[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: quest2.jpg (405 KB, 1000x1500)
405 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. The world is crumbling and you must do your best to survive it.


You are Corporal Andrew Foch of the 75th ranger regiment machine gunner, expert on infected and guest of the coast guard aboard the Cutter Richard Snyder. In the last week or so you were separated from the mixed group of special force operators you worked with by a helicopter crash, joined up with a remaining coast guard ship, secured a source of fuel for it and finally formed a team and scavenged several new firearms for yourself and the ship. Now your traveling north along the US eastern seaboard toward Newport Rhode island to join up with a flotilla in the area.

Past Threads: https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dead%20America%20Quest
>>
>>6438994
But first a little look elsewhere


23:24 15 miles north of Atlanta Georgia July 10th


“UP!” screamed the loader as the breach of the Abrahms 120mm cannon slammed shut the gunner wasting no time and pulling the trigger. The commander watched through the grainy green view of the top mounted 50cal turret camera as the 120mm round flew into the crowd of distantly shambling corpses. He watched as corpses arced into the sky tumbling away from the explosion a disconcerting number standing back up afterwards. There were easily a thousand of them directly visible to him, not that any number of them could stop his tank but the occasional muzzle flash to the right or left of his command reminded him why he should worry.


This was the third day of fighting like this, slowly crawling north through suburbs and small towns intent on escorting a small cadre of CDC personnel north away from their now overrun headquarters in Atlanta. He flicked the camera to thermal and scanned the crowd for a moment. The undead were the same temperature as the air which made thermals useless against them but did let him spot the living ones. The autonomous turret traversed right and he put a short burst of 50cal into two infected trying to work their way along the side of the road.


He had started out as one of six tanks in his column and breakdowns and lack of fuel had seen all but his tank and another at the head of the convoy lost. They could sometimes manage a blistering 15mph usually but sometimes like now they had to wait as the lead tank pushed wreckage out of the way while he and the dismounted tank crews did their best to hold the line. “UP!” Cried the loader again and another of the dwindling supply of shells flew out to thin the horde again.
>>
>>6438996

and lastly today's post

July 18th 1800 hours


The cruise ship is completely dark and you swear you can see the forms of people running about on the deck in the failing light, one of the sailors turns a spotlight on one of the groups and you sigh seeing the bloodied forms of infected, some wearing the uniforms of the crew and others wearing civilian clothes. Captain Sinclair sees it too and swears and begins to order the Richard Snyder to pick up speed and move away from the infested cruise ship when one of the lookouts shouts in surprise. “LIGHTS ON THE BRIDGE!” Looking up you see a light flashing on and off in a rhythmic pattern.


It takes a moment for you to remember the small amount of morse you learned in SERE school but the flashes are basic anyway S.O.S 13 P.E.O.P.L.E. You look at the Captain who is grimacing. It's clear why the bridge of the ship is several hundred feet higher than the deck of the cutter which means you would have to not only make your way up the ship's hull to one of the decks but you would have to enter the interior of an infested ship to reach it. The prospect of doing that then taking 13 people back down the ship's interior to where you could safely lower them to the deck of the cutter is daunting but to be honest the survivors on the cruise ship don't really have any other chance for survival you imagine. So should you board the ship and attempt to rescue the civilians onboard?


>Yes board the ship
>No its too risky
>>
>>6438997
In theory, it's possible if we go sneaky breeki but we only have one silenced weapon and we'll need a distraction on the other side of the ship to lure the infected out of the way. Even then, there could still be infected trapped behind doors that weren't able to wander away. Also we only got one suit of riot armour. We don't know how stealthy those 13 survivors are.

Did we recover any other silencers by any chance?
>>
>>6438997
>>Yes board the ship
We should see if we can think out the horde by pulling 50+ feet away and slowly picking them off. Would be a great chance to train one of the civies how to get head shots.
>>
>>6439001
Sadly no and calling anything about the MK48 silenced is honestly a joke Its suppressed but all your ammunition is regular 7.62 and not subsonic
>>
>>6439004
Do we have enough rope after breaking a window to pull them out or no?
>>
How's the sea state right now? Calm or choppy? I've also got an idea.
>>
>>6439005
You plenty of line that you could in theory lower someone down from the bridge of ship but they are going to be at the mercy of anything on each deck as they come down and you would have to get the line up there as well

>>6439006
the sea is pretty calm currently
>>
Have a ship stay that will go dark with the ropes. The other ship goes to the opposite side with lights and starts taking potshots to lure the infected away. The survivors climb down. With the noise and light will draw away the hordes to the opposite side. While staying dark will keep them from noticing.
>>
>>6439008
If the sea is calm, then I've got an alternate proposal. Use the tanker instead. The Deliziosa's bridge is a bit shy of 30m in the air, which coincidentally is about level with the top of the superstructure of your average medium-sized tanker. It should be easy enough to bring it very slowly alongside, shoot out a window on the bridge wings and throw a rope in from the roof. We can either transfer them over from there or lower them down to the cutter, and doing it from the wings should put it nicely out of reach of anything on deck.

It might need some delicate low-speed manoeuvring to bring two large ships alongside, but a few scuffs pose no threat.
>>
>>6439010
This is a better plan. I still think we need a distraction to lure infected away lest they try jumping/falling to board the ship.
>>
>>6439013
We've got ships, and you know what ships have? Extremely loud horns. We can bring the ship we're not receiving them on around the other side and start tooting away with some gunshots and bright lights for good measure.
>>
>>6439014
>>6439010
I'll back this for >>6438997
>>
>>6439014
I would like to point out as someone with intricate knowledge of the infected you know this will work for the undead but living infected will not be tricked by this if they can see the ship, so you will have to deal with them
>>
>>6439019
Even if it runs dark and they cannot see it at night?
>>
>>6439023
If you want to do it completely unlit at night you can but its going to be very dangerous to try and break out a window of a cruise ship throw survivors the lines while on the top of the bridge structure of the tanker
>>
>>6439035
What about prepping during the day and doing it at night? Would the living infected stay put or wander off too?
>>
>>6439037
At night most should wander off once they can no longer see the ships as living infected do still have to eat and drink and will do those things when there's no human stimuli around
>>
>>6439038
So do the prep during the day and then move the survivors at night with a distraction on the other side. That way even the living infected will be lured away. Will work so long as nobody starts screaming or stupid shit like that.
>>
>>6439038
In that case, we can set everything up during the light and take them off after dark with the ship blacked out save for a couple of small lights and a distraction going the other side. I think we'd be better off doing it with the cutter since it'd be much easier to stay on station with that than with a literal oil tanker. It's only a quarter moon tonight so moonlight should be fairly low as well.
>>
>>6438997
>>Yes board the ship
Ask the survivors to see if they have any controls or at least a PA system to attract them with in the bridge.
>>
>A write in

You're at a loss on what to do. You really want to help these people but if the information the cutter has on this ship is correct there could be close to 2000 infected onboard. It seems pointless for a minute as you think but just as the captain begins to order backing off you get an idea and you quickly begin to explain the basic outline of your plan to the captain. He listens intently as you explain how you're going to climb on top of the tankers bridge, shoot out one of the cruise ships' bridge windows then throw a line up to them and then have the survivors slide down at night. Captain Sinclair looks at you for a moment thinking the coast guard aren't strangers to odd rescues and this one isn't all that all odd honestly though he does change one part of the plan. He wants to use the cutter and not the tanker to actually pick up the survivors. You can still throw the line from the tanker but there's a non-zero chance of turning one of the survivors into pancakes if the tanker and cruise ship met due to the sea being choppy or something so he wants to use the cutter for the pickup instead.


With that one change he agrees to your plan and using the dingy from the cutter you quickly transfer over to the tanker with several hundred feet worth of rope they had on hand. You may need to do some shooting while either getting the line to the survivors on the bridge or while they disembark. Would you like to use the belt fed MK48 with its suppressor holo optic or the MP5 with its smaller round which shouldn't over-penetrate or bounce around as much?

>MK48
>MP5

also could I get a 1d100 best of three DC of 65


I would like to say I love write ins even if there is no write in as an option in a vote feel free to throw one out there

also guess who posted in last thread by accident im dumb as shit
>>
Rolled 77 (1d100)

>>6439674
>MP5
we're just trying to break a window. Though does the cutter have a breeches buoy as part of its rescue equipment?
>>
>>6439675
No sadly it seems the coast guard has ceases using anything like it because helicopter rescues are far easier
>>
Rolled 89 (1d100)

>>6439674
>>MP5
>>
Rolled 37 (1d100)

>>6439674
>MP5
>>
Rolled 89 (1d100)

>>6439674
>>MK48
>>
I think we should go up the rope after we attach it and wait on the bridge with the survivors until go time. They may have injuries they need patched up, need to be guided in their descents, have comms with the crew and be defended against any incursions.

It's a shame we don't have the firepower from the larger cruiser's gun. I'd have liked to blast a couple of holes in this floating mausoleum to send it to the bottom as we leave later.
>>
>MP5

The MP5 should be more than enough for what you need even if you need to climb up the rope to help the survivors down. You fully expected climbing atop the bridge of the tanker to be far harder than it was for some reason, imagining the tanker soaring up and down in great swells but the sea while not flat clam does little more than make the tanker bob up and down a little. One of the coast guard sailors using a bullhorn tells the survivors up in the bridge to stay back and thankfully it seems at least one of them knows English as you see the shadowy forms of the people move away from the window in the failing light as you fire. The three round holes you leave in the safety glass are enough for the survivors to knock the glass out after some coaching from the bullhorn.


You only have to throw the line with the grapple twice before you manage to sling it into the open hole where the survivors tie it off to something. All the while your doing this you've attracted quite the crowd of observers, hundreds of living infected crowds, the open decks shouting and screaming at you as you work. The line tied off your just about to transfer back to the cutter when and idea comes to you. You could climb quickly up the line from the bridge of the tanker to check on the survivors and explain the plan and render aid if need be or you could just let them come down on their own. The climb isn't all that bad honestly you've done worse in training.


>Climb up
>Just let them figure it out


With this being a new thread and youve just come off the Charleston raid flush with a lot of ammo for all your guns is there anything in terms equipment you wanna be looking for in the coming weeks?
>>
>>6440179
>Climb up
Do the above.

I wonder what the fuck they've been eating. I assume they've been trapped on the bridge a while and there's not much food or water up there and it must be an oven in the summer heat. There might also be other pockets of survivors around the ship, plenty of places to hole up better than the bridge though to do S&R here is impossible.

Well, I'd really like a helicopter, but sadly we have nowhere to put one on deck. I guess I'd like some bicycles or motorbikes, a few heavy weapons, anti-bite clothing as we've discussed before, better melee weapons as well as searching for general supplies and survivors, especially uniformed ones. Ideally I'd like to dredge up enough mariners to add a third ship to the flotilla. Not sure whether I want to drop in at Wilmington.
>>
>>6440179
>>Climb up

>>6440218
i dont imagine we could tow her till she runs aground near shore or to a port you think? And to clear a ship like that, Riot gear is a must.
>>
>>6440179
>>Climb up
i think we should try to thin out the deck first, it should take 6-7 hours max
>>
>>6440281
I don't think we could take her under tow. The cutter is way too small and I doubt the tanker has the hardware to tow a vessel far larger than it either, not to mention how we'd actually drive it onto the shore or bring the massive, uncontrollable vessel into a port. Clearing the ship would be a nightmare, having to fight thousands upon thousands of infected and undead in highly confined CQC through a maze of dark corridors and cabins when we could be attacked at any time from any side and have no clear route of escape. Not only would this be a lethally dangerous slog taking days for our very limited team with little training for operating in such environments, it would also burn through much of our ammo stockpile. At that point, it's just not viable. We can't save everyone.

>>6440285
After dark, the living infected should wander off, presumably back inside. No need to waste ammo on them when the shooting would only attract more from inside.
>>
>>6440288
then do you think we should sink her? or leave her adrift?
>>
>>6440290
I would like to sink her as a hazard to navigation and whatever shoreline she happens to eventually wash up on, but we don't have anything that could easily do that. We could try strafing her hull at the waterline with the cutter's autocannon so she starts slowly taking on water that may sink her over a period of days and breaking windows low on her hull to expedite the process but, for now, she's just going to have to drift I think.
>>
The lights starting to fail you as you have the tanker pull away enough for the rope to go taunt for you using a carabiner on your gear you hook your belt to the line and start to climb. You use your feet to anchor yourself and your arms pull slowly inching your way up toward the broken window really hoping the people on the bridge managed to actually tie the line off properly. An ache begins in your arms as you climb but compared to the rope wall at RASP with your M240b slung across your chest your MP5 and the five mags with it are nothing. As you come to the smashed in window you get your first good look at one of the survivors, a young man clad in the white uniform of the cruise line he's dirty dirty and dried blood covering his pants making them more of an off white. He shakes slightly as he helps you into the compartment.


Like the basic morse code had said there were 13 people total on the bridge about half wore uniforms the rest wore to your slight confusion the remnants of formal wear. Of the 13 there were 4 women and 9 men though one of the men was more of a boy really, all 4 of them women wore formal dresses and 3 of the men wore suits all of them looked thin like they hadn't been eating well for some time. The man who had helped you into the ship spoke in heavily accented english “Oh thank god you're here the ship is overrun with some kind of monsters” IT takes you a second to process what he said as you wave off the tanker which lets go of the line attached to a buoy for the cutter to pick up. You ask what the man means and he tells you what had happened on the ship in the last month.


The cruise ship a month ago had been pulling out of Boston on the first leg of a bermudan cruise. They had been in the midst of a formal dinner in the ship's dining room when people who had been confined to their rooms due to illness began to attack any and all they could find onboard. Things deteriorated quickly. The young man, who you find out is the third officer, had been on watch when it began and thinking there was some kind of riot or terrorist attack onboard had barricaded the ship's bridge only allowing the small handful of survivors inside during the opening hours. He had tried to radio for assistance but you guessed with the chaos of the opening hours of the infection nobody noticed the cruise ships calls. The third mate had eventually decided to turn the ship back toward Boston in hopes of finding help and had just started the turn when the ship had lost all power only able to steer the ship with what limited emergency power remained.
1/2
>>
>>6440592

The small group of survivors at that point had numbered close to 40 at that point between crew and passengers but the last month had whittled them down. Some had died in an attempt to reach engineering, others tried to make it to a lifeboat launch and others still died while raiding the ships stores for food. This small remaining group had apparently been preparing to soon make a try for a life boar again when they had seen the Richard snyder and her tanker consort approaching. While the third mate had been talking to you the cutter had come around and scooped up the line barely able to be seen in the dark. Now you can hear the tanker begin to honk its horn to draw the infected to the other side of the ship.

