families as they could before loading up and going wherever they went. Moving west you soon enter the forest the separates the air field and the town. The heat of the day finally starts to wane as it ticks close to 16:00. You have roughly 5 hours to find and clear a house for the night. Its not long before the first row of cookie cutter houses meant for soldiers with families come into view and you begin to look for one that looks good to shelter in.

could I get a 1d100 best of three please
>>
Rolled 26 (1d100)

>>6396408
>>
Rolled 20 (1d100)

>>6396408

les do this...
>>
Rolled 2 (1d100)

>>6396408
>>
>>6396409
>>6396416
>>6396431
wtf
>>
>>6395697
Depends on the armoury and depot. Come from military family, asked around a lot, and stumbled upon many a forgotten stashed supply depot hidden away in the strangest of places. Ammo is easy to store and forget about because it lasts forever. Especially in the right containers. Some stuff requires special containers and processing like fuel otherwise it will go bad. The same is true for certain sensitive stuff like electronics. Basic ammo doesn't have this problem. Advanced munitions like missiles do.

Their biggest problem is gonna be fuel and advanced munitions in the short term. Later on basic supplies and medicines as they expire. Energy isn't too huge a deal if you stick close to a dam or refurbish those old decommissioned power plants that are shockingly easy to bring back online so long as they aren't nuclear. Water is a much bigger problem to keep the water treatment running. There are quite a few alternative sources of food production with water...not so much. Even waste disposal.

Medicine? Chemicals? Industry? Oh boy. All of that is a very different story. You better hope to god you got some people who know your stuff about traditional medicines, herbalism, and surgery or your gonna be in a world of pain. Industry and stuff like chemicals are more or less cooked until you reclaim enough ground and manpower.

Fuel and advanced munitions? The best you can get back are biodiesel, artillery shells and rockets. You ain't getting the fancy stuff back for a long fucking time. A lot of advanced munitions are so costly and time consuming to make they didn't do a very good job at stockpiling and stashing them like they did the other stuff. Not to mention extra annoying to store properly.

Fuel is gonna be a REAL fucking a bitch really fast. Those advanced munitions will run out fast too they love so much. Basic artillery shells and rockets are something they could bring back quite fast and roll out again. Same with biodiesel since even bad oils can be recycled to make it. Of course that requires them actually recapturing points of interest and holding the right zones. Not to mention digging up all the scattered supply depots, armouries, and mothballed goodies. Fleet carriers would be their best bet to start which they already noticed but there is plenty of stuff inland they can recapture, transport, and refurbish quickly if they can reach it while the fuel is still good.
>>
With closer observation you realize the 3rd must have tried to retake base housing at some point, many of the houses have their doors kicked in and there's a lot of body bags stacked on the front lawns. You can even tell when they started to run out of body bags with bodies soon being covered by sheets from the house and finally a bit farther down the street where they didn't bother removing the bodies just kicking the door of the house open and letting them lay where they fell. There's even one house close to you where it looks like someone let rip several rounds of a bradleys 25mm into the structure. This means it takes you nearly an hour to slowly shadow the street until you find a house that looks intact and doesn't seem to be home to any trapped undead.


You carefully approach the back door of the house and try the doorknob, thankfully unlocked, you open it by pushing it open with the barrel of your Mk48. You wait for the noise made by it creaking open to draw any undead attention. The creak of the door draws nothing into the kitchen which the back door lead into, slinging your MK48 over your shoulder you draw your P320 and rack a round into the chamber pulling out your new maglite you flick it on and carefully begin to clear the dark house. Like all of the rest of the houses on this block its a two story affair the first floor containing a kitchen, bedroom, living room and bathroom, all of which are thankfully clear. As you clear the first floor you start to become suspicious the house is clean, really clean there's no photos on the walls the furniture looks unused. Making your way upstairs you search the bedrooms and bathrooms up there finding nothing but furniture. The house appears to have been vacant prior to the outbreak which means you aren't going to find anything to scavenge here.

No action required, next post tomorrow


>>6396734
I will be trying to show this kind of thinking off during the quest and I hope I do a decent job with it
>>
“Any station, any station this is Corporal Andrew Foch 75th rangers please respond.” You repeat that three times and wait figuring you would broadcast every half hour until you went to bed. The radio had a full battery and you figured you could get a new one or jury rig something else if you drained it. While you're eating another can of tomatoes after your second set of broadcasts you finally get a response “This is Coast guard cutter Richard Synder we hear you corporal send your traffic” Nearly choking on a bit of tomato you scoop up the radio from the floor in front of you and key the mic. “Glad to hear from you guys. I'm separated from my unit and need to be picked up at Fort Stewart or nearby". There's a long pause as you figure the coasties are looking at a map and trying to figure out who can come pick you up.
When they finally radio back its a different voice this time. “This is Captain Riley Sinclair, I have some bad new for your Corporal pick up is not possible in your area, We lost contact with the last airbase doing pick ups sometime yesterday and any remaining ground forces in the state of georgia and the east coast in general have been ordered west” You frown that would mean the 75th would probably be either flown out or more likely drive out of the state meaning you've been inadvertently left behind. “Good news for you though I know for a fact your unit is driving out with a hell of a lot of armor and civies in tow meaning they are traveling real slow you might be able to catch up to them if your in a car and can navigate the roads” There's silence for a moment after he finishes and you respond that you heard him.


Your just starting to mull over a plan to get a car to chase after your unit when the Captain speaks again “I do have an offer for you however I can offer you a ride off the mainland but I'm going to need your help if I do that, I need fuel for my ship real bad and the only place I know that might still have fuel is the port of brunswick to your south, I need someone to confirm there's fuel and to provide security for my crew while we get it” Brunswick is indeed to your south and its smaller than Fort stewart but that's all you know about it which is still more than you know about the whereabouts of your unit to the west.


Do you want to agree to the deal?
>Yes
>No
>ask more questions (Write a question)
>>
>>6397517
Offer to head southwest and check the situation at Jesup and then reconfirm plans to move in on Brunswick.
This assumes that the ground forces convoy is taking the most major roads.
>>
>>6397517
Apologies about the odd formatting on this post
I swear they changed how it worked recently with longer posts

>>6397519
The 3rd has been gone for some time as far as you can tell so they are probably with the 75th leaving benning or somewhere else so you are very unlikely to see any organized force this side of the state
>>
>>6397517
>Yes
I will always big up the coasties and don't want to be driving a long way overland. I'd like to scrounge up a Humvee and route through Jesup anyway since I-95 will be a mess.
>>
>>6396912
They have a couple of years before fuel goes bad. After that only strategic fuel reserves which are manufactured to be long lasting and stored in special containers will be good(so extremely high priority targets of interest). Even civvies can reclaim and make basic munitions and ordinance. advanced ordinance is toast once stockpiles are exhausted. Vehicles are good so long as mothballed fleets(albeit old/outdated) are found and restored but they are specifically located and stashed in areas in with low rainfall and exposure to minimize damage with the parts stored/hidden nearby for easy restoration. Mothballed Aircraft and ships is harder due to corrosion and fuel requirements. But old school aircraft and seacraft engines are far more forgiving for their fuel demands than more modern versions but once the mothballed stockpiled parts are exhausted, you're screwed.

Expeditions and convoys into the interior to recover key assets and bring them back to secure holding sites that can be easily held. Capturing Aircraft carriers priority #1 due to size, mobility, and reactors. Scouting out all the local stashes takes time and help of local survivors but will be very easy/high priority because risks and costs are minimal. You aren't fighting through hordes of infected or risking your manpower while enabling you to easily recruit manpower. As most of those depots are hidden in isolated and forgotten areas. It's just time consuming but nets you a LOT of goodies and resources many of which are carefully sealed and stored to survive getting nuked. Including stuff like meds, supplies, munitions, gear, ect, and other soon to be priceless items. Unlike the stuff in the warehouses and hospitals they are stored in such a way to last decades/centuries while eating a nuke just fine. Its just a very annoying game of hide and seek/finders keepers.

The actual cool shit like the mothball fleets on the other hand are a lot more annoying to reach and specifically located geographically, otherwise the weather/terrain would ruin them all over time quickly. So they get transported, mothballed, and dumped in specific geographic regions then forgotten about. With certain exceptions like the strategic fuel depots and places for fancy toys like advanced muntions and the like that have special requirements that don't allow for easy, hidden, and cheap stashing.

>>6397517
>Yes
Roads are gonna be clogged shut unless we get something big and heavy enough to smash our way through. Which will require a lot of luck, mechanics, and welding.
>ask more questions
Status on fuel and supply depots
Also still active rally and evac points because they would all still have working long range radios.
>>
>>6397517
>>Yes
any off land base is necessary for the survival of the human race, its a win-win.
>>
You think for a moment before clicking the transmit button down. “Captain, do you know of any rally points or depots near me still active?” It takes a minute for him to come back to you “Fort Benning was the last active organized force I know of in Georgia there had been a force at the CDC in atlanta but they bugged out a week ago, we had a small group of sailors at the Naval headquarters in Brunswick which is how I know there's fuel there or at least there was before they went dark a day and a half ago, part of original mission was to pick them up and head north to join a force of other ships to retake one of our stations”


The two options you have both involve moving solo through infected areas with no idea what's there or what the conditions on the ground are so the one that has you wandering around the shortest amount of time is the best. You click the transmit button “Sure captain I can try to do that if your offering a ride but it may take me a bit to get down there” He respond quickly “That's fine corporal we are up by Savannah right now and will need time to sail down to the Turtle River entrance how about you transmit on this frequency at 18:00 every day so we now your still active” You agree to that and wish the captain well and turn your radio off for the night.


The trip to Brunswick was a roughly 60 mile journey and on foot assuming you can maintain a good pace could take upwards of a week, maybe three days if you push yourself like you are still in ranger school. A car seems to be something you need but where should you look for one in the morning? Something that you can either hotwire easily or find the keys for. You could cross fort stewart and look for Humvee in the motorpool, those dont even have keys, searching the base housing could turn up a car but the keys are either going to be on a corpse or inside a house potentially full of undead. Your last option is on the civilian side of town and potentially hit a dealership or a residential neighborhood.


>Motorpool
>Base housing
>Dealership/residential street
>>
>>6397902
Motorpool, at least you can sleep in a Humvee or there might be options
>>
>>6397902
>Motorpool
Even if there's no Humvees left, there's large pools full of heavy plant and engineering vehicles that I think would have been likely to be left behind.

If it's a total bust, a motorbike would be our next best bet though if we do end up on foot, why walk? Break into backyards or garages for a bicycle. Assuming we're fairly fit, it's only a couple of days by bike, maybe even one day if we really push ourselves.
>>
>>6398017
I'll back this. Even a bike would be better and faster.
>>
>>6398152
A motorbike would be faster but I'd still prefer an enclosed vehicle for protection reasons since we're not in a rush. The Fort Stewart pools are mostly full of Humvees and FMTV trucks, both of which are capable of smashing through light obstacles, shunting abandoned cars out of the way and driving across rough offroad terrain to go around any major obstructions while also being zombie-proof. This is a fairly rural region that's not on a major intercity thoroughfare, I anticipate the roads being mostly passable outside the major settlements - the real bedlam is going to be on the coastal corridor, I-95 and US-17 are a no-go but we should be able to get through on US-301 or, failing that, minor routes and back roads that panicking refugees won't take like GA-121 or the gravel network between US-341 and US-82.

I'd still like a bicycle though. You never know when it'll come in handy.
>>
>>6398017
MC does not have a backpack yet, so that gun, the plate carriers and webbing will interfere with pedaling of a bicycle.
>>
>>6398218
Tis a problem we should solve sooner, not later regardless of what we end up doing for transport. This is a military base, backpacks should be easily found.
>>
>>6397902
>Base housing
Might find other handy stuff in here.
>>
>>6397902
>>Motorpool
>>
>>6397902
>Motorpool

Keep moving.
>>
>motorpool

While you're not looking forward to having to move through the base to get to the motorpool a Humvee or one of the tactical trucks although you've never personally driven one of those, if they expect a bunch of regular army grunts to do it you can probably do it. The lack of a need for keys just a quick removal of a cable lock if there is one around the wheel, the humvees can also run on some really shit fuel too although they get fuck all for gas millage.


After finishing your meal you prop yourself up in the corner of the room MK48 at your feet and your P320 unchambered in a plate carrier pocket, It doesn't take you long to fall asleep. You're woken by rain on the window of the bedroom blinking your eyes, your brain taking a moment to remember where you are. A quick meal of a can of beans while the sky lightens a little, a quick look at your phone tells you it's battery is dead. You figure it must be close to 7:00 so you pick up your gun and make sure it's ready to go and make your way downstairs. The five minute observation of the devastated street tells you it's still clear the infected who marched off in pursuit of the firefight yesterday either continued on or now infest the forest which is why you will push through the base instead of around it. Out the door and across the street you go into the light rain, intent on reaching the motorpool today. A thought occurs to you: should you stop and scavenge any notable buildings along the way? Your low on food and could use a backpack.

>Yes scavenge notable buildings
>No just keep moving

also could I get a 1d20 best of three please
>>
Rolled 7 (1d20)

>>6398394
>Yes scavenge notable buildings
C'mon battery and battery bank
>>
>>6398394
>Yes scavenge notable buildings
Mostly after a backpack and some extra food.
>>
Rolled 5 (1d20)

>>6398407
and fogor roll again
>>
>>6398405
backpack* and battery bank. also damn on both accounts
>>
Rolled 17 (1d20)

>>6398394
>>Yes scavenge notable buildings
>>
>>6398410
I think we can add a regular phone charger to that. We can plug our phone in in the car.
>>
You're in luck with the rain despite the fake it soaking your clothes. It helps dampen the sound of your movements as you dash from destroyed house to destroyed house. The entire neighborhood looks like the street you had spent the night on the 3rd having cleared it out with little care for collateral damage. Your just about at the next strip of trees the seprates this part of base housing and the base itself when you notice an SUV. The SUV was rammed into a light pole, the front caved in slightly, the driver's door left ajar from when the driver had probably ditched it.


You circle the SUV from a distance for a moment trying to get a good look at the interior before you approach and after deciding its empty moving to it. The car itself was a lost cause but what had caught your eye about it was the fact the back end was full of stuff. A lot of it was boxes full of worthless personal items or paperwork but there was a duffle bag mixed in snatching it up you find it's full of clothes quickly dumping it out you move a lot of your supplies into it and sling it behind you. While not a proper rucksack it's better than nothing. You continue on, soon slipping into the next strip of trees.