2/2

could i get a 1d100 best of three please DC of 50 because your there to help the survivors
>>
Rolled 4 (1d100)

>>6440593
Don't suppose they know of any other groups of survivors aboard? Odds are low we'd be able to rescue them but still. Also curious as to the roles of the crew we have up here, a member of the senior command staff is a catch if we want to add a third ship to the flotilla.
>>
Rolled 71 (1d100)

>>6440593
>>
Rolled 41 (1d100)

>>6440593
>>
Rolled 14 (1d100)

You ask if the bridge group had seen or heard any other survivors but the third mate simply shakes his head informing you the lower decks were a charnel house, the bridge only having survived the early attacks because it was relatively isolated and had a strong sealable hatch. The sound of splashes draws you over to the other side of the bridge where the tanker sits constantly sounding its horn, looking down you can see as the undead throw themselves up and over the railings of the ships arms outstretched in futile attempts to reach the tanker.


After a few minutes the line to the cutter has gone taunt and any remaining infected had either wandered off or gone to the side of the ship with the tanker on it. Your plan was to use a harness borrowed from the cutter hook up each survivor and slowly lower each of them with a length of rope you had brought with you along the tied off line. A quick check of the tied off line on your end and a quick flash of your light to the cutter to confirm your ready, you look over the survivors and inform them of the plan.


They seem somewhat nervous but it's not like they have much other choice when the ship is most likely full of a thousand living infected. For the first test of your makeshift escape line you intended to pick the young man as you figured he was the lightest however looking at several of the women you see that's probably a close run race on whos the lightest but you wind up picking the boy first. The harness goes on and you've got him hooked onto the line and sitting on the broken windows sill. He turns back to you and starts to argue in what you think is Spanish when you give him a light boot to the back like you had done to you the first time you had ever jumped out of a plane in training. The boy yelped loudly but the line held and you began to slowly lower him toward the cutter on the angled line, the third mate helping you with the rope to keep the descent nice and slow.

Could I get a 1d20 best of three please and Im rolling for THE event as its been around 24 hours since the last one, which now has a DC of 90
>>
Rolled 20 (1d20)

>>6440954
>>
>>6440954
Wait what event?
>>
>>6440964
There is an event that will happen at some point in the future that will effect things greatly how long that will take is randomized somewhat with a 1d100 roll with a DC that drops by 5 every in game day until the roll passes, I did something like this in my first quest and I really liked the randomness it added to the story so im doing it again
>>
Rolled 12 (1d20)

>>6440954
>>6440966
>>6440955
im guessing you still want the rest of the d20s?
>>
>>6440968
sure one of you could always roll a 1, if rolls are similar to how last thread ended
>>
Rolled 20 (1d20)

>>6440954
>>
>>6440981
Fucking alright I guess, Im going to bring back the crit storage save system from my last quest so you will have a crit on stand by if you roll a 1
>>
File: 1619093699223.gif (180 KB, 404x416)
180 KB GIF
>>6440981
hilarious
>>
>>6440981
Almost didn't roll bc I rolled a one last thread

Figure its better to have rolled and lost then never roll at all
>>
The young man disappears into the night as you slowly lower him down the line until finally you feel the rope in your hands jerk around for a minute then go slack. You look to the third mate awkwardly for a moment before a quick flash of a light on the cutter's deck signals they had successfully gotten the boy off the harness. Quickly pulling the rope with the harness attached back up you nod to the next lightest person, a woman and get here hooked into it. Just like before you and the third mate lower her down and reel the harness back up. The rest of the survivors go the same until it's just you and the third mate left on the bridge.


He shakes your hand and thanks you profusely before asking your name and once you tell him he tells you his, Luca as you find out has some experience climbing and quickly dons the harness and lets you slowly ease him down the line. Once you see the flash from the cutters deck you flash your light three times to signal your coming down. Hooking up to the line you wrap your booted feet around the line and hook your arms around it and begin to slide down it using your feet to keep your descent to a measured pace.


Once you reach the deck you confirm the bridge of the cruise ship is clear and the line is cast off the side of the cutter. Captain Sinclair orders the cutter and tanker away from the infested ship lamenting he can't sink the damn thing as it's a true hazard to navigation. The cutter and her consort continue north now laden with more survivors crowding her berthing spaces. You consider what you should do during the next day of travel


>Train an Assistant gunner
>Get to know your team better
>Get to know the new survivors from the cruise ship
>Write in
>>
>>6441387
>Get to know the new survivors from the cruise ship
We've got a mix of crew and pax, I want to see if any if them have any useful skills and settle them in.
>>
>>6441387
>>Get to know the new survivors from the cruise ship
>>
>>6441387
>Get to know the new survivors from the cruise ship
We really do need another assistant gunner eventually...we even have the guns and ammo for it now.
>>
>>6441387
>>Get to know the new survivors from the cruise ship
We should make a whole squad if we can
>>
No post tonight more than likely feel free to keep voting
>>
Something we should be doing is regular broadcasts on a range of frequencies, particularly VHF channel 16. These guys aren't going to be the only stranded mariners out there - as I've mentioned before, there should be a whole armada of civilian vessels stranded offshore. We should keep trying to reach out to them and check out any marine radar pings.
>>
>Get to know the new survivors from the cruise ship


The day you find the majority of the cruise ship people in the mess doing their best to avoid the overworked coast guard sailors as they went about their duties. You first find Luca among them. He smiles at you and asks what you want. After explaining to him what you were doing he nods and says how this was a good idea and he had done something similar on the bridge while they had been trapped. He starts to explain what the other 12s stories are. The young boy is from Spain, apparently the only survivor of his family who had been on the pool deck, of the none sailor men who had survived had worked in finance, save for one who apparently was a hotshot firefighter. You're not even that lucky with the women as they are either stay at home moms or worked some kind of corporate job, the more comptent of the survivors having been killed during the groups various attempts at escape or scavenging. Emile it seems is the only one with any military background having been enlisted in the italian navy prior to working for Costa concordia and now seems eager to repay what he thinks is a debt to you. Do you want to take Emile into your team?

>yes find him a rifle
>No

Apologies about the lack of post yesterday and the shortish one today had some IRL horseshit come up
>>
>>6442318
>>yes find him a rifle
>>
>>6442318
Doesn't the fleet need him more than we do?

>>6442318
>No
>>
>>6442318
>>No
anon makes a good point, he would probably be better used helping the overworked sailors.

what did he do in the navy?
>>
>>6442585
>>6442618
He was a Radar operator onboard a frigate though he only served for a basic 5 year contract before moving over to the private sector and moving quickly up the ladder at Costa
>>
>>6442318
>No
He'd be better here as a supporting leader considering we've got a lot of people and the crew (and officers) is spread thin over two ships. Though he can help out in a pinch if we need an extra person.

Idle thought, we could really do with a name for the tanker. It's rather impersonal right now.
>>
>>6442627
Shoot throw out some ideas for the tankers name if you want anons I never really assigned a name to it in my note
>>
>>6442628
I can't resist calling it the Cadal Cormorant or something
>>
>No

You really wish for more bodies for your team with Brown down for the next couple of days thanks to his concussion however the cutter and tanker both desperately need competent sailors and Emile and his other surviving bridge crew are needed more here on the ship. He seems somewhat dejected as you still him this but he quickly cheers up and heads off his remaining sailors following to ask Captain Sinclair for tasking.
-
You spend most of the rest of the day resting and doing basic maintenance on your equipment, while normally you wouldn't put in so much effort to keep the MK48 clean and oiled, the lack of spare parts makes you paranoid. Its around 1700 you pass by Virginia beach just in time to watch as a trio of Apaches start a gun run on something in the city. The city itself is a mess of fire and smoke with the occasional explosion inside. You find Captain Sinclair and before you can even ask he just shrugs at you telling you when he asked if he could provide assistance to whoever was in the city he got told off and to maintain his distance from the shore. The ship did just that, staying well away from the coast as night fell and it made good time north.


could I get a 1d100 best of three please for an event while you travel
>>
Rolled 88 (1d100)

>>6442711
Damn, I lost this quest for a while. Great that it continues on.

>>6440179
I'm hoping water processing and hydroponics equipment can get jury-rigged on the tanker.
>>
Rolled 53 (1d100)

>>6442711
>>
>>6442711
>>
Rolled 2 (1d100)

>>6442930
>>
>>6441125
>>6442931
Same idiot btw
>>
>>6442717
Although thinking about it more, maybe that's not the focus of the quest to get survival equipment.

Deck guns, like fixed emplacements of .50 cals on all ships, land vehicles, even bicycles that can help support land-expedition would be a boon.
>>
>>6442974
Well, besides rallying together whatever military and militia is left. We also have to deal with the refugees trapped on ships that cannot safely land anywhere. We can reconnect with the land bound forces again if we find an available helicopter or regroup with a carrier. Honestly, the refugee ships concern me more than whatever they are so desperate to retrieve up north before regrouping in the Caribbean. Those refugees HAVE to go somewhere...

Fuel is predictable. Claim some oil rigs and then figure out how to capture an oil refinery to gain fuel. Loot armories and dockyards supplies. Have to figure out how to capture a shipyard eventually to repair ships. We really don't have a good solution on hand for all those refugees...
>>
July 19th


The next day early in the morning after you had gotten done checking in on Brown who is still a bit out of it thanks to his concussion but starting to mend. When you begin to think about how you're going to spend your day. You're making your way toward the mess when the ship's PA sounds off the Captain requesting you on the bridge. Making your way to the Cutters small bridge you find Emile sitting at the radar console quietly speaking to Captain Sinclair who quickly waves you over.


Having no experience with radar when the captain points something out on the screen you have no real idea what it is. He sees your lack of understanding and explains “There's something coming down the coast toward us not sure what yet get your team ready on the off chance it's something we need to deal with.” You quickly grab Sullivan and Henderson and get set up on the deck of the Cutter even as the ship goes into general quarters the crew manning not only the ships original guns but also four more .50 cals taken from the James.


It takes a long moment before the first of whatever showed up on the radar appeared to be a fishing trawler. At first you assumed it was another floating tomb but you quickly realized the ship was under power and there were men and women on the decks. The cutter must have been a sight to them bristling with machine guns wherever there were places to mount them and the 25mm cannon tracking their ship. A few of the crew of the Trawler waved their arms in greeting and out of the mid morning fog came another ship, a tug and another soon nearly a dozen ships, yachts trawlers and even one sailing ship heading south were passing the Cutter and tanker most overflowing with people, nearly all of them armed and all watching the cutter cautiously.


They all pass you by all pointedly ignoring your attempts to hail them either via radio or via the ship's loudspeaker. Captain Sinclair is mad but there's nothing he can do about the flotilla without wasting precious fuel or time to regroup with the other coast guard ships up north. The excitement over you consider what to do today.


>Train and assistant gunner
>get to know your team
>write in

>>6442974
That can very well be the focus of the quest if thats what you anons want

>>6442997
I would like to note Captain Sinclair told you part of his orders is to join up with a flottila of ships and help resecure a Naval station of some kind in the north east not to meet up with the fleet in the gulf
>>
>>6443083
>That can very well be the focus of the quest if thats what you anons want
I admit I am a sucker for Civ quests, where numbers grow per turn but I think that's not keeping with the style of quests you run, that are more plot/dice driven.

Also fuck yeah, there's still people out there. Glad that they didn't try to steal our tanker, maybe they were worried about the same thing or they have a pirate colony, whatever.

>Action - Teambuilding
Can we train a team in room clearing operations using some of the tanker's spare rooms?
>Sullivan/Henderson/volunteers
>gun safety's always on
>stealth ops and silent comms via hand signals
>>
>>6443088
Ive considered running a Civ quest in the past but it just seems like most either wind up railroading hard or the civ grows so strong so quickly theres no challenge to it
>>
>>6443083
>>Train and assistant gunner
>>
>>6443083
>>Train and assistant gunner
i think we have meet everybody at this point, we should have a clear idea of who is best for the job.
i think we should train a back up, just incase.

i really think we should pull close to land and have people practice shotting. getting everyone comfortable with a gun would be a huge win.
>>6443111
some Civ would fit amazingly into this quest imo.
>>
>>6443083
>Train and assistant gunner
I look away for a couple of updates and we're already passing the BosWash. RIP to the places I wanted to go to in between.

Idle thought, if we're in the right place at the right time we could call the ISS on the shortwave for any juicy information they've been collecting up there.

-----

I dunno about the chatter, I like zompocalpyse stories where it's not just survivors in the anarchy doing their own thing but more like being part of an actual war with the zombies. The quest scratches that itch so far and it should come as no surprise I love World War Z, as I have mentioned before.
>>
>>6443111
The only good civ system is the post apoc civs back when they were still being run. The others are absolute shit. Civ games are also much more demanding and difficult. Unlike the others you also don't get power creep but post apoc is hardcore like that. Of course the system itself isn't limited to post apoc alone. So just copy their stuff and you will save yourself from a shit ton of pain and misery.

>>6443083
>Train and assistant gunner
>>
>Train a assistant gunner


You really do need an assistant gunner, while the MK48 is still effective without one a GPMG really shines when you have someone to assist in loading it, carrying spare belts and splicing belts onto ones already in the gun while you fire it. The question is who should you pick? Henderson being national guard should in theory have some idea how to do it but you dont really know what he did in the guard plus picking him would mean removing the only rifle from your team's firing line. Brown is probably strong enough to carry plenty of belts and his shotgun is better suited for when things get close so he doesn't do a lot of shooting mid to long range anyway. Sullivan now with an MP5 she had picked up from the James has a bit more range but she is a relatively small woman and in a fight seems far more focused on killing infected than doing anything as mundane as linking in fresh belts. You could also try and pick one of the civvies on the cutter to do it though you would have to find them a gun to use which wouldn't be hard with the number of rifles now onboard.

>Henderson
>Brown
>Sullivan
>random Civvie


Also question for next threads start which side story would you all like to see, feel free to vote on these throughout the thread

>tanker pt 2
>Pilot
>Kayak
>>
>>6443549
>Brown
Seems to make sense, or the mystery box:
>random Civvie

Story:
>Kayak
>>
>>6443549
>>random Civvie
I'd rather expand our team than cannibalize(no pun intended) an already useful member

I say that Italian coast guard guy or the smartest person we can find

>Pilot
(Yaaaaaaaaay)
>>
>>6443549
>random Civvie

>tanker pt 2
>>
>>6443549
>random Civvie

>Pilot
>>
>>6443549
>>random Civvie
>Kayak
>>
>random Civvie


You dont really like the idea of weakening your small team's already low firepower so picking one of the random civilians is probably for the best. They won't have much experience with regular firearms most likely let alone something like the MK48 but you don't need to fire the damn thing just splice in new belts and help you load. You get Captain Sinclair to approve some target practice off the aft of the cutter and you go and find as many of the civilians you can who might be interested in going ashore.


The small crowd you had gathered is at the aft end of the cutter as one of the sailors lowers an empty pelican case attached to a rope into the water allowing it to become a moving target for you. Your plan is to have all of them do some practice with an M16 and see which ones have some competency and then select out of those to try out doing some loading for the MK48 and the M240B which you need to make sure works properly anyway so you figure you'll just fire both.


Could I get a 1d100 best of three to see the quality of your choices
>>
Rolled 1 (1d100)

>>6443956
>>
>>6443958
Hi so do you want to use your stored crit to negate this?
>>
>>6443958
right off the mark too

>>6443960
I would like our help to be competent, or at least so bad that they get dismissed quickly without blowing up our single MK48...
>use the banked crit
>>
>>6443956
Use banked crit

Would love to stay on the boat and shoot from the boat at zombies on the shore

A
>>
>>6444059
And maybe also test them in reassembling a weapon*
>>
I do still need two more rolls after yall negated the crit fail fyi
>>
Rolled 41 (1d100)

>>6443956
been scared off rolling, sorry
>>
Rolled 86 (1d100)

>>6443956
>>
Rolled 3 (1d4)

You hand out ear protection to everyone and stop the sailor once the crate is roughly 50 feet behind the cutter bobbing in the waves. The borrowed M16 is loaded with 4 rounds in the magazine and 1 in the chamber you hand it off to your first tester, the tool and die maker woman. She aims down the rifle's iron and breathes out before pulling the trigger. A resounding click is all that happens and the woman looks at you confused wondering what she had done wrong. Frowning you scoop up the rifle and yank back the charging handle a 5.56 round with a very indented primer flies out, you shoulder the rifle and fire a round off into the sea the gun operating properly you shrug tossing the bad round into the ocean before reloading the gun and giving it back to the woman.


Your group of 10 or so people take turns firing off at the makeshift target and by the end of it you've picked out four people with either some knowledge of shooting or innate skill. The first of which was the first woman the tool and die maker named Nicky apparently, who admitted to having done some hunting in her past. One of the accountants from Savannah Zach is his name, did the best out of everyone having apparently done quite a bit of recreational shooting in the past. The hotshot firefighter named axe; was the third, having only ever shot a gun once before he still did alright. To your surprise the fourth was the young man from the cruise ship who with some great excitement had scored hits with all five of his shots. The others dismissed, though they stay to watch you set up the M240B first as its the more simple weapon to teach them on and you want to get them used to work next to a full auto unsuppressed gun first


Could I get a 1d100 best of three please my roll is to see how many of the four do well on the M240B
>>
Rolled 70 (1d100)

>>6444467
>>
Rolled 93 (1d100)

>>6444467
>>
Rolled 35 (1d100)

>>6444467
>>
You picked out the strongest of the four the firefighter to go first getting him set up next to you with you having a short thirty round belt in the gun. You inform him how to link in the new belt and he has to do it while you're shooting. He gives you a nod of understanding and as you peel off a short burst from the M240B you find he either was lying or was completely stunned by the gun firing as he failed every time to get ahold of the belt to link in the new one. You're not used to working with people who dont catch on quick as being a ranger requires a certain amount of competence which this guy clearly doesn't have. You quickly kick him off the gun and reset.


Calling Nicky over to go next, she does decently well and doesn't get too badly stunned by the gun, actually managing to link in the new belt at the last second. The accountant, Zach, does more of the same. The young Spaniard carefully informs you his name by tapping his chest and saying Matias seems to be very good at watching people work and copying them. He manages to link the belt in the fastest out of the three and quickly has another belt ready to go when that one is almost gone. The pelican case is now more full of holes than not so you ask the sailor with the rope to reel it in and untie.


The firefighter removed from your pool you have three options, the first is Nicky. She has some experience with firearms and is decently strong but she's short and may have trouble carrying a full length rifle and extra ammo. Second is the accountant Zach. He's got quite a bit of experience with guns but he doesn't seem as confident on going ashore. Lastly is Matias he's probably the weakest of the the three strength wise and a lot of his skill with a gun seems innate and not learned but he seems to be eager and willing to learn though he cant seem to speak much english he seems to understand it well enough.


>Nicky
>Zach
>Matias
>>
>>6444814
>Matias
Guy can learn but muscle memory will be an incredible advantage.
In the meantime, it looks like the fireteam just increased.
>>
>>6444814
>>Matias

English is easier to teach than courage. Wasn't a school teacher mentioned recently?
>>
>>6444976
>stay at home moms or worked some kind of corporate job
Nevermind. Any bilingual stay-at-home moms?

Matias being from Spain and speaking Spanish is honestly second best case scenario. It's fairly likely that we already have a bilingual Spanish and English speaker who can act as a teacher and translator. The Italian sailor might very well be trilingual and speak Spanish as well. We could invite him on the fire team if that's the case.
>>
>>6444978
Yep the only notable jobs you currently have are

Hospice nurse
Tool and die maker
Firefighter
and one with a CDL
>>
>Matias


Matias’s eagerness and willingness to learn is what finally makes your decision: you let Nicky and Zach know that they can stay on the ship and do your best to explain to Matias that he's part of your team and how he should come find you if the shore party gets called. You then begin the process of teaching him how to fix a malfunction for the M16 you had borrowed from the ship as you cant expect the kid to act as your AG without also being able to defend himself.


The rest of the day as the cutter sails north is spent explaining to Matias with the help of Emile who apparently speaks enough Spanish to get by, how to behave when you are dealing with the infected. Sullivan and Henderson both help out with Brown making a brief appearance to meet the young man before heading back down below decks to continue to nurse his head wound which the ships corpsman informs you he should be healed enough to function by tomorrow. You're just passing Delaware bay as the sun begins to set the burning urban centers shoreside sending great big plumes of smoke into the sky. Captain Sinclair informs you he may have to break the 150 mile exclusion zone around new york the next day as he keeps getting intermittent comms traffic from trapped civilians in the long beach area and he honestly hasn't been very good at maintaining the cordon anyway. He asks if the civvies aren't able to meet you at the shore if you would be willing to head inland a little to rescue them.


>Agree to head ashore if need be
>Dont agree the risk is too great
>>
>>6445141
>Agree to head ashore if need be
Boats stay offshore, take the RIB in.
>>
>>6445141
>Agree to head ashore if need be
Humanitarian work! What the Army was made for, aside from putting hostiles down. Unlike the Chair Force.
>>
>>6445141
>>Agree to head ashore if need be
>>
>Agree to head ashore if need be


You've seen a lot of larger cities since the outbreak happened a month ago, Savannah, charleston and virginia beach but as the sun begins to rise as you and the rest of your team begin to get ready on the deck you get your first good look at manhattan. It's something out of history like a great big army had shown up in the largest city in America and had just gone to town. However it's the city's own populace that had done this. A large section of New York itself is burning much like most large population centers, the skyscrapers burning like giant torches. Using your binoculars as the ship makes its way across the lower bay toward long beach you can see the streets of Brooklyn crawl with undead in their thousands, the beach of coney island especially is packed with undead and living infected most likely having originally arrived there chasing survivors onto anything that floats.


Captain Snyder has to actually dodge a lot of floating tombs, fishing boats, small rowboats even a few kayaks as he sails each occupied by either the infected or blood and viscera. As the night has gone on the cutter has received more information from the survivors on Long island they are trapped inside the Long Island city hall specifically the portion of it belonging to the police department. They haven't said how many they are or how many infected surround them but they seem desperate and don't seem to have the ability to receive, only transmit.


The captain lays out his plan he wants to drop you off via the dingy at the south facing beach side of the island at the Boulevard that leads right to the city hall he while you fight inland he will circle around to the north side of the island where he will pull up to municipal fishing dock where you could reboard with survivors while being protected by the cutters guns. The trip from the beach to the city hall is 7 blocks long with the trip from the city hall to the fishing dock is only 4 blocks. You need to decide what equipment you will bring with you. You can bring your MK48 with a full load out of 800 rounds in 4 belts not including the one in the gun, YOu could bring the MP5 with 10 30rd magazines or you could split the difference and bring both but halving you ammo loadout to 400 7.62 and 5 magazines of 9mm.


>Just the MK48
>Just the MP5
>Bring both but halve the ammo


Your teams loadouts for consideration


Sullivan:
1x MP5
1x M17 Pistol
1x makeshift Warhammer


Henderson:
1x M4 Carbine
1x Glock 17


Brown
1x set of riot gear
1x Remington 870 shotgun
1x baton


Matias
1x M16 rifle
400x 7.62 for MK48
>>
>>6445472
>Just the MK48
We might need a lot of lead, very quickly.

Also, I've got a different idea. How about we get picked up from the Reynolds Channel rail bridge instead? It's possible to dock and board there, it's a very defensible pickup location with a killer choke point that amounts to a shooting gallery for supporting fire and it's a straight shot down the fenced-off LIRR tracks from city hall to the waterfront without needing to go through the streets.

I'll also note that it'll take ~20 minutes at full chat for the cutter to circle around the island. Longer if they're recovering the RIB.
>>
File: plon.png (812 KB, 520x912)
812 KB PNG
>>6445477
dropped it
>>
>>6445477
The others may vote for this path if they want

>Plan A
>Plan B
>>
>>6445472
>>6445477
>Also, I've got a different idea. How about we get picked up from the Reynolds Channel rail bridge instead?
Assuming this is Plan B, seems OK. I know nothing but if Anon suggests it then it's better than a coinflip.
>>
>>6445472
>>Just the MK48
>>
>>6445494
The city hall is in the middle of the frame. Plan A is the exfil route via the fishing pier, B is via the rail tracks.

My logic is that we're at higher risk wading through several blocks full of zack in the streets when the tracks are not surrounded by buildings and fenced off with no obstacles, which should mean they are clearer. The bridge is also low, narrow and open-sided, making it a very defensible choke point while we board and means any pursuers can be machine-gunned from the side as well as compared to the pier, which lacks the long, narrow chokepoint and shooting-gallery layout.
>>
>>6445472
>Just the MK48
Forgot to vote weapons.

>>6445619
Plan B locked in for me then
>>
>>6445477
I'll back this.
>>
>>6445472
>Just the MK48
>>6445479
>plan B
It should be the most safest, hopefully.
>>
>>6445615
>>Plan B
Forget the plan


I like the long straight kill zone and the fences

Maybe have someone else carry a extra belt of our ammo, just in case. I don't wanna weigh the kid down touch
>>
You alter the plan slightly from what Captain Sinclair originally wanted to do instead you have him sail to the rail bridge instead as that should be a better position to cover your exfil. Honestly you don't really blame the captain for not thinking about stuff like that he's coast guard until a month ago the likelihood of him ever having his ship fire a shot in anger was so low it was funny. You're a ranger, a machine gunner, someone whose entire military career has centered around where and how to deploy to have the maximum arc of fire for your gun.


The MK48 and your full loadout of ammo is what you decide to go with as while the streets of long beach arent too crowded with infected things could go bad quickly and having the choice to dump a thousand rounds of 7.62 never hurts to have. Your team loads up into the dingy all five of you with a sailor driving it and begins your somewhat placid trip to the shoreline, the sailor trying to make as little noise as possible.


Could I get a 1d100 best of three to see how the initial landing goes
>>
Rolled 8 (1d100)

>>6445826
>>
Rolled 99 (1d100)

>>6445826
>>
Rolled 14 (1d100)

>>6445826
>>
As you pull onto the beach your greeted by only two undead who at their stumbling gait start towards you as the dingy enters the shallows. The team disembarks in good order with only Matias slipping slightly as he crawls over the side of the boat and into the ankle deep water the two spare belts for your gun jangling in the borrowed ammo can attached to him via a strap. Before you can even ask Sullivan is dashing forward her MP5 slung hammer cocked over her shoulder toward the two undead. You and Henderson help push the dinghy back out to sea while Brown and Matias cover you, with the sound of Sullivan bashing in the skulls of the undead in the background.


With the dinghy pushed back out to sea and returning to the cutter you come up onto the beach proper and take a knee scanning the area around you. The beach itself is pretty sparse, the occasional red stain the only sign of infected activity of course save for the two now corpses lying side by side where Sullivan had dispatched them. It's unnervingly quiet as you begin to move toward the boulevard that will take you to the city hall. The sound of the dingy is already too quiet to hear over the waves. Moving off the beach and onto the street its more of them same youve seen before abandoned cars smashed in shop windows, the occasional brownish stain on the concrete and a pile of what used to be a corpse showing where someone had died permanently on the ground. You can see the occasional corpse wandering around on the street in front of you but the majority seem far down the boulevard toward your objective.

Could I get a 1d100 best of three DC of 50 for the approach to the horde, also anything in particular you want to do while you approach?
>>
Rolled 100 (1d100)

>>6446271
Scout the surrounding streets in case of barricades, hordes or whatever other hazards.
>>
Rolled 55 (1d100)

>>6446271
See if we can't leave the avenue and cut through yards and alleys instead. The less that spot us, the better.
>>
Rolled 53 (1d100)

>>6446271


>>6446283
Okay champ :3
>>
File: G-BRNE-Cessna152.jpg (543 KB, 1132x745)
543 KB JPG
You dont like the amount of infected in front of you with god knows how many more behind that so you decide your team is going to take a slightly less direct route to the city hall. Gesturing to your team you lead them to your right into the front yard of one of the homes and into the side yard. There's a short fence that each of you has to vault but its more than low enough for that to be done. Once over the fence you quickly lead your team through the backyard of the house behind the one you had slipped past and across the street, this street looking much the same as the boulevard to your left but sans the wandering corpses.


You manage to continue through the two story suburban homes like that using their backyards as a much safer route than using the road for four blocks the closest you come to encountering any infected being a undead whos was face down in a swimming pool trying its best to try and thrash its way out of the murky water. The backyard route does eventually come to an end when you reach a line of what you assume are retail stores trying to decide whether or not you want to try the right or left sides of the little block your own Matias points at one of the shops which has a back door hanging ajar. Patting the young man on the shoulder the five of you quickly stack up on the door and breach Brown leading the way with his scattergun.


The building had once been a bar you think by the amount of kegs in the backroom and once you enter the main area of the bar you see that your very much right a long bar counter dominates one side of the room with booths and tables in the rest. A large plate glass window had once dominated the front of the building but now lay shattered around the room's floor along with what you would guess is a large amount of the bar's stock of liquor and beer bottles. Youve seen a lot of weird things in the last month and what you see through the broken window is one of them. A large plaza separates you and the city hall and sitting in the middle of it is a single engine prop aircraft. The lower floors of the city hall itself have been barricaded with furniture and a couple of cars. Your team goes to ground in the bar eying up the building trying to decide how best to deal with this while also doing their best to remain unobserved. You could just set up a position here and kill the infected as they cross the plaza separating you and the hall. There's also the option to try and draw off the infected somehow, maybe by having part of your team make some noise away from the city hall?


>Just shoot them you have to get the civilians out anyway
>Draw the infected off
>Write in
>>
>>6446609
Here's a question. Will living infected continue to move towards a target even into a clear environmental hazard? Fire, for example?

Also, how big is this horde?
>>
>>6446687
Several hundred and no living infected do have some semblance of self preservation, they wont walk into a fire but they will charge a machinegun if said machinegun is operated by something they can eat
>>
>>6446743
And what would the ratio of living to dead infected look like? I'm cooking a plan involving a lot of fire.
>>
>>6446749
It seems to be mostly living infected with the undead scattered around the area, the living infected know theres people alive inside but the undead dont seem to know
>>
>>6446751
Dang, I was hoping to set the building on fire and draw as many of them in as possible.