It takes nearly two hours for you to make your way across the base, the only buildings of note being the infantry barracks which look like complete hellholes thanks to the number of uniform clad infected wandering around them. The base area seems to be not too infested compared to other built up areas you've been in. That's either a result of yesterday's gunfire or the work of the 3rd in the past. Its been raining the entire time of course and you're simply soaked but you wouldn't be a ranger if a little rain could stop you. The motorpool starts to come into view and you begin to look around for a vehicle and eyeing up the buildings nearby.

could I get 2d20 best of three please first roll for a vehicle second for searching the garages and storage buildings in the motorpool
>>
Rolled 3, 7 = 10 (2d20)

>>6398958
>>
Rolled 1, 2 = 3 (2d20)

>>6398958
HOT WHEEEELS
>>
>>6398967
what the actual fuck
>>
>>6398968
Statistically speaking, there's an almost 50/50 chance of getting a crit of some kind here and more than one in four of a crit fail. Lot of crits on d20s.
>>
>>6399011
This is why im using them for loot tables instead of horde combat
>>
Rolled 7, 6 = 13 (2d20)

>>6398958
>>
The next three hours are maddening as you begin to search the motorpools of fort stewart. You find a total of a whopping three humvees in the entire area all three being in some state of disassemble missing axles, engines and one being just a bare frame. You sit on top of the bare frame of a humvee a motorpool garage eating your last can of beans for lunch bewildered on how the hell the 3rd had managed to take every single working vehicle in their motorpool with them. The garages were mostly a bust save for a phone charger someone had left on a table in one of the store rooms which were pretty cleared out as well.


While the motor pool is a bust you do know where you can find some vehicles. The parking lot near the PX is always full of soldiers' cars and you can probably find one of these shitboxes that you can take. There's also off base your bound to find something with either keys or old enough you can get running without them. Both options should give you a chance to get some more food as you are down to just an MRE (Beef Taco)

>Base parking
>Residential neighborhoods

either way Ill need a 1d100 best of three for travel
>>
>>6399365
>Base parking
Motorcycle hunt it is!
>>
Rolled 49 (1d100)

>>6399381
fuck me, I forget my roll every time
>>
>>6399365
>>
>>6399365
>>Base parking
>>
Rolled 36 (1d100)

>>6399365
forgot
>>
Rolled 29 (1d100)

>>6399495
>>6399365
>Base parking
Lol my bad.
>>
>Base parking

The state of your supplies and the need for a vehicle means the PX is the best option the nearby base parking and the PXs supplies should be far easier to search than a bunch of residential houses. You make your way out of the garage you were eating your lunch in and you start to make your way over toward the PX. This part of the base has been pretty empty of infected, most of them up by the barracks or presumably down in the civilian part of the town. You hook south to avoid some barracks buildings and eye up the 3rd infantry HQ building which behind that should be base parking and the PX.


The HQ had seen better days. Part of the structure at some point caught fire and half burned, presumably being put out by base firefighters before the 3rd had left the area. Theres a lot of open terrain between you and the HQ and there will be more behind it. You begin to cross the slightly overgrown grass and you're halfway to the building when you realize there's corpses in the foot tall grass. They are nearly skeletal each with a bullet wound to the head and most having fallen in heaps as if they were standing still when they were shot. Shaking off the feeling you're walking through a killzone and ignoring the smell you reach the HQ building and see the PX.


A PX or post exchange was like a small store that sold stuff without tax on it for base personnel or their families. You can get anything you could get from a regular grocery store there and some clothes even. The PXs front door has been smashed in and the inside is dark. You can see cars, trucks and even a few motorcycles in the nearby base parking lot. A car will make a lot of noise so you decide to search the PX first and then try to find a car or something to take

could I get 2d20 best of three please first roll is for searching the PX second is for the parking lot
>>
Rolled 10, 3 = 13 (2d20)

>>6399775
>>
Rolled 4, 19 = 23 (2d20)

>>6399775
>>
Rolled 7, 14 = 21 (2d20)

>>6399775
>>
File: PX.jpg (111 KB, 960x541)
111 KB JPG
You dash across the grass in front of the HQ and past the display tank and APC sitting on their concrete pads and through the HQ parking lot which is completely empty. A pair of undead loiter about 500 feet to your left need some barracks buildings but don't seem to see you and keep doing that odd back and forth wobble they do. You pass through a sparse stretch of trees and a few conex boxes and you're finally in front of the PXs front door. The glass sliding doors have been knocked off their hinges and onto the floor broken glass scattered all over the place. A faint waft of rotting produce and milk leaks out of the building along with the unmistakable sickly sweet smell of a rotting corpse. There must be at least one body inside the question is it the walking kind or not. You lean down and scoop up a large chunk of glass off the floor and throw it into the dark interior of the PX and then aim your Machinegun into the dark.


The crash of the glass sounds incredibly dark inside the quiet interior and your wait but not sound comes back from inside. You sling your MK48 and draw your p320 once again, racking a round into the chamber and pulling out your flashlight and flicking it on. Inside the PX is what you imagine most stores look like ransacked and chaotic. You dont have the time or patience to completely clear the building before you start scavenging but you do keep your pistol ready on the off chance you do find an infected in here. The first thing that finds its way into your bag is a car cigarette lighter to USB charger you find on a rack next to the door. A pair of woodland camo BDU pants find their way in as well and a fresh pair of boots, the clothing section being almost completely untouched. You eventually find the source of the rot smell: a corpse in a civilian police uniform crumpled near the canned goods section. You're halfway tempted to snag the empty holster on the corpse as the PXs holster display is empty however it's coated in gore and you would rather not touch that. The canned goods section holds only three cans of chicken noodle soup and a can of vienna sausages for you to take. A final item of interest you find is a multool still in its package kicked under a display which you're free from its plastic confines and add to your plate carrier pouch your own multitool sitting in your barracks at Fort Benning most likely.

1/2
>>
After you make your way out of the PX and back into the light you wait to see if your activity has attracted any infected and when everything seems clear you move to the parking lot which has nearly 30 cars, trucks and a few motorcycles too. You have to write off anything newer than the 2000, most likely as your limited knowledge about cars means you probably can't hotwire them and you doubt the soldiers who owned them left the keys inside. Thankfully the nature of soldiers means you can easily pick out the 10 or so trucks and cars that includes, you also have to discard five cars that look like they are just about dead with the amount of rust on them and oil underneath. This leaves you with a handful of options to look at a tired looking 90s era Ford ranger, a pickup, an early 80s Buick century, a tiny little four door and a well kept looking Harley davidson motorcycle. The Ford has the most storage space and outroad capability but it's probably the hardest to steal being the newest vehicle you picked out, The Buick should be the second easiest to hotwire thanks to being the oldest but its low to the ground has shit gas mileage and is old. The motorcycle would the easiest to steal thanks to its exposed components and simplicity however it lacks storage and you've never actually drive a motorcycle before so it would be a learning experience


>Ford (truck)
>Buick(car)
>Harley(motorcycle)

2/2
>>
>>6400265
>Harley(motorcycle)
We don't have too much to carry and it's just got to get us 70 miles to the port where we can pick up the coasties.
Do see if any of the other cars have a GPS unit we can swipe though.

Keep the speed down and avoid doing anything fancy if we're new to two-wheelers.
>>
>>6400268
Honestly Im not too sure how prevalent standalone GPS devices are in the current year, I know they exist but I cant think of the last time I saw one that wasnt in built into someones car
>>
>>6400265
>Harley(motorcycle)
Easier to dodge stuff like obstacles on the road, even if their turning circle is as wide as an entire freeway.
Also maybe we can bring it aboard the ships later, if we join the navy
>>
>>6400274
Then the old shitboxes in the car park would be great places to start.
>>
>>6400265
>Ford (truck)
Beeg vehicle.
>>
Maybe a dumb question, but does the motorcycle have a cigarette lighter socket to plug in the phone charger? We need that socket.
>>
>>6400599
I would assume not
>>
>>6400601
Thanks, I swap my vote to go with the Ford Truck then
>>
>motorcycle
>>6400268
>Ford
>>6400500
>>6400602

A ford ranger for a ranger could I get 1d100 best of three for how the hotwiring goes you will also loot the cars around it
>>
Rolled 43 (1d100)

>>6400836
>>
Rolled 91 (1d100)

>>6400836
>>
Rolled 44 (1d100)

>>6400836
>>
You write off the Buick right away, it has no clearance, is old and therefore a potential break down risk. The Harley being from the pre computer era means it would be very easy to hotwire however its lack of saddlebags and therefore storage means you would have to ride with your gun sling alongside your bag while driving something you have no experience with. A truck like the ford ranger is old enough you can feasibly defeat the ignition and tall enough you shouldn't get stuck on every chunk of debris in the road.
The ford is luckily unlocked and you soon have the hood propped open and you look around in the engine bay. You quickly find the starter a shitbox truck you had in highschool thankfully giving you enough experience to know how to do this. A quick bit of wire stripping sees you bypass the truck's neutral safety switch and you're just about ready to complete the circuit to try starting it when you decide to go looking around the parking lot of supplies. There's actually a decent amount of stuff in the surrounding cars and trucks, a pry bar you liberate from the bed of a nearby pickup, an empty 5 gallon gas can along with a pack of heavy duty zipties. You also get lucky and find yourself an old school standalone GPS unit in the back seat of the buick you had considered taking.


You return to your truck loading your new found items in the cabin and move back to the engine bay and carefully connect the battery to the starter motor terminal and the engine chugs once, twice and then roars to life. The hood is quickly slammed down and your hop into the drivers seat to look at the dash. A half tank of gas no check engine lights thankfully and the radios clock helpfully tells you its 4pm so 16:00 two hours till you have to radio into captain Sinclair for your nightly check in. The port at Brunswick is nearly 60 miles away assuming you drive fast and the roads are mostly clear you could make it tonight but kind of doubt the captain would want to sail into a most likely hostile port in the dark. A small group of infected have started to approach attracted by the sound of the fords engine, shifting into drive you start to drive south wondering if you should take the back roads which will be slow or risk the much faster I95 which runs a straight line from Savannah to brunswick and even past the port

>Back roads
>I95

Early post as I will be off work very late tonight
>>
>>6401231
I've seen enough zombie movies to know that the hordes linger around the highways.
>backroads
>charge phone
>>
File: plon.png (205 KB, 459x822)
205 KB PNG
>>6401231
>Back roads
Interstates, not even once. They'd have been full of refugees and zombies and blocked with abandoned cars or even checkpoints and probably jammed up all the roads around them too. Take Rts 84, 301 and 341 and cut across to Rt. 82 to bypass Brunswick itself (hardly back roads, it's dual carriageways most of the way). If any of these roads are impassable, use the real back roads.
Assuming the in-story date started as the date of the OP and it's around mid-March, we've got about two and a half hours of daylight left so if we budget two hours to reach the port accounting for some delays, we've got enough time to find somewhere to park up and sleep before kicking off in the morning. Should be easy enough to do, nobody lived at the port and it's mostly isolated from urban areas.
We can charge our phone and have a twiddle through the radio frequencies as well. If we're lucky there's some CDs in the glovebox or something.
>>
>>6401294
Its July currently in universe so you actually have sunlight until 21:00 in the area so you actually have 5ish hours until sunset
>>
File: stupid2.png (77 KB, 250x238)
77 KB PNG
>>6401296
>go up and down the thread looking for a date
>fail to see it
>it's actually been mentioned multiple times
gack
>>
>>6401231
>Back roads
>>
>>6401231
>>Back roads
>>
>>6401231
>I95
The movies are wrong!
>>
>Back roads

The infected have really been riled up by the sound of the truck's engine so you waste no time in pulling out of the parking lot and onto the road making sure once you've bought a little space to plug your phone in. If you were taking I95 it would be a straight route out of the base through the main gate but since you're taking the backroads you're going to take a right to use Gate 8. Which leads onto a parkway which you should be able to use to pass through the less dense residential neighborhoods to route 81 not a real backroad honestly but it can't be as bad as the interstate would be.


Something you had not thought about as your turn onto the road leading to gate 8 and quickly out the gate was that the roads in town were going to be a mess. The first example you saw not even a minute off base was a tipped over bulldozer of all things from what you understand, those things were incredibly hard to tip but the driver had managed it on a flat street. Speaking of the driver by the looks of the gore-caked windows of the dozers cabin they were still inside. You crawl through the streets barely going 10 mph having to move around wrecked cars, corpses and the various oddities of a dead city like Fort Stewart was.
The drive to leave the city and pass through the small town of elim to get over to route 84 which should have taken only 30 minutes max takes almost an hour which also gains you a sizable crowd of living infected sprinting after you. After your white knuckle drive through fort stewart you breathe a sigh of relief as you are able to speed up and lose your pursuers. The port at Brunswick should be more than possible for you to reach by tonight but the question is do you want to snake into the area in the dark to recon the fuel situation and wait out the night for the coasties or wait till daylight? You will need to tell the captain your plan during your check in either way

>Enter the port tonight
>wait till daylight
>>
>>6401954
>wait till daylight
I'm going to have to say no to exploring an unfamiliar and potentially hostile area in the dark. We don't even know where they keep the bunkering fuel. We can have a go if we have spare daylight but no more.
>>
>>6401954
>>wait till daylight
>>
>>6401954
>wait till daylight
>>
>wait till daylight


You continue on down the road having to occasionally dodge around a wreck or abandoned car but you do eventually stop about an hour later not only to sit down and eat but also you need to contact the coasties. You've stopped a few miles outside the town of Gardi on route 341 in the grassy median truck still idling. The MRE youve held onto is one of the good ones so you go out of your way to use some of your water to activate its flameless ration heater and set the main meal pouch inside to warm up.
At 18:00 just like you agreed you tune your radio to the same frequency as before and broadcast. “Richard Synder this is Corporal Foch do you read?” The response is quick this time though you dont think its the captain “We hear you corporal you make it out of fort stewart alright?” You snort at the question “I did got transportation I can make it to Brunswick tonight but I won't go in until the morning Id rather not get my ass bitten off in the dark” A dark laugh is the first response to that “Sounds about right, Hey listen the captain had a request if you have the time can you check out the Coast guard headquarters near the port? It's just on the other side of I95 from it part of our original mission was to pick up some personnel from there; they went dark before you contacted us.” You pull out the MRE pouch and open it the aroma of Beef taco filling the cab of the pickup as you mull over the request. You're going to have to go near the HQ either by crossing the Sidney Lanier bridge from the south or coming in via the north on I95 a little ways since the only other option to reach the port is through the town itself.