In that case, send someone up onto the rooftops to throw some bricks at cars in the next avenue to set off their alarms. Yell at the infected if needs be to draw them off.
>>
More than likely no post tonight feel free to keep voting and brainstorming
>>
>>6446755
The problem with that is it would attract a lot more undead to the vicinity and flames don't appear to be attractive to the undead either given the lack of burnt corpses we found with all the fires raging everywhere. We would need to include bait like a boombox or something to lure them in to burn.
>>
>>6446780
You have seen undead walk into fires before but they just like walk into them for no reason they need to be attracted by something usually alive
>>
>>6446609
>>Write in
get a guy as high up as possible, have them shoot cars and set off alarms in a trail leading away from us
>>
>>6446780
Any form of distraction and lure we do has the risk of drawing in more from the surrounding area but, really, I think the group of survivors in the town hall has already pulled in a lot of the neighbourhood zack. A fire on its own wouldn't attract much since it's not a sign of human activity, the plan was to splash flammable alcohol everywhere and set the building on fire before drawing their attention by yelling or shooting at them, scooting out back before it gets too on fire and shutting the door while the horde ambled towards the last location they saw stimulus i.e. into the burning building. But since these are mostly the smarter living undead who won't walk into fire, that puts paid to that.

Speaking of fire though, we have everything within reach we need to make Molotov cocktails. Fuel (high-proof spirits or siphoned fuel from a vehicle out back), gelling agents (styrofoam or baking soda), bottles, rags and a means to start a fire. If the horde is tightly packed then a fire could spread rapidly through them from infected to infected as their clothes catch alight and cause nasty burn injuries to the living infected as well as causing interesting reactions to being on fire. Only hazard with that is you now have a horde of flaming zack who might just run around setting the entire neighbourhood on fire including the building full of people we're trying to rescue.
>>
>>6446609
>>Draw the infected off
>>
Rolled 74 (1d100)

>Draw them infected off
seems to be the closest thing to a agreed on vote


You sit and mull over your options for a few minutes as your team quietly either joins you or in the case of Brown and Matias quietly add a few bottles of quite expensive looking liquor to their packs from behind the counter. That actually makes you consider making some molotov cocktails and trying to burn out the infected but that would probably only really get the undead and would risk setting the area on fire when you have to escort survivors out of here. After a few more minutes of thinking you wave Sullivan and Henderson over and whisper to them asking if they would be comfortable heading east along the back side of the store fronts and a couple blocks over to fire some shots and then running back to draw off some of the infected. The two of them speak quietly for a moment and then nodded, Henderson saying that he would be more than willing to do so and Sullivan doesn't care. You watch as the two of them move to the back of the bar and out the door and wait for them to reach a few blocks over and start shooting.

could I get a 1d100 best of three DC of my roll
>>
Rolled 52 (1d100)

>>6447355
>>
Rolled 76 (1d100)

>>6447355
>>
Rolled 56 (1d100)

>>6447355
>>
>>6447355
>>6447360
slim win, well done!
>>
The three of you sit in silence while you wait and your just starting to think something has gone wrong when a few blocks away the rapid fire pops of 9mm and 5.56 start to sound. In an honestly terrifying way the heads of every single infected in the plaza turn to the east like machines and shortly after that they all turn and begin to sprint eastward.About a minute later Sullivan and Henderson sprint into the back door of the bar and give you a thumbs up as they stand there bent over hands on their knees winded after their sprint back.


You give the two a few minutes to catch their breath while the last of the infected both undead and living make their way out of the plaza. Once its clear save for a pair of undead who seem to have had their backs broken dragging themselves you move. Your team moves in a staggered column across the plaza boots pounding on the concrete as you move past the plane parked in the plaza and up to the barricaded building. As you come up to the building you realize youve made a slight mistake in the fact you have zero idea how your going to get into the building with all of the barricades but you seem to be lucky as you hear the screech of a desk being dragged away from a door and the head of an older woman pokes out of from a doorway followed by her frantically waving you over.


Shrugging to your team you make your way over and into the dark interior of what you realize is the police department's lobby. As you look around you see a disappointing amount of people just four in total: the old woman, two male police officers armed with handguns and an older man armed with a crowbar around the same age as the woman. Clearing your throat you say “Im corporal Foch 75th rangers weve got a coast guard cutter heading to the nearby rail bridge to pick us up is this everyone?” The old lady sighed and nodded. “There were six of us yesterday but two left early this morning thinking they could make to one of the bridges we heard a couple of gunshots a few minutes after they left and then nothing else”

Is there anything you want to ask them and could I get a 1d100 best of three please
>>
Rolled 65 (1d100)

>>6447668
Any supply caches or fuel in the area? Also any other locations of survivors?
>>
Rolled 50 (1d100)

>>6447668
What the fuck are we even still standing around for, grab your most vital shit and go go go before the horde comes back

Buuuut where exactly were they going, we might pass them. They're probably dead but still.
>>
Rolled 20 (1d100)

>>6447668
>>
sadly no post tonight, uh quest fun fact france is not doing well
>>
>>6448036
france hasn't been good since the the 2ed international

sorry, are you french?
>>
>>6448062
Thank god no, Europe in general in the quest is not doing well
>>
>>6448156
Well they disarmed after the cold war so no surprise there. The closest defenses they got are old Cold War installations that were also abandoned. Compact space with lots of infected...yeah its gonna suck. Hard.
>>
>>6447668
"Grab your ammo and clear your sights ladies and gents. Also bring any valuables because chances are you will never be back here soon."

>ask
Do they have any bicycles?
>>
File: MP25_1.jpg (682 KB, 1912x1460)
682 KB JPG
You ask the four survivors if there's any large source of diesel fuel on the island that they know about and all four shake their heads. You also ask if they had seen or heard any other survivors, the older couple shake their heads and tell you they had only been here for a week since their plane had lost fuel pressure and had to make a landing here. The cops tell you besides the two that had left this morning and the old couple, the last people they had seen had been their fellow officers and city employees who had tried to leave via a convoy of police cars. They tell you how as part of the convoy they had made it as far as the west most bridge before being overrun and having to run back here burning through a significant amount of their ammunition on the way. The old man who must be pushing 70 reveals at this point has an m1911 along with his wife who has one of those pot metal Saturday night special pistol as well.


After a few minutes of letting the survivors gather up their things you exit the dark interior of the police department to see thankfully the plaza remains mostly clear save for the two cripples slowly crawling eastward. You shake the team out into what you best describe as a tactical blob Matias, Brown and yourself in the front with Henderson and Sullivan at the rear with the two cops and the old folks in the middle. Honestly the more of your plan you go through the better of an idea it seems as the entrance gate into the rail yard is directly east of the city hall which makes the dash over to it quite quick. The gate which you assume would normally be closed hangs open more than likely left like that by the last rail workers out of the area. Coming around the corner of the railyards warehouse you swear as you see a crowd of infected about 150 feet in front of you around 100 strong, most of them seem to be living infected and they clearly see you. You have no time to run from the infected so it's time to put your gun to work.

Horde combat! could I get a 1d100 best of three DC of 75 they are real close!
>>
Rolled 1 (1d100)

>>6448353
>>
File: laughing dice.jpg (37 KB, 752x375)
37 KB JPG
Rolled 27 (1d100)

>>6448353


>>6448374
picrel
>>
>>6448374
i blame the french
>>
Rolled 99 (1d100)

>>6448353
>>
>>6448488
So, uh, is that gonna grant us any mercy?
>>
You quickly fall prone kicking out the bipod on the MK48 aiming down the red dot sight even as matias falls prone next you. The rest of your team are already shooting Hednerson, Brown and Sullivan firing as fast as possible with their individual weapons. Sighting in your land the red dot of the optic on the chest of an infected young man wearing a jersey and a pair of denim pants slowing your breathing even as the crowd charges you you pull the trigger sending four rounds of 7.62 into his chest. Even as the young man falls, your switching targets to a heavy set woman whose mouth was peeled back in a soundless scream pulling the trigger all you hear from your gun is a loud click instead of a series of suppressed 7.62 rounds. Training takes over as you shout “GUNS DOWN! Matias cover!” The young man begins to fire his M16 rapidly as you come up to you knees and begin the process of yanking the gun open to get a look at it seeing the stoppage had been caused by a round that was still in the chamber of the gun with a very well defined firing pin strike on the primer. A thought crosses your mind on whether or not this was ammo from the James or not and if all that ammo was stored badly or something. Shaking your head clears your mind. Do you want to take the time to clear the stuck round or do you want to draw your handgun and hope your team can handle the horde without the MK48?

Note failure to clear the dud round which will be a roll will put you into personal combat which will be dangerous for you while drawing your handgun will be dangerous for your team and charges

>Clear the malfunction
>Draw the Sig p320

>>6448677
Yes it saved you a little otherwise the MK48 would be fully dead until you took it apart
>>
>>6448790
>Clear the malfunction
Cover me dammit
>>
>>6448790
>>Clear the malfunction
we gotta protect Matias
>>
>>6448790
>>Clear the malfunction
>>
>>6448374
sorry guys
>>
>>6449060
beats playing alone :)

i get it tho, im still haunted by my crit fail last thread
>>
>Clear the malfunction

The crowd of undead is still coming as you look around Matias and Henderson are firing as fast as they can switch targets while Sullivan takes careful shots with her MP5. Brown to your surprise is actually already firing despite the fact the crowd is still a 100 feet from you. Clearly he's taking advantage of the density of the crowd to make his buckshot actually worth a damn at that range. You figure your team can defend themselves while you work on the MK48 so you leave the handgun in your puch which makes you realize you really do need to find a holster somewhere for it. Drawing your multitool you set to work on the gun.

Could I get a 1d100 best of three DC of 55! Its kinda low because you have a multitool and did some shooting with Matias yesterday going over how to deal with malfunctions.

>>6449060
Dont feel bad anon these little failures add flavor
>>
Rolled 15 (1d100)

>>6449085
>>
Rolled 63 (1d100)

>>6449085
>>
Rolled 27 (1d100)

>>6449085
>>
You concentrate on the MK48 as the firing continues around you; the only time it stops is when Matias or Henderson stop to reload a fresh magazine. It sure does seem like a dud round thats caused the stoppage the primer on the cartridge its clearly dented hard and by all rights should have fired. Carefully like you aren't being charged by a 100 screaming people who want to rip you to shreds you lift the gun up and flick out the multitools pliers and carefully start to grab the lip of the round. Honestly in a normal circumstance you would be worried about a hang fire which is when the round could still go off because the primer was smoldering or the powder inside the round was bad. You've seen a guy blow his fingers off due to one before but you seem lucky once again as you slowly pull the round out of the MK 48s chamber and toss the round off to the side.


Pulling the belt of linked 7.62 back into the gun you charge it and lift it up gripping the fore grip and shouldering the heavy gun. The crowd of infected are only 60 feet away now so you waste no time on opening fire.

Could I get a 1d100 best of three please DC of 60 the team has thinned the herd!
>>
Rolled 92 (1d100)

>>6449375
>>
Rolled 55 (1d100)

>>6449375
nb4 another 1.
>>
Rolled 75 (1d100)

>>6449375
>>
Rolled 2 (1d100)

>>6449375
now watch me crit fail
>>
>>6449397
XD
>>
While we're here I'd like to throw a few zombie lore questions. Not sure how many we'd know the answers to in-universe, or at least have some ideas.
-Are people still at risk of infection from the disease itself out and about like this? I assume fluid exchange transfers the infection as standard, but has the pandemic strain burned itself out or something and the current living infected are not transmissible in the same manner?
-How long is the progress time from infection to becoming feral? Is it a gradual thing or do they suddenly go berserk? Any distinctive signs and symptoms?
-If a person is killed by an infected (alive or dead), will they reanimate? Does it require additional circumstances like a certain infection progress for reanimation on death?
-Will either type of infected go after animals? If so, would they still preferentially target humans?
-What causes the undead to see the living infected as friends, not food? Is it something we can imitate?
-Do the living infected retain any personality or memory aspects like hanging around their homes etc.?
>>
Rolled 13 (1d20)

The first trigger pull sends eight rounds down range into a pair of infected directly in front of you, sending both of them sprawling. Seeing that your gun seems to be working fine now you begin to sweep the suppressed muzzle back and forth across the crowd. The front of the infected crowd had only been a scant 40 feet from you when you started firing but as you did so the crowd thinned until only a handful of undead remained which Henderson quickly finished off with his rifle. Your despreate firing had burnt through roughly half of the 200 round belt in you gun so you nod to Matias to link a new one. While he does that the old man with the1911 walks over and shakes his head. “You army boys always leave shit to the last minute dont you?”


You kind of just stare at him as he returns to his place in formation, Matias gives you a thumbs up with a shaky smile and you nod to your team and start moving again. Picking your way through the piles of corpses you need to move fast as you can hear the yells and screams of infected behind you attracted to your gunfire. As you move down the railroad tracks you begin to hear the sporadic sound of .50 cals firing to your front, the cutter engaging something.

could I get a 1d20 best of three please DC of my roll

>>6449566
>questions

1. youve personally only ever seen someone infected via bite since the initial sudden change in the infection whatever happened changed it to a saliva only transmission it seems

2. It can vary from 4ish hours to 2 days the bitten person slowly loses all control of themself before coming fully feral depending on how close the bite is to the heart

3. You honestly have no idea youve seen people taken down by infected get back up but never seen if they were bit before hand

4. Living and undead will go after anything alive though the living is more likely doing it to consume the animal for calories than to try and infect them

5. No idea your a dumb ground pounder your job is to shoot them

6. Your not sure? you've seen them do things like open doors and use basic tools which require some memory but they seem solely focused on finding uninfected people to attack only stopping to eat and drink when idle
>>
Rolled 15 (1d20)

>>6449652
now time to crit high
>>
>>6449656
It's a DC pass, I'll take it.
>>
Rolled 17 (1d20)

>>6449652
>>
Rolled 67 (1d100)

>>6449652
>>
Rolled 13 (1d20)

>>6449652
>>6449664
wait I fucked that up
>>
Rolled 5 (1d100)

You're actually surprised how fast your little group manages to move, especially considering two out of the nine of you are pushing 70. The rail road bridge is just starting to come into view and you realize what the cutter is shooting at. It seems the rail road bridge which is actually quite low to the water has its drawbridge component down which is allowing infected from across the river to cross. Looking behind you can just start to see the distant forms of infected behind you.