>Agree to check the HQ out
>Dont agree
>>
>>6402413
>Agree to check the HQ out
A wild side-mission appears!
>>
>>6402413
>Agree to check the HQ out
Sure we can, it's an isolated spot just on the edge of town. We could stop by this evening if we have some daylight left.
It's just across Rt.17 though, I-95 is on completely the other side of town. I'm also unsure which part of the port we're heading to, I assumed Colonel's Island across the river, is it East River/Lanier or Mayor's Point instead?
>>
>>6402473
whoops two mistakes on my part here then you are aiming for the AVP marine terminal across the river from brunswick itself and the coast guard headquarters is isolated across the river on route 17 not I95
>>
>>6402413
>Agree to check the HQ out
Maybe they got unlucky with a dead battery or some shit like that.
>>
>>6402413
>Agree to check the HQ out
>>
>>6402413
>>Agree to check the HQ out
>>
>Agree to check the HQ out

You don't even really think about it too long while they are just part time sailors. You still feel like it's important to at least try to find them; they are fellow service members after all. A quick confirmation to the ship that you would check it out and telling them you should radio them sometime tomorrow during the day to come into the bay to get their fuel you flick off the radio and dig into your meal. Most of your meal you spend eating with your handy MRE spoon eyes looking at the road around you though the last few minutes of it you spend watching an undead make a slow march toward you out of the trees several thousand feet away.
The beef taco pouch is empty by the time the walking corpse is a thousand feet from the truck which you shift into drive and continue on. A smattering of cars and the occasional small community slow you down some but you do eventually find yourself on higway 82 just outside of the bit of Brunswick on this side of the river separating you and the Marine terminal that the coast guards think holds fuel for them. The sun is starting to set and your honestly pretty tired from your search for a car that morning to spend the energy to clear a building to sleep in so
you find a small hill overlooking highway 82. You put on the truck's emergency brake and put it into neutral before hopping out and taking the wires connecting the starter and battery off, killing the truck. If the undead come across you while you sleep and surround the truck all you have to do is release the brake and coast away far enough for you to hop out and hose them down with 7.62


Could I get a 1d100 best of three for how going to the HQ goes in the morning
>>
>>6402816
I for the life of me cant figure out what the fuck they did to formatting thats made spacing on paragraphs such a crap shoot
>>
Rolled 73 (1d100)

>>6402816
>>
Rolled 42 (1d100)

>>6402816
>>
Rolled 38 (1d100)

>>6402816
>>
You crawl into the back seat of the truck with your gun on the floor next to you and quickly fall asleep. The next thing you know your phone is buzzing with its alarm and helpfully tells you it's 07:00 July 17th, the next thing you notice as you slowly wake up is the soft patter of rain on the windshield thankfully not another thunderstorm but the rain should mute some of sound of your trucks engine. While you slowly eat a can of soup you consider you plan for the day your going to drive past the marina and then over the bridge to reach the coast guard HQ then do your best to figure out what happened to the guard there then off to secure the fuel at the marina.


When the cold meal is finished you hop out of the truck again to reattach the starter to the battery and you're off. A clear road and wet pavement is all you see for several minutes as your drive through the small bit of Brunswick on this side of the river and then past the marina only the occasional infected seeing and ineffectively chasing you. The bridge itself is thankfully clear of wrecks allowing you to make it over quickly you do however notice something you couldn't see from the road as you passed by the marina. A ship of some type sits at the dock still moored their unable to leave due to one reason or another. You hope that wont be a problem for the Richard Snyder.


You take the exit helpfully informing you it's the turn off for the HQ and and drive over a much smaller bridge before coming to a stop at the end of it. You can see from here see the place got worked over pretty well. Two cop cars are parked across the road dented and pushed around by what you would guess was a lot of infected by the amount of blood and gore on them. The HQ itself is made up of three buildings; two out of the three have been badly damaged, windows smashed in and covered in gore. A third building farthest from the bridge where you would guess the dock is however seems to have been fortified; a layer of cars had been parked around its base to protect it from the infected and by the looks of it they did a decent job of it. There aren't many bodies around the building but there are some. You hop out of your truck and quickly shut it off and eye up the area knowing you have to check out the last building at least to confirm what happened here.


>Go straight for the fortified building
>search the two closer buildings first


either way I will need 2d100 best of three
>>
>>6403342
For some ungodly reason when copy pasting my posts the spaces between paragraphs do not count if done before pasting, this site is dumb as hell with every update
>>
Rolled 97, 72 = 169 (2d100)

>>6403342
>Go straight for the fortified building
I don't think we'll find much of interest in the station office and the DNR HQ. Considering they were apparently overrun, there could also still be some zack in there I don't want to share a building with if I don't have to.
You know, the ship could well come in here. The dock and waterway should be large enough to handle it, there will be fuel onsite and the bunker oil they have at the cargo terminal may be unsuitable for a smaller vessel like this. The stranded ship (if it's at the Colonel's Island terminal, it's probably a car carrier) could be a nice target to pilfer for supplies or even search for seawise survivors.
>>
Rolled 17, 60 = 77 (2d100)

>>6403342
>>
Rolled 15, 67 = 82 (2d100)

>>6403552
Don't forget to vote too, anon

Also rolling again just to get the third one in if nobody else does. Disregard if they do.
>>
Rolled 13, 83 = 96 (2d100)

>>6403342
>>search the two closer buildings first
>>
>>6403342
>search the two closer buildings first
All three buildings seem OK.
>>
>search the two closer buildings first


You push off from where you parked your truck after shutting it off gun at a low ready as you walk through the parking lot toward the barricaded building. It seems the noise of the truck did however attract something as you start to come around the two police cars across the road around 30 infected round the corner of the closest building you swear to yourself and prop the MK48 on the hood of one of the police cars.


You are however lucky in the fact all of them are living infected. The dumber undead would have had trouble crossing the bridge over here. Aiming down your red dot optic you settle the dot on the chest of the closest infected, a man wearing a Hivis vest and a askew hard hard. A few pounds of pressure on the trigger and you send a pair of rounds right into his chest an easy shot from a distance of less than 100 meters. The infected dropped and you moved onto the next closest firing another 3 rounds into that one. It didn't take long for the last of them to finally fall to the ground. You spent 73 rounds of 7.62 in killing this mini horde dropping you down to 728 rounds, but you're now on a timer you've got probably an hour maybe less to get done here before the now dead infected get back up.


A silence passes over the area as you wait to see if any more infected will appear before you move off from the police car and quickly make your way to the closest building to you. The words above the front door helpfully stating it was the department of natural resources building for georgia's coasts. Making your way up the stairs to the broken glass doors you sling your MK48 and draw your pistol and flashlight and shine it around the dark interior. There's clearly nothing inside save for toppled cubicles and knocked around desks.


No action needed, next post tomorrow
>>
The DNR office is a lost cause but turning around to look at the other building there's a bit more promise. There's actually a fence the separates the coast guard part the area and the DNR area the wrought iron type with a swept forward top that would honestly do an ok job of stopping undead if weren't for the fact the “gate” was just a couple of tubes that could be dragged across the road to stop cars. You step down the stairs and make your way through that gate and look at the building behind it. Fewer windows had been smashed in on this one but shining your flashlight through the windows you see just offices inside. You do however find something leaning outside the building that's interesting. Its a body a older man in the garb of a coast guard sailor. It takes you a second to remember how navy rank insignia work the enlisted having gold on theirs so you can't just assume gold means officer and after thinking about ti you think this old guy was enlisted, three gold chevrons probably meaning he was a chief of some type though exact type you dont know.
The corpse actually had two things of note, a M9 pistol with the slide locked back in one hand, probably the thing that had put the hole in his head and a pair of naval binoculars around his neck. You take both, an extra handgun is always useful even with only one mag for it and you've needed a pair of binoculars badly even if these marine binos are much heavier than the type you would normally have. While taking the pistol and binos you realize the body is pretty fresh only the earliest signs of decomp starting now which would track with what the ship had said about this place only going dark recently. Turning toward the last building you get a good look down the long road to the last building and realize there's quite a few bodies along its length.


At first as you walk there's only one or two bodies and as you get closer to the building the number increases till you have to step carefully over them each with some type of head wound killing them permanently. You get within a few feet of the barricaded front door and your realize there will be no survivors here. The coast guard and what you figure was at least some of the Brunswick police department by the cop cars used as barricades had gave a good account of themselves. Nearly every window on the building had been actually stuffed with the bodies of infected. In their hunger for flesh they having stuffed themselves shoulder to shoulder with each other until being killed and becoming part of the building's defensies.

1/2
>>
You circle the building looking for a way inside so you don't have to touch any corpses when you notice the dock behind the building. The dock makes a T as it branches off the shore on the left side of the T was a boat bobbing at its moor and on the right there's nothing. You do however think there had been something there at one point. The dock leading from the shore to the right side is littered with corpses sometimes two or three deep. You carefully make your way on the dock stepping over bodies to the only clear spot on the edge of the dock where you find an AR-15. The gun has seen better days the top of the rail is bent upwards and looks melted from where the gas tube had failed mid mag from heat.
You pocket the AR mag as you never know when 12 rounds of 5.56 will come in handy and think. The coast guard and the unknown allies had probably had horde of a couple hundred come down on them and without enough ammo had eventually fought their way from their stronghold to one of the station's boats going god knows where. You yourself eyes up the remaining boat wondering if you could use it to get to the terminal without having to fight your way through. While you think about that you dig out your radio and decide to finally ask the Richard Snyder what exactly you're looking for in the port.


>take the boat
>take the truck
2/2
>>
>>6404424
>take the boat
Assuming it's some sort of speed boat?
If it's a dinghy, then hard pass.
>>
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>>6404433
something like this I meant to originally post this picture with today post
>>
>>6404424
>take the truck
Colonel's Island terminal is mostly a massive complex of car parks isolated for urban areas and I imagine ops were quickly wound down as things went to shit. It should be deserted so no need to dick about with a boat.
>>
>>6404424
>>take the truck
>>
>take the truck


You pull out your radio and flick it on tuning to your usual frequency you use with the ship. “Richard Snyder this is Corporal Foch”. It only takes a few seconds for the ship to come back the captain's voice this time responding to you. “We read you Corporal send traffic” You begin to speak as you watch the river flow past the dock. “The HQ is empty of survivors, looks like they fought a bunch of infected then bugged out on a boat, I wanted to know what exactly i'm going to be looking for at the terminal” A few moments pass as the captain probably comes to terms that his fellow sailors may still be alive before responding. “Well corporal you're going to be looking for something that really shouldn't be there. The HQ a week ago reported a ship sailed into port and docked at the terminal that has zero business coming to it or even really being around here and its why we came down here from our usual station in North carolina” You raise an eyebrow at this but let him continue. “We don't use conventional bunker fuel like larger ships, were a diesel boat so we normally wouldn't use anything they would have on hand at the terminal except the reports we got from the HQ say that the ship that sailed into the brunswick channel was a diesel tanker, your job is to board that ship and find out if there's still diesel in its tanks for us to siphon and if possible for us to commandeer the ship for the rest of the coast guard”
Your actual objective finally stated you sign off the radio and make your way carefully past the semi fresh corpses strewn on the dock. Then back to your truck happy to note the lack of infected attracted by the engine noise or suppressed gunfire. The truck turns back on with a touch of a few wires and you then pull a three point turn out of the area and back over the bridge and back onto highway 17 heading back over the Sidney Lanier bridge. You actually decide to stop and take a look at the port from the high point of the bridge with your new binoculars.


could I get a 1d100 best of three for the condition of the port


if this post does not format properly im sorry but this is the third attempt
>>
Rolled 84 (1d100)

>>6404903
>>
Rolled 59 (1d100)

>>6404903
>>
You leave the truck running as you come up to the bridges rail binoculars in hand and focus in on the port. The ship sitting at the port while not super familiar to you as you arent an expert on ocean going ships not having ever actually seen the ocean before joining the army does in fact look like a tanker of some type. You're not entirely sure how the coast guard knows it's a diesel tanker and not carrying crude or something. Maybe you have to do something special to carry diesel?


The port itself is actually in pretty good shape most people save for the tankers crew having no business anywhere near it. You don't even see the semi colorful piles that usually indicate corpses. The ship which is your target seems in decent condition. Some rust streaks here or there but there's no movement on the decks from what you can see. Stowing your binoculars you climb back into your truck and drive toward the port.


You are actually shocked how far you get into the port area without any obstruction. The sheer number of cars you see in the parking lot makes you worried there's going to be thousands of infected until your still somewhat concussed brain realizes they are all the same brand. This port must be mostly for car import. You figure BMW specifically if the big building with BMW of North America in large signage is any indication.


The ship is at the first of the unloading piers and you're able to pull up in your truck almost right to it only being stopped by a semi truck pulled sideways across the road to the pier. You hop out of the truck gathering all of your things and make your way past the semi after turning the truck off for the last time. After you pass the truck you get the first good close up look to the tanker ship you've gotten and you finally see the rope ladder tied to the railing leading down the side of the ship most likely the only way to board the ship with how it's been tied to the pier.


could I get a 1d20 best of three for clearing the tanker


going to actually lose my mind with the formatting issues
>>
Rolled 6 (1d20)

>>6405369
There will be an emergency generator on board in its own special room accessible from the outside on deck. Find it and get some lights on.
>>
Rolled 14 (1d20)

>>6405369
>>
Wont get home for some time tonight so no post though we are still lacking our third roll
>>
Rolled 3 (1d20)

>>6405909
I'll roll again if nobody else feels like it
>>
Rolled 1 (1d20)

>>6405909
>>6405914
That's great and all but check my crit
>>
You carefully make your way across the concrete pier and over to the ladder looking around you see no other signs of recent activity here save for the semi truck being used to block the roadway. Slinging your MK48 on your back alongside your duffle bag you leap from the pier to the ladder almost slipping and falling in between the ship's hull and the pier. Luckily you do manage to catch yourself and climb up the swaying ladder and up over the ship's railing you almost go to unsling your machinegun and then realize firing a 7.62 on a ship potentially full of fuel might be a bad idea so you go for your p320 instead. You know diesel is damn hard to catch on fire unintentionally but you would rather not test your luck.


The deck is clear just like you saw from the bridge but now you can see the hatches on the ships bridge area are closed and the windows of the bridge are dark. Thinking there's no better place to start, you make your way over to the closest hatch on the nearly three story deck structure and try the wheel holding it shut, finding it spins easily and the door creeps open with a rough push of your boot and a slight bang as it meets the wall. Flashlight in one hand pistol in the other you carefully step inside making sure to to check each corner as you slowly make your way to where a sign on the way says a staircase is intending to head for the bridge first.


The ship smells kind of bad but not in the same way a place occupied by an undead would instead a rank must smell permeates the place. You really wonder where the ship's crew had gone as something like a tanker ship you imagine would be quite safe for a bunch of unarmed sailors to hide on even at the pier. You reach the bridge after climbing the interior stairs and look around. It's actually pretty clean compared to the rest of the ship you've seen so far and you begin to look for any documents listing the ships cargo as you figure they must carry something like that. A large binder laying on a small desk holds what you're looking for a sheet helpfully called a cargo manifest listing the ship should have nearly 200,000 gallons in its tanks but that entry is dated over a month ago.


your leafing through the manifest hoping to find a more recent date inside when a loud bang echoes from the stairwell behind you. The sound was that of two metal items meeting each other hard like for example a hatch being pushed open hard into a wall. You turn aiming your pistol at the doorway as multiple sets of feet start to stomp up the stairs along with the guttural screams of living infected. the only way out of the bridge besides the stairs being through the windows.

>Hold position
>Run
>>
>>6406345
>Hold position
We're in a defensible position. Don't let them make it through the door.

200k US gal. is a tiny amount and means it was essentially sailing empty. Even a small tanker would hold millions of gallons (a T2 tanker had a capacity of 5.5 million US gal. for example).
>>
>>6406345
>>Hold position
>>
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518 KB GIF
>>6406345
>Hold position
incoming tinnitus
>>
Rolled 1 (1d20)

>Hold position

While the drop from the bridge to the deck below isn't that far you've jumped from far higher in training after all you would still rather not risk a broken ankle on an infected occupied ship. Your flashlight you quickly shove into your belt and take a proper shooting stance as you hear the thumps as the first the infected reach the hatchway in front of you the windows of the bridge giving you enough light to shoot by. The first one comes into view a dark skinned man wearing a pair of overalls stained with something dark either oil or dried blood if you were to guess. His lips peeled back in a permanent snarl, his cheeks sunken in from starvation, his dumb infected mind not allowing him to know how to leave the ship to find anything to eat a few more days and he would join his undead brothers off the ship. You began to fire your pistol as fast as you could.

Could I get a 1d20 best of three im rolling for the infected
>>
Rolled 16 (1d20)

>>6406705
Lol, lmao. Self-disposing enemies?
>>
Rolled 2 (1d20)

>>6406705
check'em
>>
Rolled 14 (1d20)

>>6406705
>>
Your first two rounds strike the dead sailor in the upper chest but this isn't enough to kill him outright the nature of pistol calibres being what they are. The nature of the living infected is one of simple knowledge clumsily opening doors maybe turning on a faucet to drink from but it seems life onboard a ship is a bit much for their simple minds as the first infected trips over the knee knocker of the hatch onto the bridge. You're almost startled when the infected man slams face first into the floor of the bridge but you retain enough of your senses to point the barrel of your pistol at the back of his head and end him.


Three more infected pile on up the stairs and if you hadn't watched it happen you wouldn't believe it but every single one trips on the knee knocker and face plants into the corpse of the first, each receiving a 9mm round to the back of the skull for their trouble. You stand there for several long minutes, ears ringing slightly, your cheap foam earplugs not really doing much to help protect your ears. No more infected climb the staircase so you look back to the paperwork you had been looking at before finding no more recent manifests you decide to call in the ship. Watching as a slow trickle of infected begin to swarm past the semi truck blocking the road probably attracted to the noise of your truck and drawn close by the gunfire.


“Richard Synder, this is Corporal Foch. I've boarded the tanker and the manifests onboard say there's 200,000 gallons of diesel in the tanks. Is that enough for you?” The captain responds pretty quickly. “Shit she's almost dry but that's enough to fill my tanks nearly a dozen times. I'm going to bring the ship in alongside the tank, be warned the few times we've come this close ashore before we've attracted a lot of attention so be ready to defend the ship.“ The only real way to board the ship by the infected is by the rope ladder up which you could just lift it up but letting the infected take the pier could be a problem if the sailors need to go ashore for some reason. Or you could save your ammo and not take on any of the infected that would arrive.

>Save ammo
>Defend the Pier
>>
>>6407163
>Save ammo
Eh, if we need access to the shore, we can shoot them later.

But who says saving ammo means we shouldn't take them on? Brunswick is a major export terminal for not just cars but heavy plant and the lots at the waterfront should still have a bevy of heavy vehicles sitting on the tarmac. The nature of export vehicles means they'll all have their keys in the ignition and a couple of gallons in the tank. Why expend ammo picking them off as they arrive when we can clobber them with an excavator, crush them with a dozer or flatten them with a bus, dump truck or combine harvester instead? Kill them by vehicle-fu instead.
>>
>>6407163
I imagine the refueling will take some time, also is this ship going to join the Richard Snyder as a fleet tender? Along the lines of suggestion here:
>>6407244
>blockade the pier with vehicles
I'm open to using ammo to get the zombies that make it past.
>defend the pier
>>
>>6407425
You not sure yet if the sailors intend to actually take the tanker with so little fuel on board or even if its actually that low, but you are sure it will take some time for the sailors to siphon what they need when they arrive
>>
>>6407435
I'm assuming the fuel it's talking about is whatever dregs are left in the hold. Whatever's in the ship's own fuel bunkers is a whole different matter.
>>
>>6407438
Yes you have no idea what the ships actual fuel situation is because you are just a ground pounder
>>
>>6407163
>>Defend the Pier
>>
Save ammo
>>6407244
defend the pier
>>6407425
>>6407596


While you dont want to burn your limited ammo for the MK48 letting the infected have the pier is probably not a great idea so you decide to just kill what you need too to try and wedge the truck you came in with into the small gap left by the semi and its trailer. You step out of the bridge structure and make your way over to the rail next to the rope ladder. As you do so you actually start to hear the sound of a engine to the east leaning over the railing. You look past the ship's bridge and see a ship starting to sail under the bridge from the ocean. Its the Richard Snyder you presume. Its actually quite a bit smaller than you expected even though you knew coast guard ships tended to be much smaller than proper navy ships.


You dig your binoculars out of your bag and get a closer look at the ship. It's maybe only 50 meters long and has a single turret on the front of the ship, probably a 25mm if your experience with army equipment means anything when identifying coast guard guns. There's also a pair of of mounted .50 cals on the upper railing of the ship one pointed at the southern shore the other the north. You can also see the crew moving around the deck in their kinda goofy looking dark blue uniforms.


Turning away from the ship you use your binos to look at the infected starting to crowd onto the pier. It's all living infected for now and you do notice that they seem torn between looking at you on the ship and staring at the Richard Snyder sailing up the river. Deciding to get clearing the pier out of the way you prop your MK48 on the railing and check to make sure the 100 round belt is ready to fire. Kneeling down you look through your red dot and eye up the first target. A lanky looking man wearing nothing but a pair of basketball shorts caked in blood who is already starting to pick up a rock to throw at you


Horde combat DC of 35 could I get a 1d100 best of three please
>>
Rolled 78 (1d100)

>>6407637
>>
>>6407637
Forgot the image heres the real life Richard Snyder

The ship is apparently named after a coast guard sailor who got a silver star during an amphibious landing in ww2 against the Japanese
>>
Rolled 25 (1d100)

>>6407637
>>
Rolled 55 (1d100)

>>6407637
>>
The infected man's arm is cocking back to throw the rock at you when you pull the trigger sending two rounds into him, the first into his neck the second right into his forehead killing him permanently. Your already shifting targets before the first one is fully done crumpling to the floor. A three round burst for each of the infected on the pier seems to do the best at killing them with the downward angle you firing means you unfortunately can't rely on overpenetration to kill more than one with each burst.


A total of 43 rounds and a minute later all of the infected lay crumpled to the ground dumping you bag on the deck you quickly climb down the rope ladder. You quickly pick your way through the corpses which stay dead for at least an hour. Making your way over to and past the semi you reach the ford ranger. Not bothering to turn it on you just pop the drivers side door open and put the truck in neutral and with some effort push it into the gap between the semi and the edge of the pier.


You can't see any infected coming down the road right now but you figure some will be attracted by the sound of suppressed gunfire. Making sure the truck wont move you slip under the semis trail and quickly jog back to the tanker. The Richard Snyder was just coming up to the tankers north facing side now so you make your way back up the ladder and across the deck. You arrive just in time to watch as the coast guard ship somehow moves sideways to come into contact with the tanker, the only thing separating the two being what looked like mattresses tied to the railing of the ship. The coast guard ship is much smaller than and shorter than the tanker so your looking down at the deck of the ship as a man shouts up to you. “Hey you got any line to let down for us to climb or a ladder?”


No action needed next post tomorrow
>>
Looking around the deck for anything to use for a moment you see some cables but not much else then you remember the ladder on the other side of the deck. You scramble across the deck and quickly untie the ladder from the south side and tie it off on the north side railing before throwing it down to the ship below. The sailors down below mill around for a moment before four of them step up to the ladder and begin to climb up one at a time.


While the first one climbs you take a closer look at the ship the first thing you really notice is the fact every single sailor down below is armed, its a mix of M16s, M4s and you even spot a pair of shotguns amongst them you wouldn't think the coast guard would have that many rifles onboard such a small ship. The first of the sailors gains the deck of the tanker and offers you a hand to shake, he's an older man with an M4 slung across his chest. “Corporal Foch, I take it?” You take his hand and shake “That's right” He nods “Im chief petty officer Alfonz, what kind of condition is the ship in?”


You tell the Chief about how you've killed at least four infected crew on the bridge and you're not sure if there's any more below decks, you likewise also inform him you have no idea if the ship has any fuel. The impromptu report ends just as the fourth and final sailor pulls himself up over the railing. He nods and then turns to two of the other sailors ordering them to go see if they can confirm the diesel is actually on the ship.
-
The chief nods over to the bridge structure “We need to check out the engineering spaces and we need to search the storage areas for some hoses to siphon fuel from the tanks with which do you want to do, soldier?”


>Search the storage areas
>Check out engineering
>>
>>6408465
>Check out engineering
ENJINS
suppose the other people can also strip the ship of useful supplies if we're not taking it
>>
>>6408465
>>Search the storage areas
>>
>>6408465
>engineering
more places for zombies to hide, more room for for an experienced ranger to shine
But do they have a better spare gun for clearing rooms, as the MK48 is not so mobile.
>>
My replacement has not shown up at work so sadly no post tonight feel free to keep voting
>>
Rolled 13 (1d20)

>Check out engineering


You have no idea what you would be looking for in storage so just covering the sailor you go with down into engineering works far better for you. “I'll go to engineering” The Chief nods “Your with me then soldier you got something a bit more maneuverable than that MG?” You pull out your Sig p320 from your pouch. The chief just kind of stares at you as you rack a round into the chamber making sure the magazine was the full one and not the one you had used to kill the infected on the bridge all 21 9mm rounds gleaming inside it. “Your with me then Corporal” sa9d the chief, he then looked to the fourth man of his team who hadnt gone to look at the tankers stores. “You go grab those morons and search the storage rooms for hoses” The man nods and walks off to grab the other two men.


The chief and yourself make your way into the bridge structure and then down the staircase that you assume the infected had come up. He had an M4 with a flashlight duct taped to the barrel and you had your pistol and big maglite flashlight for once you are the person with the least firepower. The lower decks of the ship and the engineering spaces really start to tell the tale of what happened to this ship. There's quite a bit of blood on the walls and a single corpse sitting at the end of the stairs most of its head gone. You've gotten pretty used to the smell of rot and decay over the last month but the chief seemingly hasn't as he has to stop and retch for a moment leaning against a bulkhead. The retching sound seems to grab something's attention as there's a sudden crash within the dark halls of the engineering spaces.


could I get a 1d20 best of three please im rolling for things going bump in the dark


once again sorry about no post last night, while I wouldn't immediately go to prison for leavening things unattended at work I would probably have to talk to some feds if something happened to it
>>
Rolled 15 (1d20)

>>6409378
BUMP
>>
>>6409378
>I wouldn't immediately go to prison for leaving things unattended at work I would probably have to talk to some feds if something happened to it
Uhhh.. be well BrinkQM, we miss you
>>
Rolled 20 (1d20)

>>6409378
>>
The chief stands up quickly still looking green even as three undead slowly shuffle out of the dark, their poor eyesight and a week of being trapped in the ship meaning they're nearly blind as you shine your flashlight at them. You've never really gotten much training with handguns in the past, just some basic familiarization with them during basic and later RASP, but you seem to be pretty good with them. With calm born of intense training and a month killing infected you one by one pop each of the overall wearing undead sailors in the head with the handgun as they stumble around.


As the last of the undead fall you look to the chief “You good Chief?” He mostly just looks to you and your handgun and then at the corpses now lining the deck “Dont suppose you know how many of the crew got off this boat?” You shake your head “well these boats tend to carry between 15 to 30 crew so we could have quite a few still down here” You've killed a total of 8 infected on the ship so far but you kind of doubt there's any more down here that aren't trapped behind a hatch or something.


You and the chief eventually come to a large room filled with what you figure are the ships engines and the chief quickly heads over to a large tank marked service fuel oil. “If they have any fuel left in the tanks there should be some in here” He said as he pulled out what looks like a fishing reel with a metal cable and a large metal weight on the end of it. The chief climbed a ladder onto the tank while you covered him watching the dark corners of the room. He lowers the weight into the tank feeding the line into it for what feels like forever until there is a very audible clang as it hits the empty tank's bottom. “Well fuck” The chief mutters, he reels in the weight and stows the tool before climbing down the tank. “We can see if the side tanks or the main tank have anything or we can say fuck it and get out of here this boat doesnt even have much diesel anyway”


>Check the other tanks
>Lets go
>>
>>6409739
>>Check the other tanks
>>
>>6409739
>Check the other tanks
we came for fuel, we're going to leave with fuel
>>
>>6409739
>Check the other tanks
>>
>Check the other tanks


You shrug at the chief “We might as well check the other tanks while we are here” The chief proceeds to begin searching the floor of the engine spaces with his flashlight while you continue to cover him with your pistol. He eventually finds a small covered hole in the floor and opens it and lowers the weight on the weird fishing rod thing down into it. You actually hear the weight splash into the fuel inside but instead of a look of triumph on his face the chief just looks confused.