Huffing and puffing your group arrive on the bridge where the Richard Snyder floats next to it two of the .50 cals on the rear of the ship firing down the lowered bridge at the oncoming infected. You quickly start to get your group loaded onto the ship making sure the two old folks get onto the ship's deck only a few feet below the bridge first. As you climb down onto the deck yourself you see Captain Sinclair who looks disappointed at how few people you actually found but he wastes no time once your entire team is onboard to push off from the rail bridge and back to sea the way the ship came. Honestly this whole op relied on luck you think as you pass through the open drawbridge section of a bridge to the west of the rail bridge which is it has been down your entire exfil plan would have been moot. Its actually only around noon, the entire OP having only taken around four hours. You have plenty of time with the rest of the day.


You have the usual options: getting to know the new folk, learning more about your team. Or you could try and codify some tactics and training with your team now that you starting to get a feel for combat against the undead with a team that isn't made up of jacked up tier one guys like seals or other rangers.


>Get to know the new survivors
>get to know your team better
>do some training with your team
>write in


It occurs to me I forgot to make the roll for the event for the day yet so the im making the roll for july 20th DC of 85
>>
Rolled 21 (1d100)

>>6449944
>>Get to know the new survivors
>>
>>6449944
>Get to know the new survivors
>>
>>6449944
>>do some training with your team
Train Matias, the whole team but focus on get Matias good with a gun and on communication.
>>
>Get to know the new survivors


Your teams had a day's worth of exertion already so you figure you would go bother the two cops and the old folks. Finding them is easy on the overcrowded cutter which reminds you next chance you get you need to see about cleaning out the lower decks of the tanker so it's actually livable instead of smelling like a tomb. The four of them you find in the mess hall sitting at one of the tables not far from one where Sullivan and Henderson are cleaning their guns. Sliding onto the bench next to the two cops you get to talking


The two cops who you learn are named Ted and Phil are rookies having only worked for the long beach department for a few years each they seem extremely skittish so if you wanted to add them to your team it may take some time for them to chill out. Both of the older folks are a bit more interesting the man who goes by the name Chuck is a former navy pilot actually and his wife Paddy was also a pilot though not by profession the two of them had originally been in Buffalo new york and had intended to fly to the coast and then north from their in their Cessna. This plan had eventually failed when they were unable to get anymore fuel at any of the smaller regional airports and eventually had to set down flying over Long beach the large airports around NYC having long since been overrun.


You do your best to explain the larger picture to the four new additions over the next couple of hours eventually wishing them well and heading off to do weapon maintenance that stoppage with the MK48 earlier in the day making you paranoid. Sometime tomorrow you should reach the waters outside Newport and the flotilla Captain Sinclair has orders to join. You think on anything you want to do in the next 12 hours on the cutter

Is there anything you want to do before meeting up with flotilla?

>write in
>>
No post tonight and it doesnt seem like anyone has anything they want to do if you have lore questions about zombies,charcter your character feel free to ask Ill answer what Corporal Foch would know
>>
>>6450213
>>write in
>train with our team in our downtime.
>>
>>6450213
>>write in
I think we should do some training and think about adding phil and Ted to the team as backup/stand-in in case anyone gets injured again. I also like the Italian dude low key

Do any off the new members speak Spanish? I gotta imagine the odd around New York are like 50/50, especially with cops.

We should try to get a church up and running on Sundays.
>>
The Cutter makes good time out of the New York harbor area, captain Sinclair eager to get away from what he self describes as a tomb shaped like a city. Only thing of note as you leave New York behind is the soft droning of aircraft engines above you and a cursory glance with your binoculars reveals it's some kind of large drone circling over the city doing reconnaissance. Even the drone is soon left behind as night falls and the cutter makes its way up the coastline of Long Beach and toward Newport. While the cutter travels you don't outright train with your team but you do go over some hand signals and brainstorm some ideas on how to operate in heavily infested areas like long beach.


July 21st


In the early morning hours of the 21st the cutter arrives outside Newport and makes visual contact with the flotilla. It's kind of a sad sight being made up of only three other sentinel class cutters the same as the Richard Snyder a single one of the Legend class cutters and to your surprises a navy Arleigh Burke class destroyer, the Farragut. The Richard Snyder quickly joins the formations of ships and the tanker is quickly visited by the three sentinel class ships to fill their own bunkers with diesel fuel. As the sky starts to lighten with the morning sun the Captain of the Farragut asks for a meeting of all ships captains and leading ground personnel to come over to his ship for a meeting which as the Snyders ground team leader means you have to go.


The trip over to the destroyer is pretty fast on the cutters dingy and you soon find yourself on the deck of the crowded ship which you find swarming with civilians much like the Snyder is. This is your first time attending a meeting on a proper warship so you're surprised when your led into just the ship's mess hall for it but you shrug off the surprise quickly taking a seat next to Captain SInclair. The other four coast guard captains soon arrive accompanied by a couple of national guard soldiers and one marine as their ground team leaders and the Destroyers captain as well, he's a proper captain holding the actual rank and he introduces himself as Captain Stevens. Captain Stevens is joined by a man in an air force uniform which is the rank of colonel and wastes no time and launches into his briefing for what you're doing here.


A week ago his initial orders had been to retake the US Naval war college here in Newport however in recent days that has changed as Newport has been deemed unrecoverable by air force reconnaissance. His new orders are far more loose; he is to take this force of ships and secure a safe base of operations for units on the eastern seaboard, unable or unwilling to go west to rally around. The only stipulations he's been given is that the base must not be within 150 miles from a metro area of a million people or more. He stops to allow for people to ask questions


>Ask about supplies
>ask about how many people we have
>ask for news
>write in
>>
>>6450874
>Questions.....
Are their any requirements for this location such as accessibility, facilities etc.?
How many combat-ready personnel do we have available to us?
What's the situation on supplies, munitions and equipment?
Do we have any heavy equipment, vehicles, aircraft etc. available to us?
Can we count on support from any outside military assets like carrier aviation, the Canadians or even just resupply?
Is there a shortlist of candidates at this time? Under the 150mi rule, Providence, Salem and Bangor make everything off-limits all the way to the Canadian border.

-----

I'm thinking we should clear and hold one of the local islands. Conanicut Island comes to mind - both the big cutter and cruiser have the gun firepower to easily bring down the Claiborne Pell bridge to isolate it from Newport and leave us with a sizeable island of only a few thousand people to clear, one easily securable way in and out and easily accessible and secure transport links to reach it from the east.
>>
>>6450874
>>ask for news
>>
>>6450874
>>ask for news
I think we should still be focused on trying to rescue as many people as possible. We should tell them about the flotilla that passed us by and wouldn't stop
>>
>>6450931
I was thinking Vinalhaven could be a good option. It's got lots of small islands like potato island and hen island that we could easily clear and slowly island hop till we get Vinalhaven. I do like the idea of have a forward operating base near new York, I'm sure thousands of people are still holding out somehow in the area and we should try to save people while we still can
>>
You honestly have a kind of long list of questions but it seems you're not the only one as nearly every hand in the room goes up. The first person he picks is one of the captains of one of the sentinel class cutters. “Are our only requirements for a base that it be 150 miles from a major metro?” Captain Stevens sighs “Honestly our orders are kind of boiler plate were not the only small group doing something like this in CONUS Im being given a lot of freedom to interpret orders and I can even bend the 150 mile exclusion zone as long as its not anywhere near New york or boston that was explicit in my orders.” He points to another captain, an older woman “What's our support look like?” Captain stevens nods to the Air Force colonel next to him “This is Colonel Porter he represents the air force assets still active in the region he flew in on a UH60 yesterday”


The Colonel was a younger guy for his rank you thought and you wondered as he stepped forward to speak if his rank was a battlefield commission. “As it stand the Air force in this region is flying solely out of Westover air reserve base out of springfield Massachusetts, We have at our disposal a handful of CM-5 Super galaxy transports 12 UH60 blackhawks and a pair of f-18 strike eagles who have one hell of story of how they got to Westover, But I have to note we are lacking in ordnance to provide too much support at this time westover was primarily an air lift base and our stocks reflect that mixed with fact we are under constant siege by the undead to the point where we are using aviation fuel to burn them away from our fence line.” Captain Stevens nods as the Colonel steps back “one of my own set requirements for a base location is one with enough space for at least the helicopters to land if not the C-5s though Ill be honest I doubt we can do that lest we secure a extremely large and straight section of highway for the purpose”

1/2
>>
>>6451192
The captain of the legend class cutter raised his hand “What are we looking act supplies and personnel wise?” Captain stevens crosses his arms and leans back “Well in terms of sailors every ship here has taken casualties and your own ship is only running half its normal crew so at current count we have roughly 600 sailors give or take a couple” He nods to one of the national guard officers “We've got 12 guardsmen spread out among the cutters, some cops veterans who've joined up to work as shore parties” He then points to you “One ranger which I would like to how the hell got here and finally about 130 civilians roughly spread out among our ships” He sighs “In terms of supplies weve got at current consumption probably two weeks worth left ammunition for small arms and HMGs is good but ammo for anything bigger than the 50s is scarce fuel were actually good on thanks to the tanker Captain Sullivan brought with him”


He finally points at you for your question “Do we have a short list of candidates for a base?” The captain actually shrugs at your question “Were actually kind of spoiled for choice when it comes to an island or peninsula to fortify, Nantucket, Martha's vineyard any number of smaller unsettled islands though we should probably select something with some infrastructure” He then points to Captain Sinclair who speaks “Any real news from the wider worlds last info I got was the recon flight over charleston passing on info” Captain Stevens pulls out a dogged eared notebook and flips to a page “Well from what information has been passed to me the Navy has finished its full relocation to the gulf and has begun combat operations to support ground forces moving west, most overseas american forces have found their way back, we actually had a 747 borrowed by the air force fly over us a couple days ago loaded with troops from germany” He flipped a page in the notebook “Most european nations have gone dark save for the french, UK germany and the swiss who all report large parts of their nations lost” He tucked the notebook back in his pocket before something seems to remind him of something “Oh uh the president is dead the current president is the secretary of agriculture apparently” he says with an awkward look on his face.


This news does start a small bit of chatter among the captains and their shore party leaders until Captain stevens clears his throat. “I would like it if you all would discuss what potential base locations we should check out and form an idea of how you want to scout them out”
Which place do you want to search first for a potential base location?

>Nantucket
>Martha's Vineyard
>Conanicut Island
>write in

2/2
>>
>>6451191
Block Island has an airport tho
>>
>>6451194
For those considering block island I would like to point out it may still have power as it has its own off shore wind turbines though im unsure how exactly the power is routed to the island
>>
>>6451193
Nantucket is good place with an airport and must have it's own independent infrastructure, but misses other useful infrastructure.
Goat Island, Coasters Harbor Island and the Newport marines base & airport nearby seem viable.
>>
>>6451193
I'll note that both Nantucket and Martha's Vineyard are summer colonies, they have little to offer but houses for the wealthy and a few town facilities. And considering shit hit the fan in high summer, they'll have both been heaving with tourists and summer residents, pushing their populations well into the five figures, making them a lot of space to clear and teeming with large numbers of hostiles. I'll have to give them both a thumbs down.

I've set out my stall for Conanicut. No airport but small aircraft and fighter jets can land on the highway. The C-5 is way too big to land on a road, its weight will just punch straight through the asphalt and collapse the landing gear and the Block Island runway isn't long enough - the airports on MV and Nantucket could take them, but the two large islands are still poor choices.

I'm also open to Block Island, it's population is small even accounting for tourists and while it doesn't have many facilities, it's got more than Conanicut. However, we are still supposed to be able to support and receive onshore units and probably refugees so we would have to maintain an outpost on the mainland and run a ferry back and forth which could be a pain in the ass compared to Conanicut being bridged. The power is a huge plus though, the wind farm cables are routed to a substation just south of the island fire station and distributed to the local grid there. The whole thing will have tripped and shut off with the failure of the regional grid but it could be restored to the island so long as the wind blows.

Ultimately, I think I'll go for Block Island. It's got pros and cons but it's still a good enough candidate and the power connection is too big to ignore that none of the others will have.
>>
>>6451193
>Block
I like how small and manageable it is, I think we could take out time cleaning out Martha's vineyard or Nantucket in the future when we need more room or resources

I really like Cananicut also, mostly because it's closer to mainland where we can give support if we are needed. I think we use it as a forward operating base for the military and rescue operations centered around Providence. I don't think we should blow up the bridge, it's to useful if we want to use it long term. If things go south we could always fall back to beavertail state park and defend beaver tail road. It's almost its own island and would be a easy place to defend if we get overwhelmed. It's only 20 miles from block Island has tons of small boats we could use to sail back to block in a disaster

Tldr
>We island hop
>Block first to set up a safe haven for civies
>Conanicut next to loot Providence and the airport and set up a military outpost to help others assets in the area
>Other islands in the future???
>>
>>6451335
Sorry for all the green text at the bottom, I didn't mean to make it look like a vote post
>>
>>6451335
That was largely my plan. I'm just worried about what's on the other side of the bridge, a dense series of large towns all the way to Fall River with the potential for hordes that may be attracted by the clearing ops on Conanicut. We don't need to bring down the main span or even the high girders but one of the eastern approach spans to leave us with a 30m gap we can install something over later. If we leave the bridge intact, we would have to make constructing a zombie-proof barricade a first priority, welding and bolting some heavy steel beams between one of the suspension towers perhaps.
>>
>>6451193
>>Martha's Vineyard
Id like to take this island first then possbily hop too nantucket, or blow the Newport bridges and secure Newport and Jamestown in the far future.
>>
>>6451193
>Block Island

I'm not against island hopping but the problem is they are specifically requesting we prioritize securing an airport and infrastructure. Block Island even has access to power once we adjust the local power station. Making it a very high priority target for capture.

If we capture an airport we become one of the few places air forces can safely access. We would have enough power to run key systems and infrastructure. Making Block Island a vital point of interest and rally spot. The only way it could be better is if it had a proper shipyard.
>>
>>6451431
OIC wanted somewhere for choppers to land, which they could do nearly anywhere. A runway was a bonus objective, not that Block Island State Airport can take C-5s anyway, though it can support the C-130. Speaking of, we could borrow some pilots from Westover and take a trip to Quonset where they have C-130s based if there's any still there to make airbridges to them any any other air holdouts. I'd also like to secure them some munitions for their F-15s, get hold of another fighter to get Chuck back in the seat and secure a helicopter for Sullivan, though not sure where we'd go for the former two.

Block also has its own water treatment and sewerage facilities, which is great. It does have a couple of boat workshops that could probably do low-level maintenance on the cutters, but nothing major.

Complete aside, I still want to try and get hold of the ISS on the shortwave. They'll have seen and heard a lot more than any of us have.
>>
The room breaks out into discussion quickly as Captain Stevens lays out a map of the region on one of the mess hall tables. At first the discussion is centered on Nantucket and Martha's Vineyard as they have the most infrastructure out of all of the options but they are quickly dropped due to the sheer number of infected on the islands due to the tourist season. The next topic is Conanicut which is much closer to all of the places you may want to scavenge but lacks a lot of infrastructure itself and has the added risk of undead simply floating on the tide washing ashore.