“Why the hell is the service tank empty if they have fuel?” He says while slowly reeling in the weight while crouched over the hole. “That going to be a problem?” you ask, looking over your shoulder at him as you continue to watch the dark area around you. The chief finishes reeling in the weight and making a so so gesture at you with his hand. “Maybe? The service tank should just pump out of the bottom tank normally and be mostly full, otherwise you can't really start the engines outside of getting them to turn over a little.“ He recovered the hole and gestures toward the way you came. “With the service tank empty it's going to take time to get it going, we should talk to the captain and see what he wants to do”


The two of you quickly make your way back to the deck seeing that the three sailors you had left up there had found a large fire fighting hose and were using it to pull diesel out of the tanks and down to the RIchard Snyder. Its lucky the coast guard ship is much smaller than the tanker as it makes siphoning much easier. You and the Chief make your way down the rope ladder to the deck of the coast guard ship and he leads you to the bridge where you get to meet Captain Sinclair


Captain Sinclair is a young man which you should have realized by the size of his ship and only a lieutenant but he seems pretty calm and put together for a junior officer. You deliver a salute to him like a stink in the army had taught you and stand at attention. “Corporal Foch I assume” he says to you before turning to the chief who fills him in on the condition of the tanker. Sinclair listens quietly until the chiefs finished before turning to you “The tanker is mostly empty but still has enough fuel to supply a good chunk of the other diesel boats we are to meet up with in your opinion Corporal is it worth the risk to fully clear the boat and begin whatever repairs necessary especially if we need to go ashore for parts?”


>Yes the tanker is worth it
>No cut your losses
>>
>>6410313
>Yes the tanker is worth it
Where would we put it? If we're only moving it out into the sound to drop anchor we may be better off towing it with the cutter on the fall tide or thieving a tug from the East River terminal or one of the local dredging operations instead of cocking about making major repairs.
>>
>>6410313
Healthy disclaimer that the Rangers are not known for being a naval people. Getting the tanker represents a new mobile base that can be the start of something much bigger to support a growing fleet.
>Yes the tanker is worth it

>worth the risk to fully clear the boat
What's shipboard real-estate worth now anyway? Can the Richard Snyder fit more survivors?
>>
>>6410343
Im not sure if the cutter could haul something as big as the tanker, you would have to find a tug if you wanted to tow it

>>6410532
The cutter normally has a crew of 24 which seems like its pretty tight quarters already and you for sure saw a few survivors looking at you as you came down the ladder
>>
File: boot.png (1.65 MB, 1600x1066)
1.65 MB PNG
>>6410533
Sentinel cutters are able to tow other vessels, it'd just be slow and careful going to not crash and require a wary eye on the tide table and trying to bring it beyond the sound is out of the question. A typical tug wouldn't have more power (they're just very compact, the Sentinels are no slouch) but would have much better control. That said, how big is this thing? I've been taking it as a small to medium-sized coaster like picrel.
>>
>>6410565
You nailed it on size this isnt one of the massive tankers but still sizable
>>
>>6410313
>>Yes the tanker is worth it
>>
>Yes the tanker is worth it


You're not a sailor so for a second you wonder why the captain would even care what you think until you realize he's asking because you have experience dealing with infected close up. While the ship is low on diesel just having something that can hold that much fuel could be useful and in theory could be used to hold traditional fuel or even refilled somehow at a later date. Finally you nod “Its mostly clear now with the amount of noise we made clearing out engineering and the ones I killed up on the bridge and as long as the parts we may need are in the terminal and not across the river in brunswick proper we can probably get it” The captain turns back to the chief “I want you and seaman Axel working on the tanker get a list of what parts you need from our ranger here to get from the terminal”


After a few minutes of technical discussion the captain sends the chief off and summons a sailor to take you down to stow the parts of your gear you don't need. The bunk your led to in the bowels of the ship is a simple foam mattress and you're going to be sharing it with one of the civilians onboard and two of the sailors presumedly sleeping in shifts. You head back topside to a get a feel for the ship and crew.


The chief and another sailor presumably Seaman Axel climb back up the ladder a few minutes later There's actually almost a dozen extra people on the ship most of which are clearly civilians but three aren't. The first is a middle aged man in camo BDUs with a national guard patch cautiously watching the shoreline on the aft deck, a M4 hanging at his side. A second uniformed person, a woman this time is in the galley wearing the green nomex coveralls of a pilot, a pistol tucked in her holster and to your surprise a blood stained hammer of some type leaned between her legs. The last non civvlian or sailor you find is a police officer in full riot gear grumpily standing watch over a pair of men in orange prison jumpsuits tucked away in the berthing space, he's armed with a Mossberg 590 shotgun and a baton tucked in his belt. Your probably going to ashore again and it wouldnt hurt to try and get an extra hand to help which of these three should you speak to first?


>The national guard soldier
>The pilot
>The policeman
>>
>>6410698
>The national guard soldier
The rest seem busy.
>>
>>6410698
>>The national guard soldier
>>
>>6410698
>The pilot
You too, huh?
>>
Rolled 3 (1d3)

>The national guard soldier

You at least have time to talk to one of them so your going to start with the soldier mostly because the cop seems busy and the potentially crazy pilot armed with a hammer kind of scares you. He eyes you up as you approach your MK48 slung low and give him a nod. “Corporal Foch, 75th rangers, you?” The part time soldier grunts and turns to you holding out his hand for shake and speaks when you accept and shake his hand “Sergeant Henderson 118th field artillery” You point to his M4 clutched in his other hand “You get much chance to use that?” The sergeant looks at the rifle for a second “Yeah used it plenty trying to get out of Savannah until we got picked up at the waterfront along the river by the coast guard”


You decide its best to see if you can get him to come along when you have to go ashore “Listen the captain is going to need some parts from the terminal and I wouldn't mi-” The soldier cuts you off before you can finish your sentence. “Sure Ill come along, the faster we get out of here the better” he said grumpily, still staring out at the north shore which is slowly crowding with infected both living and undead. The soldier added to your team you look around wondering if you have the time to go talk to another of the non civilians

The roll on this post will determine if you have time to speak to the other, 1 means you dont 2 means you have enough time to talk to one more 3 means you can talk to the third, if you have time who will you speak to?


>The pilot
>The cop
>>
>>6411157
>>The pilot
>>
>>6411157
>The pilot
See if she really is crazy and what the deal is with the hammer
>>
>>6411157
>The pilot
As much as i want that cop and riot armour+shotty that can easily resist bites/claws nobody else is likely trained to properly restrain prisoners...
>>
>The pilot


Turning away from the grumpy national guardsmen you make your way back into the ship's interior intent on seeing the pilot next since the chief isn't back yet with a parts list. The pilot is still sitting in the galley at one of the table just kind of staring off into space one hand resting on her hammer which you finally get a good look at. Its handle is as long as a sledge hammer but the head is more similar to a roofing hammer, clearly some type of weird construction tool that this pilot clearly has appropriated for smashing in infected skulls. Her overalls are splattered here and there with dried blood and the only real identifier on her is the patch on her center chest denoting her as a Warrant officer, her name patch saying Sullivan.


Coming up to the woman you stand there awkwardly for a second trying to suss out what kind of warrant officer she is, the rank known to you being in the weird place between senior enlisted and officer. “Hey” This gets the pilots attention and she turns to look at you kind of staring through you until recognition crosses her face “You a ranger?” You smile realizing finally shes army just like you “Yeah 75th 1st bat” That odd kind of look remains on her face as she digs around in her pockets for a second. “I was a copilot on a blackhawk for some rangers from the 2nd battalion, we were doing search and rescue ops in downtown Savannah” Her hand came out of her pocket holding five blood coated dog tags by the chain. “The pilot in command clipped a building with our main rotor and had to touch down in a parking lot, he and them didn't make it out of the city, you should have these” She presses the tags into your palm and turns back to staring at the bulkhead. This pilot has seen a lot but someone who made it out of downtown Savannah with a hammer and pistol and managed to retrieve the tags of five dead rangers must be worth something on the ground. Should you take her with you?

>Yes take her with you
>No she's clearly traumatized
>>
>>6411731
>>Yes take her with you
>>
>>6411731
>Yes take her with you
>>
Your hesitant at first to offer to let her come with but you need bodies and you don't trust the sailors to be worth a damn ashore with the infected both due to a lack of training and a lack of experience the pilot at least will have had SERE training and the experience. “Hey” you say to get her attention again. Once she turns you make your offer. “Im going to have to go ashore in a bit to get some things for the captain. Would you be interested in tagging along?” She stares for a moment “Yeah, Ill come along as long as I get to kill some of those fuckers” While an incredibly unnerving statement to hear, as a ranger you've heard far more deranged shit from your fellow soldiers so you'll take it, You inform her you'll come get her when its time


The conversation is done with the pilot and still no returned chief you head in the berthing area and find the cop guarding the two prisoners. Hes a big man easily carrying himself and the heavy riot gear his shotgun slung low on his chest he eyes you carefully as you approach. “Corporal Foch” You say holding you hand out to shake which the officer takes with some hesitancy “Officer Brown Savannah metropolitan police” You nod to the two prisoners “Whats the story with these two?” The big man snorts . “Your looking at the last two occupants of the Coastal state prison, one Mr York and one Mr Smith a dealer and car jacker respectively” The two men sit sullenly on the floor looks of undisguised hate for the cop clear on the faces, you also notice both have been handcuffed to the bunk supports. Turning back to the cop you give him a questioning look “Id think the cops in the city would have more important stuff to deal with than a couple felons” He shrugs at you “I thought the same but early on we got ordered to the prison to help clear it out of infected and to release anyone with non violent charges, these two didn't fit the bill so I got told to keep an eye on them.“ He leans on the bunk with a sigh “Things got worse and worse in the prison we kept losing officers to bites and desertion as the month went on until there was only about a dozen of use left and we only held one of the prison barracks we decided to cut and run when we heard there was a coast guard ship in the river picking people up” He nod to the two prisoners “Just me and these two hicks made it to the docks and got picked up” He probably won't leave his two prisoners to come with you unless you convince him to do something with them


>Have a sailor watch them
>Why not just free them?
>Just dump them ashore


no matter your choice could I get a 1d100 best of three please
>>
>>6412332
>>Why not just free them?
shit a dealer could provide stash spots for drugs which could be valuable trade items later.
>>
No post tonight as Ive had some work things come up feel free to keep voting
>>
Rolled 75 (1d100)

>>6412332
>Why not just free them?
frankly, we got way bigger fish to fry than a pair of bottomfeeders and a couple of people with street smarts and the ability to knock heads together could be useful. We can't keep hauling them around as deadweight, so let them either take their chances out there or pull their weight here.

>>6412879
do a roll, anon
>>
Rolled 83 (1d100)

>>6412879
rip i forgot
>>
Rolled 73 (1d100)

>>6412332
>Why not just free them?
>Just dump them ashore
Ask if the goons they will pull together with this crew or if they want to take their own chances outside.
>>
>Why not just free them?

You look to the officer and then two skinny men in orange and then back to the officer again “No offense Officer but what's the long term plan here?” He shifts on his feet looking at his prisoner too “Ill be honest I thought I would transfer them to the next prison or police department we found but uh, I guess from what it sounds like thats not going to happen” The officer looks at the prisoners properly “You boys going to behave yourselves on this ship if I uncuff you? Because if you dont I wouldnt be surprised if the captain dont just shoot you or dump you over the side” The two felons give quite good assurances that they would behave themselves and the officer uncuffs them.


He turns to go inform the captain he's set his two prisoners free when you stop him “Hey listen I'm going to have to go back onto land here in a while to get some stuff from the captain I'd like it if you could come along” The officer shrugs “Sure corporal Ill come along dont got much to do here now anyway” The officer leaves and you decide to use what time you have left to do an inventory of your gear, the two former prisoners talking to each other over in the corner.


You have now
685x rounds of 7.62 in 3 200rd belts and one 85rd belt currently in your gun
34x 9mm rounds 21rds in one mag and 13rds in your spare
1x fixed blade knife
1x pry bar
1x makeshift IFAK
1x civilian radio
4x cans of chicken noodle soup
1x 5.56 Mag with 12rds
1x MK48
1x Sig P320
1x M9 Beretta
1x M9 magazine empty

Do you want to bring your duffle with all of your kit or do you want to try light with just your guns? If you travel light you would still have all of your ammo but leave behind everything but the IFAK, M9 and your knife.


>Travel Heavy
>Travel Light


Slight ooc note I included a M9 on the body of a dead coast guard member but apparently the US coast guard issued p229s and are moving over to glock 19s unlike literally every other armed branch, im not going to change it now but still
>>
>>6413472
>Travel Light
But take the prybar too. It's a small item and we may need if it we're breaking into places.

Where are we going, anyway? I doubt we'll find ship parts here at Governor's Island, this is just a vehicle terminal with no maintenance facilities. We may have better luck up the East River docks and marinas in town. If we're really unlucky, we may need to head to the Navy yards at Mayport. I don't suppose there's any other large ships tied up at East River?
>>
>>6413472
>>Travel Light
Plus the prybar like the other anon said.
>>
>>6413472
>travel light
Keep a prybar and knife in case we need it.
>>
>Travel Light


You're not going to need most of your things so your going to leave your duffle bag here along with the beretta though you do slip your pry bar onto your plate carrier webbing on the off chance you need it. A quick check of your guns and your back on the deck just in time to see a grease stained Chief and seaman climb down the ladder he gestures for you to come over. He looks annoyed and tired as you approach. “The pump to the service tank is scrap. It can still feed the engines but there's no way to get fuel from the settling tank to the service tank, which is probably why the ships crew stopped here to get out and the infected on board probably.” He points across the river at the north shore which has been slowly filling with living infected staring at the ship. “There might be a proper pump over there but I kinda doubt anyone wants to deal with them. Weve got two options for a jury rig fix on the tanker, The first is we find a spare transfer pump for some of the heavy vehicles here or we find a hand pump whichever we find you're going to need to head to the terminal's maintenance storage.” He points past the bow of the tanker “If you can't find a either of those in the maintenance storage your going to have to pull one off one of the front end loaders but I'd rather have a new one as bunker fuel is going to be rough on one of those things, Your going to take seaman Axel with you as hes one of our Machinery technicians” The younger man waves at you from where he leans on the railing just as stained as the chief a M16 casually slung over his shoulder.