It's the female captain who finally suggests Block island as an option. The island only has 1500 people on it as permanent residents and tourist season can't have increased that much, maybe upwards to 3000 at its worst. Captain Sinclair even points at the series of offshore wind turbines off the coast of the island which are clearly marked on the navigation map your all using the island may even still have power thanks to these. Captain Stevens does point out the downside that block island is only 130 miles from the center of New York but it's close enough to the edge of the 150 mile exclusion zones border that he thinks it should be fine. You actually are the one to point out there's also an airfield on the island which is one of two options with an airfield in the nearby area.


Eventually a plan begins to form for the flotilla to split for a short time two of the sentinel class ships along with the Legend class will recce Conanicut as a potential future mainland FOB. While they do that the other two sentinel class cutters and the Arleigh Burke will head to Block Island to recce it and potentially begin to settle it depending on the island's condition. Captain Stevens asks for volunteers among the sentinel captains and their shore party leaders on who would go to which island. Sinclair looks at you and asks your opinion stating he doesn't care which we go to.


>Block Island
>Conanicut
>>
>>6451466
Also just as an OOC note I did not think this quest would have me researching a tiny fuck ass island in the northeastern US but im here for it
>>
>>6451466
>>Block Island
We should focus on making a safe zone for women and children. I think we should have Matias start school if we can, I really feel so bad for the kid.

We should tell the Conanicut boats to not land and only to recon from the water, Tell them to look at Beaver tail Road and the possibility of setting up a kill zone on the narrow isthmus. Try to broadcast to any survivors then hurry back ASAP and help us clear Block.
>>
>>6451466
>>Block Island
>>
>>6451454
>I still want to try and get hold of the ISS on the shortwave. They'll have seen and heard a lot more than any of us have.
this, wonder if we could launch them some supplies or send them a ship to bring them down.
Wishful thinking I know
Otherwise we could see what intel they have gathered watching and listening to the world burn.
>>
>>6451466
>Block Island
>>
>>6451679
The ISS actually keeps a capsule on hand at the station to return to earth if something goes wrong
>>
>>6451759
Ask em have they ever thought about retiring to Martha's vineyard?
>>
File: 1560883414486.jpg (222 KB, 1124x1500)
222 KB JPG
>>6451759
Astronaut mission when

>>6451812
lmao
>>
Also speaking of space, we're within coverage for GOES-19. GOES satellites are automated and broadcast their downlink openly, you can pick it up with a small dish and some decoding software. While it's very unlikely we'll find a ham's house with the required information and kit, be on the lookout for weird dishes and antennas on roofs. Live weather data would be very, very helpful out here in the Outer Lands.
>>
>block Island

It's not even a question, Block island is going to be your long term base and honestl;y the sooner you recon the place and figure out where you want to land the better. You tell Captain Sinclair as much and he heads off to speak to Stevens about it. Meanwhile you also approach the other shore part leaders, specifically the ones heading for Conanicut. The two of them both LTs in the national guard eye you as you walk up and introduce yourself. You ask if they intend to actually set foot on the Island itself or if they are just going to look. The two them share a look for a second then shrug and reply that they really dont know yet they want to see what the Island looks like first. Wishing those two well, you make your way back to Captain Sinclair who quickly ushers you back to the Snyders dingy, apparently eager to get his crew ready for the trip to Block. He also tells you the tanker will be coming with it as its going to be needed at block anyway.

Could I get 2d100 best of three first roll is for the condition of Block Island the second is for the condition of Conaniucut

I would like to note something Ive realized with more research on block island my high end number of 3000 people is far below what the island could see during peak tourist season as some sources Ive found saying the island could see upwards of 30,000 people at peak


>>6451834
Block is full of rich people homes so I will be adding a Hams house to the loot table at this suggestion
>>
Rolled 40, 75 = 115 (2d100)

>>6451841
If there's a lot of zambonis we can use the Farragut's helicopters to corral them. The Legend-class (whichever ship that is) also has a helicopter.
>>
Rolled 44, 92 = 136 (2d100)

>>6451841
>>
Rolled 54, 4 = 58 (2d100)

>>6451841
>>
Reboarding the Richard Snyder goes relatively quickly and it only takes a couple hours for the Farragut and the other Sentinel class, the Angela Mcshan, to form up and begin the trip south toward Block island. Alongside your team you begin to study the map of the island on the ship's computer system trying to figure out where you want to land first upon arriving at the island. There's the main ferry dock on the eastern seaward side of the island which was right next to the main town of New Shoreham landing. This would be the fastest place to find out how bad things actually are on the island. You could also land inside the main cove of the island on the western side. The cove has quite a few options to land at the main fishing pier, a pier for yachts and even a small coast guard station.


Sullivan actually thinks to ask if the Farrgut has a helicopter to do aerial recon with and you have to go find Captain Sinclair to ask. The answer is yes a SH-60 seahawk a naval variant of a UH-60 blackhawk but they are sorely lacking in aviation fuel to refuel it with so they only have a couple of hours worth of flight. Captain Stevens says he could use the helo to recon the island but he would be unable to use the helicopter to evac ground teams if things went poorly. Should you use the helicopter to recon the island or save the fuel?


>Use the Helicopter
>Dont use the Helicopter
>>
>>6452223
>Dont use the Helicopter
I'm sure that limited fuel can be put to better use at another time.
>>
>>6452223
>Dont use the Helicopter
Let's put in at the coastie station and work our way in from there. I'd like to find ourselves a motorbike or three to recce with or some other kind of motorised transport.

The helicopter turboshaft engine should be able to burn standard gasoline in a pinch, though the airport will likely have the correct fuel blend.
>>
>>6452223
>>Dont use the Helicopter
>>
>>6452223
>>Dont use the Helicopter
>>
File: Capture.png (325 KB, 662x807)
325 KB PNG
Rolled 100 (1d100)

>Dont use the Helicopter


While the SH-60 could give you a general idea of the condition of the island, full of infected due to the tourist season you figure. It can't give you an exact idea of conditions on the ground with only a couple hours worth of fuel. Better to leave it as a rescue craft if need be. The little formation of ships the cutter is apart now only takes about 3 hours to reach block island coming up on the island's western side. It looks relatively normal at first thankfully but you know better the lack of lights on the island tells you nobody had time to switch five offshore wind turbines you passed off of supplying the mainland before things had gotten really bad here. It seems to be pretty cold for a day in July here but that's probably because you were stationed in Georgia for the last two years and got used to it.


The four ships soon slow down as the captains begin to radio back and forth on where they want to land. Captain Stevens eventually decides the three warships will drop off each of their teams in different locations to get a better idea of the full condition of the island. The first option is on the eastern side of the island at New Shoreham with direct orders to seek out and determine if the Islands roll on roll off car ferry is still there and what condition it is in. He also wants one team to deploy at the small coastguard station on the eastern side of the island and then work east toward the other docks along the Islands cove. The last team will circle to the southern side of the island and work their way along the roads to the Islands airport to see its condition as well as secure a car or truck for getting around quickly on the Island. Captain Sinclair asks you which you want to do.


>A Ferry Terminal
>B Coast guard station
>C Airport

Map with the different landing zones marked

also im rolling for the event for the July 21st The events DC is 80 now
>>
>>6452538
>>C Airport
lets clear this place out, probrobly as a decent about of zombies other than the ferry
>>
>>6452538
>Rolled 100
uh oh
>>
>>6452538
Well thats going to make getting the island set up interesting
>>
File: operation.jpg (201 KB, 960x1358)
201 KB JPG
>>6452538
>Airport

>that 100
pic related
>>
File: doomguts.png (365 KB, 465x792)
365 KB PNG
>>6452538
buh-buh-but crit 100's are good!
>Foch's face when
>>
>>6452538
QM I'm sorry, but i think you swapped A and B, I might mistaken tho.

I think the spot you have labeled as A is the coast guard station and B is the ferry terminal in town.

>A (on the map)
I think this is the best place to land and start a kill zone where champion Road gets narrow

I'm worried that the ferry and the airport might both be flooded with last minute visitors with the same idea as us
>>
>>6452538
>C Airport
We were supposed to prioritize the airport, right? If shit hits the fan, we have enough space and easy landing to GTFO. Which, given that, 100 is likely. Are we gonna stumble upon mutant zombies? We know variants are already a thing among living infected.
>>
>>6452749
I'm either expecting to find one single cessna or like a million on the tarmac. The 100 makes me think the airport or the ferry got over run.
>>
>>6452779
Yeah safe bet something got overrun. Not surprising other people had the same idea we had. I just don't trust that crit. Feels like numbers alone aren't a crit worthy problem.
>>
>>6452784
I feel like that roll is a problem for someone else, like it's for wider happenings rather than something specific on our end. Either way, probably bad.
>>
It doesnt take you very long to decide which you want to do, the airport is the farthest from any of the landing zones and both yourself and Brown have some idea how to hotwire a car in a pinch. You also get a bit of humor out of the fact you are a ranger and securing airfields is your profession's entire thing these days. Captain SInclair informs Stevens of this and Stevens decides his marines will hit the ferry terminal and the other cutter the coast guard station.


The Tanker is told to drop anchor near the entrance to the island's cove and Sinclair takes advantage of finally being free of escorting the tanker to take his ship up to near its full speed around the Island to the southern beach. While you circle the island you begin to get your equipment ready and try to decide your loadout. Once again you could take just the MK48 and a full load of 800 rounds plus the 400 Matias carries or you could halve that and take the MP5 along with you and 4 magazines for it. You could also just take the MP5 and a full 10 magazines. Matias you figure if you take the MP5 can carry some spare 5.56 and 9mm in his ammo can as spare ammo for everyone but Brown. The beach you're landing at is called Vaill beach and should have a trail leading from it to one of the main roads that cuts through most of the island and leads to the airport and should take you past plenty of homes to potentially acquire a car.


>MK48, 800 rounds
>MK48, 400 rounds and MP5 ,4 mags
>MP5, 10 30rd mags

>>6452744
I 100% did fuck that up good catch

>>6452749
Good news Im not a big fan of mutant zombies so dont expect to see any here

>>6452779
>>6452784
Dont worry its a problem for other people right now like >>6452801 said dont worry it will be yours soon as well :)
>>
>>6452853
>MP5, 10 30rd mags
We're just on a recon mission and to maybe secure the airport if it doesn't have many inhabitants, let's avoid heavy combat. Travel light.
>>
>>6452853
>>MK48, 400 rounds and MP5 ,4 mags
>>
>>6452853
>Good news Im not a big fan of mutant zombies so dont expect to see any here
A man of taste

>MK48, 400 rounds and MP5 ,4 mags
The MP5 will probably be nice while clearing houses, looking for keys.
>>
>MK48, 400 rounds and MP5 ,4 mags


The malfunction you suffered last time kind of scared the shit out of you with how close things got while you fixed it and with only the P320 you didn't have much to defend yourself with. While you can't carry as much ammo for the MK48 if you take the MP5 with, you figure if you need more than the 800 rounds total between you and Matias something terrible has gone wrong and you should be running. The MP5 is slung onto your back on its sling and the four spare mags for it find themselves stuffed into the various pouches on your plate carrier. Which reminds you that you really need to find a plate carrier in woodland camo and not desert camo like your current one.


As you come around the south side of the island you once again note how normal it all looks, no blood, corpses or walking corpses just a normally looking beach and a pretty heavily forested island. Vaill beach itself is plenty clear and the cutters dinghy is quickly lowered into the water with your team onboard and two coast guard sailors as well one on the helm the other there for security. The dinghy motors up to the beach and your team disembark and still nothing makes itself known as you do so. Waving the sailors off you wait until they are turned around and heading back to the cutter before you start moving toward the slightly overgrown trail you can see leading up the hill away from the beach.


Could I get a 1d100 best of three to see how the initial inland portion of your trip goes
>>
Rolled 55 (1d100)

>>6453176
>>
Rolled 98 (1d100)

>>6453176
>>
Rolled 10 (1d100)

>>6453176
>>
Rolled 12, 35 = 47 (2d100)

Making your way up the trail you half expect infected to swarm out of the tall grass and trees to rip you to shreds but that doesn't happen. You find yourself quickly approaching a two story house that you would bet cost more than anything your family has ever owned, its seen better days several of the lower floor windows have been smashed out and there is a corpse on the front lawn with a garden hoe stuck in its head. The corpse as you come closer to it is not much more than bones and gristle at this point, birds, dogs and other scavengers having picked it clean over the last month. A closer look at the house shows signs of infected activity, bloody handprints and the occasional bit of rotting flesh stuck on broken glass. There's actually a pair of fairly nice cars parked out front of the house on the end of the road proper, tourist vehicles you bet as you figure the house owner would have parked them inside the empty garage which has its rolling door open.


The two cars are a Ford F250 far too new for either you or Brown to hotwire and a Ford Focus once again too new to hotwire. Outside of the one corpse in front of the house you don't see any corpses that may hold the keys to the two vehicles and both are locked. The road leading north is dirt and is pretty narrow and is already starting to be overgrown by the bushes and grass that line its sides. It's only roughly a mile and a half to the airport from here if you follow the road and you begin to wonder if you want to try and find a vehicle now while moving north or try and stay quiet on the way to the airport and find one once you get there.


>Find a car now
>Find a car later


I am rolling for the other two teams to see how they are doing
>>
>>6453572
>>Find a car now
>>
>>6453572
>Find a car now

Might as well secure the means of transport to make everything easier. Especially if we can get a Taliban-tank (F250)
>>
>>6453572
>Find a car now
They might well belong to the owner of the house, check inside for any keys anyway.

Also stay on the lookout for any bicycles, we could use a few as an agile and fuel- and noise-free transport method. Look in the garage and backyard and keep eyes peeled as we go.
>>
>>6453572
>>Find a car now
>>
No post tonight as I will be at work till late
>>
>Find a car now

You're better off getting a car now as you rather have an option to move around the relatively small island as fast as possible. The noise issue you realzie is pretty moot as a significant amount of gunfire starts up from the northwestern side of the island right where you figure the team from the other sentinel class had landed. Standing and listening to the gunfire its soon joined by more form the ferry landing site and a pair of very loud shots and explosions form what you bet is the main gun on the destroyer. Shrugging to your team you look more closely at the two vehicles out front of the house but quickly realize both are locked and have out of state plates clearly not the property of the house's owners.


Moving down the road you don't see much at first a red stain in the road that you think at one point was a dog, a discarded axe hand snapped off just before where the axe head should be. You eventually come up to where the dirt road your own meets with a paved one continuing north. There's another expensive looking house here hidden by a hedge and some kind of painted rock in the middle of the road, some sort of tourist thing you figure. You move to check the house for a vehicle.

could I get a 1d20 best of three for searching for a car
>>
Rolled 3 (1d20)

>>6454136
And bicycles!
>>
Rolled 11 (1d20)

>>6454136

>>6454142
my man, love them bikes.
>>
Rolled 16 (1d20)

>>6454136
motorcycles too!
>>
This house actually looks like it's in a lot better shape than the first one you had come across, the grass just being overgrown and only a single blood red hand print on the front door where some infected had slapped it. There's actually a Black older style f150 ford pickup in the driveway of the house. It might be a little too old for you to hotwire but hopefully you can find the keys inside the house. As you start to walk toward the house's front door Brown actually whistles at you and points down the driveway. Past the first house was actually a second one and in front of it sat a much newer car but one you knew for a fact either you or brown could get running. A kia optimia which had some kind of issue with its ignition system where you could get it running with just a USB phone charger cable. “Think the house got a USB charge we can snag?” Brown quietly asks as he comes up next to you while the others pull security. You hold up a finger for him to wait unslinging your duffel bag. You dig around in it for a moment and pull out the charger cable you had looted from the PX back in Fort Stewart.


You can just take the kia once brown gets it turned on or you could try and find the keys inside the house for the pickup. This would also give you a chance to loot the house for other useful supplies. While you mull over your options for a moment the gunfire to the north continues, the two distinct firing cadences starting to meld into one as you figure the other teams meet up.


>Just take the Kia
>Look for the pickup keys and loot the house


early post as I had the time
>>
>>6454371
>>Look for the pickup keys and loot the house
>>
>>6454371
>Look for the pickup keys and loot the house
>>
>>6454371
>Look for the pickup keys and loot the house
Check the shed and garage for two wheeled transportation
>>
>>6454371
>Look for the pickup keys and loot the house

Though a bird in the hand (Kia) beats two in the bush (Focus & F150, man loves his Fords)
>>
>>6454371
>>Look for the pickup keys and loot the house
It would be nice to have 2 cars for this operation, Hopefully the truck.
>>6454512
Luv you bikeanon. I think training our team on bikes is a super good idea for the future, since we are fighting zombies and they can't shoot us I think it could be a really good idea. Maybe we train a bunch and when we island hop next we could be ready
>>
Rolled 23, 100 = 123 (2d100)

>Look for the pickup keys and loot the house


As Brown opens the Kia and starts to work Sullivan and Henderson cover him keeping an eye out for any stragglers not attracted to the significant amount of gunfire to the north. You were initially just going to clear the house yourself but you figure this is a good moment to get some training done with Matias. After a minute of thinking about how you want to do this you call Matias over to the front door of the house and carefully explain to him what you two would be doing. Once you are sure the young Spaniard understands you show him how to hold his M16 while clearing the house and tell him to follow you while also watching what you do. Changing out to your MP5 you carefully open the front door of the house which you find unlocked. The clear goes fast with Matias following close behind. You find no infected inside and no rot outside of the smell of rotten fruit from the kitchen. It seems clear both on the ground floor and the second floor though you can tell the owners had left in a hurry as the closets have been ransacked of clothes. You tell Matias to help you look for the keys and anything else that might be useful.

could I get a 1d20 best of three for rolling on the loot table I am rolling for how the other two groups are doing
>>
Rolled 9 (1d20)

>>6454923
They bugged out and didn't take their cars? Where would they have even gone on an island anyway?
>>
Rolled 8 (1d20)

>>6454923
>>
Rolled 4 (1d20)

>>6454923
hope the 100 means a good thing, and not for zombies
>>
As you begin to search the house you begin to realize far more than clothes have been taken from the house the pantry has been completely emptied save for a box of popcorn. There's a rifle hard case upstairs which lay open on the master bedroom bed empty of whatever rifle had been inside it. You do luck out finally finding a spare key for the truck outside in a drawer along with another key for a chevy which is nowhere to be seen. Matias also finds himself some shirts and a pair of pants in his size in one of the bedrooms which is good as he does need some clothes as he's been wearing a spare uniform from the cutter.


Stepping outside you hear the engine of the Kia turnover and Brown waves at you from the driver's seat surrounded by a mess of what used to be the Kia's steering column cover. The cop you figure had seen plenty of kias and hyundais after this particular action had been done to them during the craze of stealing those two particular brands of cars. You have Henderson and Sullivan pile into the Kia while you and Matias climb into the f150 turning it on you find it pleasantly has half a tank of gas in it which should be more than enough to reach the airfield. While you pull out of the house's driveway and onto the paved street with the Kia not far behind you realize the gunfire to the north has completely stopped which you think probably means the other two teams have run out of targets or simply decided to evac back to the ships.


could I get a 1d100 best of three for how the trip to the airport goes
>>
Rolled 75 (1d100)

>>6455176
>>
Rolled 48 (1d100)

>>6455176
>>
Rolled 91 (1d100)

>>6455176
>>
You start down the paved road in the f150 with Brown driving the Kia behind you at a pretty sedate pace of 25 miles per hour as you want to have plenty of time to react to something and you're not in a hurry. Honestly your glad this road is paved as you personally experienced what happens to an unmaintained gravel road very quickly once its been abandoned. The paved road is plenty clear save for the occasional dark spot on the road where a body had lain for a time before you imagine it had gotten back up to chase after the living. Its lined with the occasional house ranging in condition of completely ransacked to similar to the house you searched in as normal looking.


The road eventually takes you into a curve and the fence line for the airport comes into view, slowing to a stop as you look through the chain link fence and sigh. This portion of the fenceline is at the bottom of a small hill which means you will need to cross it to get a good look at the airfield itself. Turning the truck off your little five man team meet between them and quickly discusses the plan. You and Henderson will jump the fence and crawl up to the crest of the small hill to get a good look at the airfield with your binoculars while the other three pull rear security. Its just after 4pm when you decide to climb the fence.


A car floor mat is all that it takes to defeat the barbed wire at the top of the fence which you and Henderson quickly climb. Crawling on your bellies you and Henderson crest the top of the slightly overgrown grassy hill and get eyes on the airfield. Its a decent sized affair you figure of such a small island but there are nearly a dozen small prop aircraft off to the side by the hangars and a single twin engine jet sitting in the middle of the runway. Your eyes also quickly sight the about forty infected milling around the main building which you figure doubles as the fields tower. It seems the field had been busy the day of the outbreak and someone had even arrived at the island with an aircraft you figure did not normally land here in the form of that small jet. A couple of plans begin to form in your head you could keep following the main paved road and hit the main terminal building from the roadside and then clear the infected from the safety of the building or you could just assault from here and make use of the distance as a safety net as you are a good thousand or more feet from the building right now though you would also be at risk hitting the planes the infected are loitering near.


>Push in from the road
>Just push from here
>Write in
>>
>>6455488
>Write in
Honk and shout to draw them to the fenceline. Shoot them from close range as they come down the bank. Have someone watch our backs for any individuals attracted by the noise and gunfire.

The fence is just basic chain link, it won't stand up to a horde but it will protect us so long as we don't allow them to pile up against it.
>>
#6455488

>Push from the main terminal
>>
>>6455488
>>Push in from the road
>>
>>6455555
This is more or less a modified version of this>>6455815
so it wins

You think on it for a few minutes as you watch the mix of living and dead infected wander around the aircraft parking space. Its seems about dead even in terms of living to dead so there will be plenty of regular shooting to be had and the necessary more accurate headshots needed to put down the undead. After a minute you think youve come up with the safest way to do this your going to climb back over the fence and start honking the horn of the cars and when the living infected come running you will gun them down and when the undead arrive you can do the same or even if its clear on this side of the fence deal with them via knives through the chainlink. You climb back over the fence with Henderson and share your plan with the team. Brown and Sullivan will be on rear security while you, Henderson and Matias will shoot as the infected arrive. The only thing left to think on as you get into position is if you want to use the MK48 or the MP5 with the MK48s suppressor it's about as loud as the MP5 unsupprresed so there no sound issue with either but you haven't used the MP5 yet and have only ever seen it shot never having used one yourself before.


Horde combat Could I get a 1d100 best of three DC of 35 oh and


>MK48
>MP5
>>
Rolled 74 (1d100)

>>6455842
>MK48

>Matias, get over here, time for practice!
>>
Rolled 31 (1d100)

>>6455842
>MK48
>>
Rolled 38 (1d100)

>>6455842
>MK48
>>
>>6455842
>>MK48
yayyyyy some much needed practice for matias.
>>
>>6455842

>MK48

We should make Matias the greatest AG ever to walk on Earth. Also, it would be cool to know more about him if we want to make him our student/step-son.
>>
Sullivan begins to honk the horn of the Kia as the three of you aim at the crest of the small hill you make sure Matias is ready and remind him he needs to aim center mass for anything thats fast that comes over the hill and at the head of anything slow. The young man nods nervously which is fine its only the second time he's ever fired a gun in anger before. Its honestly a shock on how quickly the first of the infected crested the hill. The first one is a young barely a teen really in shorts and a sports jersey. Matias is actually the first one to fire his M16, a bit easier to bring to bare than your own MK48, he puts a trio of rounds into the teens chest and he tumbles head first down the hill coming to rest hard against the base of the chain link fence.


More infected arrive quickly screaming their rage filled cries at you as they sight you behind the fence. All three of you are firing then as about a dozen living infected crest the hill at once the first one you shoot is an old man in nothing but a pair of underpants you put five arounds into him stitching a line up his distended beer gut up to his neck. Henderson drops three infected in quick succession and Matias kills another two before the remaining handful reach the fence. The infected begin to climb the fence but that just makes them easy pickings for you. Bringing your MK48 to your hip you simply spray down the last of the living infected with a 25 round burst there bodies toppling off the fence line like puppets with their strings cut.


You have plenty of time to get ready for the undead once the last of the living infected fall you actually start to wonder if the undead were all deaf when the first one arrived. It was at some point a pilot you think if its white shirt black slacks and headset around its neck is anything to go by. Matias is allowed to take the first shot as he needs the practice and he actually needs three rounds to finally push the creatures off button, the first two hitting far to low around the creatures jaw. You take a moment to explain to Matias that to have the best chance for a shot to kill and undead you have to hit the top third of the skull or risk just wasting rounds on dead meat. The remainder of the fight goes on like that Matias occasionally shooting an undead as it crests the hill with you and Henderson giving him pointers as he does so. Matias burns through two whole magazines killing around 25 undead and by the time the last one falls there's quite the pile of corpses at the base of the fence. Moving slightly down the fence line the floor mat is thrown back over the barbed wire and your entire team starts crossing the tarmac toward the main building After Sullivan brains the heads of the now dead living infected with that weird ass hammer of hers.


Could I get a 1d20 best of three for the condition of the main building
>>
Rolled 15 (1d20)

>>6456135
There should be a helichopper hangar here too
>>
Rolled 11 (1d20)

>>6456135
>>
Rolled 6 (1d20)

>>6456135
>>
>>6456138
Helicopters for sure land here but to call anything on this airfield a hangar is probably not all that true there is like a total of three buildings for the entire place
>>
>>6456146
It's more like a helicopter garage from the pictures that I could find.

There is also an Animal farm kind of place on the island (like a mini-zoo) that has camels. I really hope those camels survived. I want camel riding Andrew Foch.
>>
>>6456146
There are definitely helicopters that fly out of here, there's a sightseeing company based here and I've seen the pictures of their helicopters sitting around at the airport. The hangar is pretty small.
>>
Your team moves across the field over to the tarmac of the airport the grass quite tall with a month's worth of neglect. After a few minutes your crossing in front of the private jet sitting in the middle, once you get a look at the side closest to the terminal building you see the door sits open, the occupants more than likely having booked it the second they had touched down. You actually kind of wonder if the infected that looked like a pilot that your team had shot came from this craft. The jet has been here a while. A layer of dust covers the windshield and one of the tires looks low. Passing by the jet you can see more of the little parking lot where it seems most people marked their aircraft. It's all small craft here single engine prop craft save for behind sitting in the grass is a helicopter. Sullivan eyes the thing and then speaks “It's a R44 four seater, Never flown one before but if I can find the manual for it I can figure it out” Keeping that in mind you come up to the terminal building.


The terminal itself has seen better days a lot of the ground floor windows having been smashed in by living infected and theres even a single undead inside which you guessed is either deaf or really dumb for the undead. Sullivan defeats it quickly with her hammer and you start to look around. Just like you guessed theres no power currently to anything on the island and it seems like the airfield had fallen pretty quickly when everything started. You're just about to start up the stairs to the control tower when Matias calls you over to the corpse Sullivan had just created. Walking over you see the young man crouched over the corpse giving him a quisical look he speaks. “Why do they not have any um” He wiggles his finger “Gusano” It actually takes you a minute to realize he's talking about maggots. Which is a good question you've never actually see any insects around the undead when they are animated hell you've never seen any animals get close to one willingly. You tell him you dont know and head back up to the stairs and up into the tower.

1/2
>>
>>6456457
After looking closely around the field with your binoculars you radio in that the airfield is secure and ask for additional tasking from the cutter. It takes a bit for them to get back to you but when they finally do they also tell you how the other teams did. The team landing on the ferry had managed to secure the vessel and had killed quite a few undead shoreside and even called in some heavy fire from the destroyer. While that happened the crew who landed at the coast guard station had more or less been in contact the entire time and even lost a man during their excursion eventually having to run to the ferry for safety. He asks if you would be ok with remaining at the airfield overnight while the other three warships sail from Newport with their own shore teams or if you wanted to either get picked up at a nearby beach or go join the teams on the ferry.


>Stay at the airfield
>Evac to the ship
>Go to the ferry

Apologies if anything reads weird with today's post Im sick as a dog today

2/2
>>
>>6456458
>Stay at the airfield
Seems pretty secure, the numbers of zambonis so far seems quite low.

If we've got some time left in the evening, we could head over to the central substation off Ocean Ave where the wind farm cables come in and distribution is managed and see if we can't throw some breakers to have some light tonight.
>>
>>6456458
>>6456459
supporting both.
shame about the coast guard losing a guy.
>>
>>6456458
>stay at the airport (find Sullivan the helicopter manual and check if the machine is working, if we have time)
>>
More than likely no post tonight still pretty sick feel free to keep voting
>>
>>6456458
>Stay at the airfield

>>6456459
It could be the local power station too, depending on how the power is being rerouted.
>>
>>6456717
Near as I can tell the building that anon is talking about is probably where the turbines cables route to and where the Islands used to generate its power with diesel generators, from what research Ive been able to do said generators should still be intact and usable as they are the Islands backup in case of emergency
>>
>>6456717
It's the main electrical hub for the island. The wind farm cables, mainland interconnector and backup diesel generators are all located there.

Openinframap is a fascinating place to lose a few hours
>>
>>6456899
Oh shit this is an actually fantastic resource thank you anon
>>
>>6456899
Sounds like our next priority target once the airfield is fully secured. Turning the power back on will help a ton. With an airfield, it will be possible to call for further support and provide a safe place for landing.
>>
>Stay at the airfield

You would much rather have the three other teams from the other coast guard cutters than wandering around the island alone, especially if the other two teams had encountered such heavy contact. After radioing in your decision you tell the rest of the team and have Henderson and Brown go get the truck and car. While those two cross back over the field, Matias, Sullivan and you clear the single smallish hangar building and check out the helicopter. The Hangar is a bit dusty but clear of infected. It's got various tools and what you think are aircraft engine parts on the shelves inside but your just a grunt so you have no idea.