The chief heads off to tell the captain what's happening and you gather your team made up of Warrant officer Sullivan, Sergeant Hendesrson, Officer Brown and Seaman Axel. Your objective is one or both of the large buildings in the center of the terminal which Seaman Axel seems to think is the maintenance storage or atleast repair area for the port's heavy machinery. Your going to just travel in a simple wedge formation once your on the ground as your little team is probably a little too inexperienced to travel in anything more complex. Is there anything you want to look out for in terms of supplies while traversing the terminal?

>write in anything you may want to look for

and could I get a 1d100 best of three please
>>
Rolled 33 (1d100)

>>6414163
>write in anything you may want to look for
Tools and machinery we may not have aboard. A cutting/welding torch, a heavy jack, specialist tools, heavy-duty power tools. Secondary priority goes to any spare parts we may need for ship maintenance. Tertiary priority is literally anything that's not nailed down with focus on workshop machinery like a drill, lathe, sander, PC with CAD software, miller and laser cutter and metal billets and sheets and assorted electrical and mechanical components.

Ambitious? Perhaps, but I want to strip this place to the walls, we can borrow a loader to help move it all (and flatten any errant zack) and we've got plenty of space aboard the ship to store everything and use to set up a basic workshop.
>>
>>6414163
>write in anything you may want to look for
Like other anon said, Welders, torches, tools, and power tools along with their batteries. Also, any type of fuel for said tools like propane or Gas cylinders. Not to take back though as they are too heavy, just to note for any further incursions.
And where there is machinery there should be at least the basic amount of medical supplies for injures, so keep an eye out for that too.
>>
Rolled 11 (1d100)

>>6414474
>>6414163
>>
Rolled 36 (1d100)

>>6414174
>>6414474
We have empty fuel containers in the ship to store flammables if we get lucky enough to find any fuel stores. We should also keep an eye out for that and any spare pumps or generators. Shit even something like solar panels would be helpful.

The only fuel I think we cannot store easily would be something pressurized like propane, given it's a gas. Other fuel would be easy though. Even if its propane assuming we can lift the container and drop it at an empty fuel tank it would still be good.
>>
>>6414481
bit of a moot point considering we're not finding anything at this rate kek
>>
Rolled 1 (1d20)

You borrow the rope ladder to climb back down to the pier, warrant officer Sullivan the next on the ladder and notice that a large amount of the corpses you made there earlier are gone, most likely having reanimated and either wandered off or fallen off the pier into the water. Sullivan almost immediately starts delivering blows to the heads of the remaining corpses with her hammer while the rest of the team climb down the ladder Seaman Axel looking a little green at watching the pilot make sure they are dead. You get your team reorder and begin your march to the maintenance sheds.


The pier has two entrances, the one you entered on and another to the west which is also blocked by a large loader with quite the number of bloody hand prints around it from undead banging on the machine. There's thankfully no operator still inside the vehicle and the sheds your after are pretty close, the only thing separating you and them being a maze of heavy machinery parked in front of it. The large yellow machines are haphazardly parked as you imagine many of the operators wanted to get out of the busy terminal as it became overrun with undead. Speaking undead you stop and the rest of your team does as heads begin to poke over the edge of the smaller loaders then quickly back down again as the sound of pounding feet reaches your ears. “Guns up!” You call out as the first of the infected round a loader.


Personal combat 1d20 best of three beat my roll
>>
>>6414609
fun fact this is the fifth 1 rolled in this thread two of them by me
>>
Rolled 19 (1d20)

>>6414609
Go back to zombie school
>>
Rolled 7 (1d20)

>>6414609
EZPZ
>>
Rolled 19 (1d20)

>>6414609
time for nat crit again

>write in anything you may want to look for
clean clothes
>>
>>6414483
Yeah we have shit luck for finding loot lately. Good at kicking zombie ass at least so that's nice. Means we live longer and lose less people.
>>
The first infected to round the corner is a young man in a faded and blood stained suit, your not even propping your heavy gun on anything as you shoulder it and squezze the trigger just enough to send a single round. The 7.62 round zips out of the barrel of your gun and suppressor and right into the head of the infected man dropping him with not much more noise than an unsuppressed pistol. Six more infected round the loader you dropping one more yourself and your companions killing the others with the louder snaps of rifles and Oficer Browns shotgun the only person who makes less noise then you is WO Sullivan who is making use of her M17 handgun to kill the infected seeming to know better than to sprint into melee with her hammer in front of a firing line.


You stand there last of the infected down you stand still listening for any more living infected to rush at you but none arrive despite the amount of noise you've just made. After youve confirmed your clear for now you signal for your team to keep moving only having to go back and grab Seaman Axel as he didnt understand your hand signals. The maz of abandoned machinery makes the trip to the maintenance shop take far longer than you initial hopped but you do arrive finally.


The two maintenance sheds are pretty damn big. The two are right next to each other. The massive hangar style door hangs open on the one to the left closest to you and the one on the right is closed.However the shed on the left with its open door has already been the site of at least one fight: a makeshift barricade made of barrel, pallets and a row of lockers blocking entrance to the place. Officer brown who is the only one with a flashlight on his gun approaches the barricade and shines it into the dark confines of the massive shed. “Its clear I think” He says after a moment. You're going to be looking for the pumps you need along with various tools, industrial supplies, parts and a medkit to supplement the shitty homemade one you currently have.


alright loot rolls could I get 2d20 best of three please
>>
Rolled 19, 10 = 29 (2d20)

>>6415041
>>
Rolled 14, 2 = 16 (2d20)

>>6415041
>>
Rolled 6, 14 = 20 (2d20)

>>6415041
rollan
>>
Brown holds the barricade as yourself and the rest of the team approach and carefully scale the makeshift last stand barricade and come face to face with what's left of its defenders. There's 10 corpses just past the barricade scattered around, most of them wearing overalls and in the beginning stages of decomposition. Each corpse is covered in bites and has received a single gunshot wound to the head, most likely a parting mercy from one of the crew armed with a gun. You're confused at first why or how any of the terminal employees would have made a stand here and died so recently until you realize the overalls are the same as the ones worn by the crew of the tanker.


You leave Seaman Axel to begin looking for the pump you need while you search the rest of the metal shed. A 11th corpse is found propped up into the farthest corner of the building an old looking revolver shoved into its slowly rotting mouth. As you stand there looking at the corpse, Sergeant Henderson walks up beside you and crotches down to look at and eventually pry the revolver from the corpse's bony grip. He presses on a mechanism on the gun and the top breaks open allowing 6 empty cartridges to spill free from the cylinder and onto the floor. “Well this thing is worthless” The middle aged man says looking at the gun. You give him a questioning look. A gun is a gun after all and is far from useless these days. “It's a Webley, british service revolver it's chambered in .455 which is a damn rare round” He tucks the revolver into his own webbing anyway along with the spilled cartridges.


While you and Henderson were over eying up a corpse, Axel and officer brown had managed to find both the pump you were looking for and a backup hand pump which is a nice fallback. Your main goal is you begin to search the shed for anything else you might want. Sullivan quickly finds an acetylene welder on a cart to bring with you while Brown finds a large tool box on wheels full of wrenches, drill bits and other items you're not super familiar with, apparently the officer having some familiarity with tools from a pre law enforcement career of some kind. Sadly theres no lathe or any power tools in this shed so if you are to find any you more than likely need to head into the other one but you already have quite a bit of loot to bring back with your small team. Do you want to risk encumbering them more?


>Check the other shed
>Just take what you have already
>>
>>6415711
>Check the other shed
The boat's right there and we've cleared the immediate area. This isn't the grocery store challenge, we can make a second trip.
>>
>>6415711
>>Check the other shed
>>
This might be your best chance to get tools you might need so your going to check out the second shed anyway despite everything you've already found. You have to dismantle part of the makeshift barricade to get the toolbox back outside along with the welder but you soon make your way over to the other shed leaving your new found loot nearby. This shed is sealed up tight, the big hangar style doors shut and with no way to open them from outside you have to head over to the smaller regular door which you find locked. After trying the handle you stand there with Henderson trying to decide how to get the door open and your about to turn to the rest of your team to ask if anyone knew how to pick locks when Brown in a huff walks up and delivers a hard boot to the door right next to the door knob. The door shudders and the frame bends slightly and Brown follows up with two more swift kicks, the third kick sending the door banging open.


The interior of this shed is dark just like the other one though much more so due to the lack of sunlight coming in from the hangar door. Sullivan, who does not have a flashlight, apparently stays at the door to watch as the rest of you flick on your lights and begin to search the dark shed for supplies.

another chance to find what you want could I get a 1d20 best of three
>>
Rolled 17 (1d20)

>>6416145
>>
Rolled 20 (1d20)

>>6416145
>>
Rolled 3 (1d20)

>>6416145
good shit for multiple trips.
>>
This shed was clearly where the terminal kept a lot of its machinery for making or modifying parts for the dozens of heavy duty vehicles which operated here. Henderson quickly finds a wall full of various power tools and their batteries, grinders, drills, and saws all of which got pilled onto a wheeled cart. Seaman Axel calls you over to a corner of the room where a large lathe sits. Its faded dark blue paint tells you it's pretty old but that's just fine as a new one would more than likely be too big to easily get onto the ship. There is the problem of its weight however lathes like this weight close to a thousand pounds and you'd rather not have to try and work one of the heavy loaders outside to move it. Brown comes to the rescue when he interrupts you and Axel brainstorming how to move it by pointing out a forklift on the other side of the shed which Axel helpfully adds he can drive. The last time to be added to the pile of power tools on the cart is a stop the bleed kit you take from a box on the wall


Your team finishes gathering everything up while Axel winches the second shed door open and picks up the lathe with the forklift carefullying carrying it outside. With all of your loot Henderson, Brown and Axel won't be able to shoot or fight immediately as they will be pushing a cart or in Axel's case driving a forklift so only yourself and Sullivan will be able to react right away to danger. You could also just make two trips and have more guns on hand but that could risk attracting more undead into your path.


>make only one trip
>make two trips
>>
>>6416574
>>make two trips
>>
>>6416574
>make two trips
We can even make off with the forklift too
>>
>make two trips

alright could I get 2d100 best of three please

DC of 60 because your making two trips
>>
Rolled 2, 80 = 82 (2d100)

>>6416989
>>
Rolled 5, 64 = 69 (2d100)

>>6416989
Don't scare me like that anon
>>
You decide to make two trips, the first with the lathe and the tool box the second with the cart full of power tools and the pumps. The first trip took far longer than the approach had the forklift having to carefully navigate the various parked heavy machinery and the occasional body some of which you know you didn't create and you figure were made by the tanker crew as they headed toward their last stand. Eventually you do manage to make it back to the pier the tanker was moored at leaving the Lathe, forklift and toolbox to be watched over by the pair of coast guard sailors ordered to watch the pier.


The return trip is when you run into any real problems. A small crowd of living and dead infected have started to mill around the same place you had killed the first group on your way to the sheds. There's nearly 30 of them milling around a mix of living and dead infected. Your team arranges itself in a line and prepares themselves knowing what's coming. You're just laying down with your gun lining up the sights as the first of the living infected notices you and lets out an incoherent scream of anger and charges.


Horde combat could I get a 1d100 best of three please, no disadvantage because you chose to make two trips
>>
Rolled 48 (1d100)

>>6417454
pests
>>
>>6417454
Oh I forgot DC of 55
>>
Rolled 80 (1d100)

>>6417454
>>
Training takes over as around half of the horde charges you, the other half lagging behind their limbs heavy and slow with death. Red dot centered on the closest of the infected, a truly large individual covered only in a far too small hospital gown which is covered in open holes where bites had rained down on him in life. A quick squeeze and release of the trigger on the MK48 sends six rounds right into the infected man's chest; he still makes another three steps toward you until his body releases its dead and crumples. You shift to the next target only to see the infected you're lined up on and have the top half of its head taken off by Brown's shotgun.


You only get off two more bursts yourself before all of the living infected are downed by your team with only one not taking part being Sullivan who is studiously watching your six her handgun drawn. The undead follow up close behind their formerly living brothers; you don't even both firing at them allowing them much more precise rifles and shotguns to deal with a paltry 15 undead. As the last of the corpses fall Sullivan pushes forward her hammer in hand whistling a tune as she begins to bash the skulls in of those who have not had their brains destroyed yet.


You find the carts full of power tools and pumps unbothered and you also remain unbothered as you bring your loot back to the tanker. The two seamen on the tanker lower the rope ladder to allow for Seaman Axel to carry the electric pump up with a rope. Axel heads off to get started on getting the new pump set up. You spend the next several hours bringing your new loot up to the ship including spending nearly an hour hoisting the lathe up to the tanker with ropes. The lathe is safely tucked under a tarp for now and you team breaks up most heading down to the Cutter. You do the same heading for the cutter noticing the two seaman on the tanker guarding the pier have been joined by the two former convicts who have each donned an assortment of ill fitting clothes presumedly from the tankers crew. Do you want to speak to the two convicts or just head to the cutter to see what the captain's plan is?


>Speak to the convicts
>Speak to the captain
>>
>>6417876
>>Speak to the convicts
see what they decided to do, go back to land or stay.
>>
>>6417876
>Speak to the convicts
Motivate them with community spirit.
>>
No post tonight ran late at work feel free to keep voting or listing specific questions for the convicts
>>
You approach the two convicts who are about 10 feet away from the two seaman on the tankers deck quietly talking to each other. They look up as you come close, stopping their conversation. “Whatcha want” Said the one you're fairly sure is Mr York the dealer in a fairly typical deep country accent. “You two going ashore?” you ask, leaning on the railing next to them. They both look at each other and then back at you. “Maybe it depends on where the boats going” Said Mr Smith, the carjacker in a bit more urban drawl. The captain had said something to you on your way to Brunswick about going north but the exact end goal is completely unknown to you so you shrug. “North is what I hear about how much north I have no clue.” Smith scratches his chin “think we will go as far north as Raleigh? I'm from Raleigh and I want to check on my Ma” York looks at you with a questioning look on his face “I saw how bad Cavvnah got is that bad all around.” You point at the scattered corpses on the pier “Yeah Id say so” He continues to look at the terminal in as deep of thought as someone like him could manage. “Id rather not share a boat with that cop for too long, do you think weve got a better chance of getting to Raleigh if we stay on the ship or go by land?”

>By land
>By sea
>>
>>6418769
>By land
We might well be heading north, but it'll still be quite a way overland to reach Raleigh. Sides, these guys are like PZ players wanting to head to Louisville, they're going to need to gear up and get experience first.
We don't need our truck any more, they can take that. Avoid highways and cities like the plague.
They could go right back to Fort Stewart to gear up on their way past.
Avoid confrontation as much as possible. Don't fire an unsilenced weapon in an urban area unless they want to die. Make minimal noise.
Honestly, the odds are bad. Cities are deathtraps, we haven't directly seen a survivor since Statesboro(?) and if they go in, they might well not come out.
>>
>>6418769
>By sea
If they want pure chance if we drop them off by the shore, but like the other anon said they could go by land here and gain experience and knowledge of how to survive.
6 day walk, or a 5 or 6 hour drive in perfect conditions. (not likely)
So i guess 2-4 weeks by foot, and about a day or two if they take our car and somehow find enough gas.
I say whichever choice we pick, we tell them how all we know like >>6418803 said.

If no one else comes to vote, just roll 1d2 and see what the dice gods say
>>
>>6418769
>By land

They won't be able to gear up and gain experience if they go by sea. Stay away from urban zones and highways. Stay low and quiet. If they go by sea they will be directly fighting through hordes of undead while ill equipped, unless we drop them off in the middle of nowhere. Which is arguably even worse because fuck all to scavenge that way.

Realistically, the coasties are gonna head to a fallback point to regroup and then prioritize reclaiming high priority targets like fuel depots, armouries, and key ships like aircraft carriers. If they stay, they'll get dragged into that fiasco.
>>
By land

You weigh the two options while a trip overland would be longer and probably pretty dangerous it would also let the two get supplies and some experience before reaching a city the size of Raleigh. The trip from the shore to Raleigh however would be shorter and involve much less chance of encountering infected. A deciding factor for your suggestion is the Ford your leaving here with a quarter tank of gas. “You two should get off here and take the regular highways north, avoid the big towns and cities” You point to the front grill of the ford parked right up next to the semi truck blocking the south entrance of the pier. “I drove that here it should be good to go if you connect the starter. I suggest you guys try to get some weapons first though at least some crowbars or make some spears with stuff on the tanker a gun if you can beg one off the captain.” The two seem excited and begin to discuss what exact route they should use and you think of the M9 Beretta with your kit down on the cutter should you give it to them and some 9mm?

>Give it to them
>Keep it

apologies for the shorter posts the last few days I keep getting off work late
>>
>>6419255
>Keep it
It will encourage them to go loud immediately which will get them killed.
>>
>>6419255
>>Keep it
>>
>>6419255
>Keep it

They will have to hustle their own stuff.
>>
>Keep it


While you do have a spare pistol you're not sure how much you trust these two to not fire it off and get swarmed or if they are a particular type of felon use it on some innocent people down the line. You leave the two alone to discuss their plans figuring they would leave just as the cutter set off with the tanker following it. A trip down the rope ladder and you start your search for the captain.


You find Captain Sinclair on the bridge of the cutter as the sun begins to set, he nods to you as you approach “Corporal, I want to go over our orders and my plans with you since your the closest thing I have to a proper landing party leader.” He leads you over to a chart table covered with a large chart of the US eastern seaboard. “As my orders currently stand Ive been told to meet up with a flotilla of Coast guard and navy ships outside of Boston harbor and then to head north to some unknown naval station to retake” The captain draws a line northward from where Brunswick is on the map up to Boston. “Ive received no clearer details on which naval station we are going to hit and honestly I think my commanding officer doesn't even really know yet.”


After looking at the map for a moment, you notice a large amount of major east coast military bases covered with a red X you speak. “What's the situation in general look like?” The captain sighs deeply “The government, what's left of it at least has given up on most of the east coast ordering the navy south into the gulf and toward Texas, the coast guard and some smaller navy assets north to new england” the captain taps several army bases on the map “Any still intact army units are ordered to march west toward the midwest or texas while they still have the fuel and ammunition to do so” He then points back toward the large cities of the east coast “A standing order was passed down a few days ago that all forces are to maintain a strict 150 mile cordon away from any major metro area of a million people or more” He seems very uncomfortable about that. “West coast is more of the same, go east or north, avoid big cities, wait for orders.” Do you have any questions for the captain?


>ask a question
>>
>>6419741
Any plans to stop anywhere en route? There are fuel terminals in Savannah and Charleston we could have a go at filling the tanker with. Won't all those vessels be running low on diesel? And any army or naval bases worth dropping in in like Camp Lejeune etc. for equipment to help in whatever they have planned?
>>
>>6419741
Any shipping ports or warehouses worth hitting en route? Loads of shit stuck in cargo and warehouses just sitting there. We kinda need ammo and resupply anyway. Also, a tanker to refill. Those places aren't exactly full of people unless they're tourist traps or meant for boating.

Any plans on how to answer any broadcasts or pickup survivors enroute? Admittedly, our path isn't exactly the safest but still.
>>
>>6419741
>ask a question

>Have you heard any radio traffic units or naval stations outside of the US?

We've got tons of sites and units all over Asia and the Pacific. Given how things are going stateside I have to wonder how some of the more isolated places like Okinawa, Australia, Hawaii, Guam, Diego Garcia, and the Phillipines are holding up? Could be a good backup plan if the proverbial roof caves in for the US. Far less so if we haven't heard anything over UHF/HF though.
>>
>>6420193
Fuck, missed a word in there but you get the gist.
>>
>various questions

His finger traces a line on the chart from Brunswick northward to Savannah “We were at Savannah only a couple days ago and honestly things are real bad there a large section of the city has started to burn including large parts of the fuel terminals so thats out the question” His finger continues north up to Charleston “Charleston however is potentially worth going up the river for Diesel and even ammunition for both small arms and my ship as there's a significant Coast guard dock there and if the rumours are true the James a Legend class cutter never left her mooring” His finger continues north to camp Lejeune “Bad news on Lejeune however I know for a fact the base is gone, Real big crowd of infected showed up at the bases fence toppled it and swarmed the place, the air force levelved it to destroy the horde, The last I heard from the CDC was them falling back out of atlanta northward with a good chunk of a armor battalion with them but thats it”


The captain takes his finger of the chart and just leans on the table with a sigh “We might need to stop somewhere to pick up food supplies we've got enough to make the 3 or 4 day trip north to boston but its going to be pushing it, especially since with the tanker we now have the room to take on more survivors if we find them.” Still leaning on the table he listens to you ask about any units outside the country. “Early on we heard a lot of traffic of stuff like that, Guam reported an outbreak and went silent on us within the first weeks, anything in europe was told to fall in with nato forces for the foreseeable future as things are really rough there”


He lets out a breath “One of the Nimitz’s went dark in asia somewhere and is probably a floating graveyard, Supposedly there were no outbreaks on Okinawa the marines and JSDF doing their best to keep it that way but mainland japan is a total write off” He pulls up a folding chair and sits down the young man looking far too old already. “Lots of the caribbean is just gone too urban or just not equipped for this, Ive got a friend whos a ship driver on a navy destroyer who I talked to last week he said most of the cuban coastal cities are burning and there's a constant stream of people trying to raft their way off the island, not that florida is any better off these days”


With you having reunited with a US military unit and your about to leave the area I will begin rolling for a particular event that will affect things it will be a 1d100 roll with the DC starting at 95 with the DC dropping by 5 every day that passes until my roll beats the DC, The current date is July 17th, No action needed from yall but please make a list of things you want to loot in the future
>>
Rolled 80 (1d100)

>>6420210
Forgot the roll because im dumb as hell
>>
>>6420210
I'm a pessimist on the best of days. This roll for someone in the upper chain of command to pull a MacArthur plan in the US to try and stem the tide?
Or just for the people on the ground to get notified that it's happening?
>>
>>6420210
damn i deleted my post to reword my CDC question shit.
>>
>>6420218
send it anyway anon and Ill still answer it though I did see your initial question and added something about the CDC
>>
>>6420219
Its alright, you answered what i was going to ask anyways.

Though another question, What are our rules of engagement and contact with civilians now?
>>
>>6420210
Also in terms of things I'm looking for in the future;
>Crew served weapons and ammunition to match
>Canned or preserved food
>Alcohol
>Antibiotics
>Radios
>Boots
>Books. Educational or otherwise.

I'm thinking if we're gonna be pulling up to ports it would serve us well to have as many guns pointing shoreside as possible in order to cover people coming aboard. Just incase they have a horde on their tail.

For the Alcohol; it makes decent fodder for bartering, keeps up morale, and can be distilled for antiseptic if needed. Infected wounds are probably gonna be doing numbers in terms of casualties soon. That last piece also applies to Antibiotics.

Radios because shit's gonna get lost, broken, and worn out at some point. Even if it's something we can't use it'll be useful for spare parts. Keeping in radio contact with others is also gonna keep us from stumbling into the worst of shit hopefully.

Boots because it's hard to do much of anything barefoot and those things will get trashed quick enough on a ship. Nonskid and salt spray will play hell with anything made of leather. Also, you can boil and eat leather in a pinch.

Canned or preserved food is also fairly obvious
in terms of why you'd want it.
>>
>>6420221
Your ROE while doing targeted pickups in and around Savannah was only fire if fired upon and you had never heard of anyone actually getting shot at by anybody while doing pickups, the captain lets you decide these things for yourself so your ROE has not changed unless you guys want to change it
>>
>>6420210
Ah shit. I look forward to Operation Cobalt.....
Speaking of islands, how's Bermuda doing? They're like Guam, but smaller and even more isolated. And I bet the Sable Island staff are still alive if we're ever up that way.

I'm still feeling Lejune. It's spread out over a large area with munitions being kept in a series of hardened bunkers outside the main complex with a few ranges and potential armouries scattered around the forests for guns. The bunkers at least are likely still intact and the horde may have dispersed since its fall, allowing us to load up on what's left. There's also MCRD Parris Island where we could find equipment and a few unlucky cadets who got left behind and could pick up some security equipment from Brunswick NPP. MOTSU near Wilmington could be either a massive cornucopia or a total bust depending on luck and MCAS New River, MCAS Cherry Point and Oceana NAS could also be bases worth checking out. I'd like to see if we could swipe a helicopter from one of them to get Sullivan back in the air but we're not going to have anywhere to put one without the cutter since chem tankers generally don't have helipads. I'm also concerned about spreading out crew too thin, the Snyder only had a couple dozen crew who are now trying to run both that and the tanker, trying to take a Legend-class could be too much unless we can find more trained people from somewhere.

We should really consider making a detour south to Jacksonville before heading north. Naval Station Mayport would be a brilliant place to search for supplies and Navy survivors and there's a major Navy logistics terminal on Blount Island to have a rifle through as well as a civilian container terminal to pull up at and start grinding locks off boxes where we should be relatively unmolested by the urban horde. Supplies to priorities are all the usual - medical supplies, preserved food, useful hardware.

We could spit the party. The tanker stays offshore while the cutter takes the Intracoastal and see what or who they can see along the way. We could also use having two vessels to our advantage if heading into infested areas where one uses its horn to draw away any hordes while the other slips in behind.
>>
>>6420249
Everything northward is more than possible but I would like to point out the captain is still under orders to go north so a detour south isnt in the cards for him
>>
>>6420306
And he's also under strict orders to stay >150mi away from any metro areas of >1m people, which he clearly hasn't been adhering to either.
>>
>>6420249
Nat Guards would also be good and are isolated on purposes. Along with any military bases or towns. Especially the naval shipyards would be easy to hold against infected and they would likely be stranded there.

>>6420314
In his defense, he picked up a stranded army ranger that scored him a tanker and loot. He also isn't too enthused over those orders and heading North when most of the flotilla are regrouping south.
>>
>>6420425
I suppose the 150mi exclusion zone order is absurd and literally impossible to comply with in most of the CONUS and would make putting ashore anywhere on the east coast disallowed. Like, the exclusion zone for Jacksonville we're in right now would extend to out past Savannah and Camp Lejeune would be well within the exclusion zone for Raleigh, over a hundred miles inland. Best to knock off a zero from that distance for something much more reasonable.

Just going north, there are no naval bases all the way to Norfolk (except MOTSU and the probably-hilariously-overrun NWS Charleston for a given value of naval base), though we can add the coastie base at Fort Macon to the list. But just south of us to the tune of only about 20 miles there's NSB Kings Bay. At the speed of the tanker being 15-20kt, we could make it there in an hour and, if we leave the tanker behind to catch up to us, we could be there in under 40 minutes with a bit of throttle. Absolutely worth a brief diversion, as is Mayport which we could reach in <2 hours from here at cutter speeds. We're going to need the supplies, munitions and people we might find at these places for whatever op they have planned at the end so USMIL really can't afford to be choosy right now but if cap'n won't do it there's not much we can do.

There's not much in the way of independent NG bases within easy reach of the coast. Though for smaller bases to investigate we do have Harvey Point and the coastie airfield at Elizabeth City, Bogue Field (though that's probably toast) and Dover AFB.
>>
>>6420472
I'm thinking with how fast shit hit the fan. Chances are good that the nat guard didn't even have a chance to roll out properly. Especially with their riot and crowd control gear, which would be priceless against the infected. Otherwise, we would have to get lucky at police precincts and storage units. That sorta gear wouldn't be stored in or too near the cities but not too far either as they always equip the Nat Guard first before moving them in for riot control but I'm not familiar with how they store that kinda gear or coastal nat guard depots and armouries are positioned besides them being there somewhere because those fuckers put them everywhere.

If they want us to retake whatever key asset they are so desperate to find in the North than riot gear is gonna be PRICELESS.

>>6420210
Riot gear
ammo
weaponry
armour
spare clothing
sanitary items
parts
>>
File: NG in riot mode 1992.jpg (60 KB, 532x358)
60 KB JPG
>>6420477
Not sure on NG response times but considering the limiting factor would have been getting the reservists to their bases, they could have been ready for a full response within a day or two of callup albeit likely somewhat undermanned with soldiers being sick or dying in the mess as civilians. Even a few hours notice would have been enough to get the ball rolling and unless every undead turned at once, most NG members should have been able to get to their posts considering there still seems to have been activity in the days after the great fuckening and even enough order for there to have still been spotty power weeks later. Police riot control would have been out en masse within hours and most of their riot gear is probably still shambling around along with their owners. Not sure how much the NG has, I know they have some but they are still soldiers first who do some riot control on the side.

Now, the other question is why we'd want to use it. Obviously it'd be very useful when trying to quietly whack individual zack when silence is important but when going loud, I dunno about you but I'd rather use my autorifle instead of going to fight a horde with a baton and shield thank you very much. And even in stealth mode, I'd prefer a suppressed firearm.
>>
>>6420504
I want the riot gear for frontline and particularly for clearing buildings. With that armour getting swarmed doesn't mean it isn't GG. Hell, technically higher end LARPER or historic armour would also work if has coverage and toughness. Same with shit like shark mail stuff divers use. Anything that the infected cannot easily bite, tear, or claw through.

I wasn't saying one should melee a horde. More to have a proper meatshield in front who can survive getting grabbed. Especially in tight confines like buildings.

NG have companies that are trained for riot suppression and control, similar to police SWAT and riot control. Albeit they are only trained and only get called in when shit is so widespread that the local police cannot cover anymore. A lot of police surplus from supply contracts get stored in their armouries in case of severe unrest and riots, for when the local police forces and storage units cannot keep up. From what I know though those particular armouries aren't stored in urban zones or in too rural areas. They like to stick old military surplus in rural areas. They are much more particular on where they shove all the riot control stuff. While storing in Urban areas, besides being an obvious target for looting is also a lot more expensive. Those particular warehouses and armouries are placed closer to police, Federal, and military facilities to help keep an eye on them.

On the coast, we are largely limited to naval assets, as even nearby military bases are gonna be too urban to holdout against the hordes. However ports are very desolate especially the cargo and warehouse sections. If we get lucky we can find riot gear and other goodies that were transit but got stuck in port, cargo, or a nearby warehouse during transit.
>>
>>6420504
While I agree we should get better CQC armour, riot gear may be a white whale and we'd be better off settling for something we can obtain more easily - full motorcycle riding leathers would make a good biteproof suit and even just regular denim clothes with a riding helmet would offer a fairly high degree of protection. The survival suits aboard both ships may also be an option depending on their material and the Charleston shipyards, King's Bay and Fort Macon may have some very tough immersion suits and drysuits for underwater working and rescue ops if perhaps suboptimal for dexterity. We can also set up our new metalworking machines to screw together some improvised shields.

It's likely all these coastal military bases will have fallen but we can still raid them for supplies, munitions and weaponry as well as the odd straggler (speaking of which, we should be making regular transmissions on a variety of frequencies if there's anyone to pick them up) if we're lucky. Of the ports available to us without long diversions inland, almost all of them are in dense urban areas and, as we've seen from this one where we've had to pop dozens of zambonis at the most physically isolated port terminal we'll see on our journey,, being a big desolate flat of concrete outside of town does not stop them from arriving in number. Finding a shipment of riot geat at random in a container or port warehouse has odds of near zero unless we get lucky and MOTSU happened to be transloading something relevant at the time.
>>
>>6420561
>>6420619
I would like to point out officer brown one of your team members is already wearing a suit of riot armor though he does seem to prefer using his shotgun over getting into melee with the infected
>>
>>6420621
I think we both agree that we'd rather not start fistfighting zack. Armour is the last line of defence, the first and best is not being in melee in the first place if you can avoid it.
>>
>>6420621
More about clearing dangerous locations where far too close proximity to the undead can be expected. Aka, who takes point or is on the frontline in such a fucked situation? Having a guy in proper armour, even if he gets jumped, there is at least a real chance of him surviving the encounter. Melee should obviously be avoided if possible.

>>6420622
Exactly. It's more about minimizing casualties for when shit goes wrong. Whereas if anything does go wrong, then normally, anyone up front would be considered a total loss.
>>
>>6420210
-medicines, not just antibiotics. Refrigeration to store them. It's worse to get sick, and sneeze while hiding from undead.
-hydroponics, fresh greens will help morale
-bunks, mattresses, hammocks
-desalination or water purification things
-scout vehicles, something like the harley but decent offroad, bicycles. keeping the dinghy from earlier?
-machinist tools & materials. we got the lathe, it enables some part fabrication
>>
The captain, having given you the best briefing he could on the overall situation, wishes you a good night and heads for his state room. You try to head for your bunk but find it occupied by its usual owner so you head to the galley. The galley is not empty either, most of your team here save for Sullivan who you think may have decided to stay on the tanker. You prop yourself up against one of the galley walls on a bench and sack out.


The next morning the tanker's repairs are complete and is ready to sail with a limited crew from the cutter.Smith and York leave in the ford ranger a little after sun up armed with a 2x4 and metal bar respectively along with a couple MREs and a radio given to them by the captain. THe tankers crew is only five strong the cutter only have 24 officers and sailors on it already its all the ship can spare before it drastically affects day to day operations. The chief who had taken command of the tanker reports that the tanker is still half full , which is just more proof that the broken pump was the reason for the crew abandonment of the ship. Your told by one of the sailors thats plenty to make it all the way north to Boston or even canada but its going to be slow the tankers realistic travel speed being around 12ish knots which your also told is pretty slow.


The cutter and tanker finally pull out of the terminal around noon and are soon sailing northward along the coast, the tanker with its much deeper draft staying farther out than the cutter does. It's going to be at least 12 hours until you reach the river that leads up to charleston so you have some time to kill. You could see if you can learn how to do some tasks on the cutter to help, or you could try and pass along some of your own knowledge of infected to the crew. You could also see if you can teach one of your team how to act as an assistant gunner for you in combat.


>Learn how to be a sailor
>Teach about infected
>Teach someone how to be a AG
>Write in


>>6420766
In terms of a dinghy the Richard synder actually has one loaded already
>>
>>6420884
>>Teach someone how to be an AG

Speaking as a sailor, he'll pick it up via osmosis if he spends enough time onboard. Hell, we rely on braindead retards to follow maintenance cards even at the best of times.
But infantry work is best learned directly and intentionally from someone that's gotten their hands dirty. Given enough time I'd also want to putting together a situational shore team and a boarding team. Just so we can focus on getting the right people up to snuff. From what I can recall about coastguard bootcamp, there's a pretty good chance that none of these guys have even been trained on a weapon besides an M9.
>>
>>6420884
>Teach about infected
I figure our guy is a genius in the field, by virtue of surviving this long.
>>
>>6420884
>Teach about infected
>>
>>6420884
>>Teach about infected
>>
>>6420884
>>Teach someone how to be a AG
>>
>Teach about infected


The list of things you could spend the day doing is long and a lot of it is important but you've noticed just from casual observation of the cutters crew they know very little about the infected outside the basic facts of how it spreads and you have to destroy the brain to kill them permanently. It was pretty easy to convince Captain Sinclair to let you run a little lesson on infected behaviour; he seems to think you seem quite the expert on the bastards and wants you to pass on as much information as you can to his crew. You set up in the galley which has become home to your little 4 man team and the 6 other civilians who are on the ship right now. A full half of the sailors on the ship turn up for the lesson at the time you had said you were going to start and settle in as you begin to speak. The lesson goes pretty well, the sailors and civilians asking questions as you teach, seeming to be eager to learn as much as they can about the different types of infected you've identified and how best to deal with them.


Your little class comes to an end and you're still in the galley going about the long drawn out process to field strip and clean the MK 48. You're just about to start putting it back together when your private lamentations about the ship's lack of a 7.62 supply are interrupted by the acrid smell of smoke. You step out of the galley and onto the deck and see the cause of that. A massive smoke plume to the west of the ship shoreward it takes you a second to connect the dots and realize that the captain was not lying when he said Savannah was burning. The crew who had finally been in good spirits at having finally been allowed to head north seem to become far more dower as you pass the burning city.


The ship soon leaves the city behind and you continue north toward Charleston reaching the opening to the river that will lead up to the city sometime around midnight. Both the tanker and cutter lower their anchors so the captain can discuss with you on whether going up the river should be done or not. Should you take the cutter and tanker up the river to Charleston? The city has fuel and ammunition but has a metro area population of nearly 800,000 people and everything you want is on the river in the city proper or just outside it. The captain note to you that he does still have some ammunition for the 25mm and 50 cals to provide support with but not much.


>Go up the river
>Continue north
>>
>>6421440
>Go up the river
Go now, under cover of dark. It's a mostly moonless night tonight and we've got about 6h until it starts to get light so all Zack's going to see is a few torch beams. I'd say order of operations should be to hit a fuel terminal on the Cooper River and, while the tanker is filling up, go to the Wando Welch container terminal and start breaking into boxes until sunup.
Doing it at night will have its own risks like surprises and fatigue but it's worth not attracting the attention of the whole city.
>>
>>6421440
>Go up the river
Scope it out at least.
>>
>>6421440
>>Go up the river
>>
>>6421440
>>Go up the river

Great quest so far qm
>>
>>6421440
>>Go up the river
>>
File: plon.png (7.58 MB, 2015x3261)
7.58 MB PNG
okay, to amend the plan of action some. The tanker heads to the petrochemical terminals along Virgina Avenue to thieve fuel while the cutter heads to the Charleston Navy Yard to investigate and search for the larger cutter, supplies and surviving personnel and then moves on to North Charleston Terminal to start rifling through cargo until sunup. The tanker can assist by collecting cargo if there's too much to take aboard the Snyder and/or taking the Legend-class under tow if we want to bring it with us as necessary.

-----

Where are all the other ships? With the shitfest on land, there must be hundreds of vessels of all shapes and sizes sitting at anchor off the East Coast alone, waiting for something to happen. Is there nobody on the shortwave? Some civilian naval help would be ideal about now if we're undermanned.

It was mentioned that as of a couple of days ago, there was still intermittent electricity in Statesboro. Is that still the case anywhere? Have we seen any lights on since then? Can't imagine who'd still be manning the generators or controlling the grid any more.
>>
>>6421782
shutes island might make a safe meet up point if shit hits the fan, we could scope it out on the way in.

its near the path at the bottom of the map
>>
>>6421820
Problem with that is that Shutes Island has no dock and is a sandbar surrounded by very shallow water that would ground the cutter if it tried to get close, much less the tanker. Drum Island is much the same.
If we get forced off the land, we'd be better off leaving the tanker lashed up to its dock and bringing the cutter alongside it.

I also made a minor error, Coast Guard ships and a variety of military vessels would be found at the piers immediately further down from the shipyard. If it's in the yard, it's probably not going anywhere.
>>
>Go up the river

Ranger going to Ranger could I get a 1d100 best of three please for how going up the river goes


I would like to note the coast guard facilities in Charelston seem split between the actual station on the southern part of the city and the northern docks which is attached to some kind of law enforcement center, Im flying a little blind here as I never even seen the ocean let alone a military dockyard
>>
Rolled 69 (1d100)

>>6421996
The whole shebang is part of Joint Base Charleston which includes a lot of DoD and DHS departments. All of those piers on the Cooper River are part of JB Charleston as are the landward facilities, inluding the police training facilities and the USCG compound. The shipyard technically isn't any more but it still does a lot of USN work.
>>
Rolled 27 (1d100)

>>6421996
rolling zeds
>>
Rolled 62 (1d100)

>>6421996
>>
The opportunity to both get fuel and ammunition are too good to pass up so you put your full support behind going up the river to charleston. You find a clear spot on the bridge and watch the crew prepare. Night is the best time to make your way up the river as there is no moon and the infected shouldnt be able to track the ship as well. So the cutter and the tanker with the cutter in the lead start to creep up the river. You're actually surprised the captain doesnt turn on any lights as he takes the ship up the river until you realize he's having his helmsman navigate with the aid of the night vision mode on the ship's turret camera. Just as you open your mouth to ask how the tanker will see the captain is already answering “we've got a single set of NVGs and chief Alfonz has them up on the bridge of tanker”


You carefully watch the shores through the turret camera as you slowly creep up the center of the river the city of charleston comes into view. While the infected can't see you thanks to the lack of lights on either ship they can still hear the engines quiet rumble and the living infected are soon swarming the urban shoreside trying to figure out what's making the noise. The undead are simply falling into the river with loud splashes as they vainly try to walk toward the ships noise. Tanker in tow the cutter enters the cooper river leavening the harbor behind as it slowly crawls toward the navy yard.


The navy yard comes into sight bare of ships save for one a larger warship than the Richard Synder the Captain soon begins to tell you about it as the two of you look at it through the green picture of the turret camera. “That's the James she's a legend class biggest cutters the Coast guard has she's the sentinel classes big sister really, bigger gun, space for a helicopter and four times the crew” He has the helmsman maintain your position in the river as the two of you look over the much larger Cutter. The James looks fine from here moored to its pier it shows no signs of damage and there's no infected on her decks or on the pier she's on. There's no helicopter on the ships helipad sadly and you do several hatches handing open leading into the ships interior. The captain sighs “I wish I could take her but to properly man her Id need every experienced sailor on this ship and the tanker and still be short by half. I asked my higher ups what they wanted me to do with it and they said I could take any munitions I wanted from her as long as I cleared the ship out of infected and made her as ready as I can for a long stay at this pier for eventual salvage.”


1/2
>>
The captain looks to you “I was also told we can take all we want from her arms lockers as well, which means if they arent looted there's going to be, M4s, M240Bs and 4 .50cals and plenty of ammunition to go with all that.” He checks the clock seeing its only 0200 “I figure weve got a couple options hit the James now go north and get fuel first for the tanker, or split up and have the tanker get fuel while we do this, whichever we do first is going to have the advantage of night while whatever comes second will risk running into daylight doing both at the same time means one gets your team while the other just gets my sailors”

>The cutter first
>Fuel first
>Both at the same time

2/2
>>
>>6422524
>Fuel first
The tanker will take some time to fill and require heading onto land, the cutter can be boarded and the gangways kicked away. There will be a warehouse on land for ammo but we may not be able to find or reach it. The laid-up Cape-E class RoRos probably don't have much on them.
>>
>>6422524
>Fuel first
Easier to defend a dock than a fuel depot.



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