The helicopter which Sullivan called a R44 is surrounded by nearly knee high grass and seems to be completely intact. While your Resident helicopter pilot begins to rummage around in it, you and Matias head over to the gate into the airfield and open it for the two vehicles as they roll up. It's nearly 6pm now and with the rest of your team back and with your two cars you figure you should properly loot the airfield.


Could I get a 1d20 for loot best of three
>>
Rolled 4 (1d20)

>>6457318
Good think we picked up a couple of GA pilots eh?
>>
Rolled 5 (1d20)

>>6457318
>>
Rolled 15 (1d20)

>>6457104
Only after securing the camels in the mini zoo.
>>6457318
Here we go
>>
You weren't actually expecting to find much here due to how trashed the place has been by infected but you do kind of luck out. It seems a large amount of the people here had been trying to escape the island so they had bags and small crates of things with them. Its mostly clothes and a small amount of canned goods. The only things of real note are a pair of nice quality boots in Matias’s size, a pretty high quality med kit which you add to your own supplies and the prize of them all a high quality hiking bag. The bag is larger than the duffle you currently use and is designed to be carried on the move and honestly you really only know its high quality is because you recognize the brand from a rant a roommate you had before moving out of the regular army and into the rangers.


Sullivan also managed to find both the manual for the R44 but also a set of keys for it, which is good because you didnt even realize helicopters needed keys as you knew for a fact military helicopters like nearly all military vehicles didnt. Its starting to get late its nearly 7pm now and you consider if you want to try and hit the local power substation and see if the five of you can fuck around with the power or if should wait and let someone from the ships who might know better try.


>Encamp for the night
>Go to the substation.
>>
>>6457695
>Go to the substation.
The airport should be secure and we've got about an hour and a half until sundown so we might as well check it out.
And hey, if we succeed, we might be able to have a hot dinner instead of cold rations. Probably no shower though until someone goes and reboots the water treatment plant elsewhere though.
>>
>>6457695
>Go to the substation.
>>
No post tonight as I will have to stay late a work feel free to keep voting
>>
>>6457695
>>Go to the substation.
We can always fall back to support if we need it
>>
>>6457695
>>Go to the substation.
>>
>>6457695
>Go to the substation.
>>
>Go to the substation.


Seeing if you can get power on the island turned back on would be the best use of the last of the day light and the substation is pretty close anyway you just hope it's easier to get power back than how hard it would be to go from a black start with a conventional generator. The cutter is informed and so is your team so you quickly begin to move all of your gear out of your old duffle bag and into the Hiking bag throwing the old bag to Matias so he has somewhere to carry all of his things besides his pockets and ammo can. While you are doing that you notice a sink and faucet behind a nearby counter getting an idea you walk over to it and turn the handle on it. There's a slight rumble from the faucet and then a puff of air, it seems the island water tower is more than likely empty which means once you restart the power you're going to need to get the local water treatment plant back online before you can have running water. Having gotten your stuff repacked you and the rest of your team load up back in the cars you and Matias in the Chevy and the other three in the Kia.


Could I get a 1d100 best of three please
>>
Rolled 100 (1d100)

>>6458473
>>
>>6458489
Well Im glad I spent my time making my dinner today thinking about what I would write if yall hit a crit
>>
>>6458490
>>6458489
let there be light!!!
>>
Rolled 46 (1d100)

>>6458490
We find a giant red button with "Push this for power" written on it.

>>6458489
Nice work anon. Imma follow it up with another crit
>>
>>6458489
Did they build one of those new mini reactors or something?
>>
>>6458610
This would a crit fail honestly actually getting something like a nuclear reactor restarted from the black is insanely difficult
>>
>>6458489
Good golly what a time for a crit
>>
>>6458613
The smaller ones and newer ones are much easier to handle in that regard. Practically impossible to have a meltdown too. They're kinda overengineered in that regard, which is a good thing desu. Even Fukushima didn't have much of a radiation leak despite the catastrophic damage.
>>
>>6458636
Yeah China is Fr on some next level shit when it comes to the mini reactors, definitely an interesting topic to read about
>>
You're not even out the gate when you notice something odd, a stripe of color in the shin high grass by the tarmac almost directly across from the open door of the jet. Stepping out of the truck and bringing your set of heavy mariners binoculars to your eyes you see its a corpse in red overalls. This wouldn't normally be all that odd. You see corpses all the time now but for one you didnt make that corpse and two there's more of them. A steady ling of staggered corpses lead all the way to the north fenceline and finally end in a pile of three of them. You tell Brown to pull out of the airfield fence and wait for you as you drive out of the gate and follow along the fence line till you get to where the three bodies are.


Getting out of the car you see the the corpses had each been shot in the head by a small caliber more than likely a handgun of some kind. From what you can figure someone armed with a gun had made a dash from the private jet to the fenceline here and had jumped over it before executing these three infected. Turning away from the fenceline and looking north you see what you kind of figured you would find about 50 feet from the fence is a small wooded area and leaning against one of the trees on the edge of the treeline is a corpse. You wave for Matias to follow you and you make your way over to the tree gun up. The corpse is wearing woodland camouflage; a large well defined bite wound sits on his leg where his pants have been rolled up. Across its chest is an AR 15, the barrel split bad down the middle and clearly inoperative. In its hand it has a glock 21 with the slide locked back clearly the way the dead man had decided to end things if the hole in the side of its skull is any indication. You take the glock and toss it to Matias and are just about ready to leave when you finally notice the man has an IHPS helmet in woodland camouflage sitting next to him and it has a set of night vision goggles hanging off its mount. It's not a set of quad tubes like you got to use occasionally as a ranger but instead the much more common binocular variant. Scoping up the helmet and checking it for damage you quickly place it on your head and detach the goggles placing them in your back figuring you're going to need to clean them and find batteries for them later.

1/2
>>
>>6458872
You return to your truck and rejoin the rest of the team and set off for the substation. Its incredibly clear all the way to the station as you figure the wide majority of the islands population are in a staring contest with the two other teams on the Islands ferry dock. But when you turn onto the road the power substation is on you kind of realize this is the same road the coast guard team had a running gunfight down early in the day. Probably close to a hundred bodies are scattered on the road and you have to try your best to avoid running over them. Remembering warnings from scenario NCOs during ranger training warning that corpses could pop tires easily if run over. You pull into the power company's parking lot and look around seeing the only industrial building on the property. The five of you hop out of your cars and make your way inside the dark building. There's no lights on as you look around the banks of what you assume are some kind of electrical hookups and several computer stations that are dark. You can hear the power buzzing in here though so you imagine the turbines off the Islands southern coast are still fruitlessly pumping electricity into the mainlands grid instead of the Islands. You just need to figure out how to safely disconnect the mainland grid from the Islands.

Could I get a 1d100 best of three DC of 75 as none of you have ever even seen the inside of a substation before
>>
Rolled 54 (1d100)

>>6458873
Pull the lever, Kronk!
>>
Rolled 60 (1d100)

>>6458873
flicking switches
>>
Rolled 65 (1d100)

>>6458873
>>
The five of you spend nearly two hours searching the substation building for any switches or buttons you can press to switch off the connection to the mainland. You find plenty of both however none of them are labeled something easy such as mainland line or whatever instead they just have a long list of numbers on each. A couple of binders are even found with complicated circuit diagrams printed inside of them but the only one of you who even sort of understands how to read them is Brown who helpfully informs you that it is a circuit and he has no idea what any of the labels mean. You do eventually figure out which of the boxes in the room actually have what you guess is a lot of power running through them but its more than two and you dont want to risk frying any of the delicate electronics inside them by just flipping the big ass switches on them haphazardly, let alone finding what the output of a wind turbine farm would do to a person.


With daylight fading fast you radio back into the cutter and inform them you can't figure out how to get the power back on and you're returning to the airfield. The five you pile back into the vehicles and return to the airfield for the night. Once the airfield gate is closed the five you occupy the tower portion of the main building and begin to settle in for the night. While all of you start to warm up the MREs you had brought from the cutter, you got a menu 3 Chicken and egg noodles. You decide to speak to one of your team to get a better idea of what they can do besides fire a gun.


>Brown
>Henderson
>Sullivan
>Matias
>>
>>6459233
>Sullivan
>What do you need to run the helicopter, maybe we can find it here later? Fuel?
>How are things in general, is the braining of zombies helping deal with the apocalypse?
>>
>>6459233
>>Sullivan
>>
>>6459233
>Brown

I mean at this point Henderson is probably the psychologically most stable member of our group. Sullivan is well... Sullivan and Brown had a near death experience recently under our command.

Maybe Brown, he seems to have a lot of different skills other than tanking incoming infected attacks. We should also ask him how he is faring, going from prison guard to soldier is not a small jump.

Also, did we got a description of the characters? I imagine Brown as a black guy.
>>
>>6459337
Oh I guess I hadnt really given a detailed description of each of them

Brown is a light skinned black kinda chubby probably around 6ft or so and around 30 ish

Henderson is a white guy broad shoulders but fit hes in his mid 40s and fully bald hes under 6 foot

Sullivan is really pale blonde hair and you would guess is around 5,10


Matias is very Spanish looking that kind of tannish color with black hair hes already close to 6 feet tall and you figure as he gets older he could push 6,5 hes very lanky though as a result
>>
>>6459233
>Sullivan

>>6459337
Being the designated meat shield does suck but if it weren't for him, we would have lost people(when clearing buildings/ships; he is the MVP). I do hope he knows that. In open areas, the MC is the one who carries everyone but that isn't possible indoors without Brown.

Sullivan is the most unstable but we now have two pilots and an airfield now. Hopefully that will make a difference.
>>
>>6459233
>>Brown
>>
Rolled 81 (1d100)

>Sullivan


The five of you are sitting in the tower of the airfield's main building tucking into your MRE in the fading light of the day. An occasional pop of a gunshot breaks the silence followed by a radio message from the two teams at the ferry saying they had to shoot an infected person that had started throwing rocks or tried to jump to the ferry's deck. You're the first to finish your meal so you look over your makeshift team and think about what you know about all of them. Brown and Henderson are both from georgia Brown from Savannah itself and Henderson has to live somewhere in the state since hes georgia national guard. Matias is from spain though you honestly have no clue where. Sullivan you don't really know where she's from she doesn't have a real detectable accent though even if she did you're from a sleepy town on the indiana and Ohio border so it's not like you could recognize any accents. Deciding to fix that you scoot a little closer on the rolling chair you had claimed to where Sullivan sits on a desk picking at the main of her MRE while she skimmed the manual for the R44


“What all are we going to need to get the Helicopter running?” you ask her, she looks up from the manual and grunts. “Well fuel is one thing though there is some here we can siphon from the various aircraft” she sets her MRE spoon down in the MREs pouch and pinches her brow “We also should probably have the aircraft mechanic from the Farragut take a look at it before we take it up, helicopters are 50,000 moving parts and that one hasn't had maintenance in at least a month, maybe longer.” You nod filling that away in the back of your head for later “You ever do anything besides fly blackhawks?” she is silent for a moment before speaking “I wasnt actually rated on blackhawks I had just gotten to the 160th and they stuck my in the green platoon to get up to snuff with how they do things,Then everything went to shit and they grabbed any available pilot, I was originally meant to be a little bird pilot so that R44 is actually a bit close to what Im rated to fly than a UH60”


“Hey I also I wanted to see if you were doing all right as well” You say. Shes silent for a long time before finally speaking again “Look Corporal either get me in the air again or find me some more fucking zombies to kill” She goes back to eating and reading the manual and you scoot back to your original spot on your rolling chair having things to think about. Sullivan being a baby Night Stalker makes a lot of sense actually the 160th are some serious people and only select the best to join them and that would explain how she made it out of Savannah alive. You start to clean the set of NVGs you had found that day as the others do their best to get comfortable in the tower to sleep which means scavenging blankets and sofa cushions from downstairs. Your on first watch for the night so you turn off your flashlight and keep watch out the window.

Rolling for events no action needed
>>
Just a little quest fun fact for you all, we passed 50k words already

>>6459678
Fun fact this post was 12 letters away from the max post size
>>
>>6459680
Glad your still here, most just abandon their quests.
>>
>>6459344
My boy Matias is a beast. Let's give him some camel steak to bulk
>>
>>6459678
I hoped we could get more out of her, but Mr. Foch is not a charisma build it seems. It could be that she caused her aircraft to crash due to being inexperienced and that's why she's so weird. God, finding a breathing psychologist would be a massive bonus to this party.

Thank you QM, this is one of my favourite quests
>>
>>6459749
Nay, every apocalypse story has to have a crashed helicopter. Verily, the post-apocalyptic aesthetic has helicopter wrecks everywhere as though they just rain from the sky like a goddamn GTA lobby.
>>
>>6459749
to be fair Sullivan was not in control of the bird when they damaged its blades and had to set down

>>6459752
lol, I think Ive only had two helicopters described as being downed Sullivan's and the one you were on, though I do find it odd how helicopter pilots despite being aware of the danger of no maintenance still choose to fly them in most apocalypse media


Kind of an ooc question I tend to browse the qst catalog on occasion to get a feel for the board what are yall currently following in terms of active quests?
>>
>>6459789
In a post-apocalyptic scenario where every day is a roll of the dice and nobody has the luxury of safety standards, it's a risk you've just gotta accept and try your best to mitigate. Besides, engine failure in a chopper is quite survivable by abusing autorotation, which all helicopters can do and all pilots are trained on.
Another thing about the ISO Standard Post Apocalyptic Aesthetic I dislike is the random junk and overturned cars everywhere and holes in buildings. Yes, people just tip their vehicles over in the middle of the street for no reason, throw all their random shit onto the side of the road and blow up the explosive charges buried in every building as their last act.
I'm quite partial to post-apocalypse scenarios where things were an orderly wind-down instead of a chaotic mess. Trains and aircraft are neatly lined up in rows in their sidings and on airport aprons, services having been suspended early on. Businesses are locked and shuttered, forced to close for quarantines that were never lifted. Driveways are full of their owners' cars, having returned home well in advance to make their stands. Highways are empty, traffic having simply tailed away to nothing or been shut down instead of a mass stampede. A more quiet apocalypse.


Outside of this quest I also follow No Gods No Masters, Monster Girl Facility, Blue Oni, Return To Nevermore and Spartan War Reports
>>
>>6459789
Its very rare for people to grasp logistics. ESPECIALLY in entertainment. I know a bit because I come from a military family and keep an eye on survivalist stuff/other shit hitting the fan info. Even I don't recall how mothballed fleets are handled. I know how they handle vehicles, infantry gear, and aircraft but not the naval aspect.

For shit hitting the fan if it gets really bad they have old surplus parts and mothballed fleets to fall back on once they restore them. However, that doesn't fix the issue with fuel or munitions. There is only so much emergency fuel reserves that are properly stored for long term stability and once most munitions are exhausted have fun replacing them. The best you can expect is incendiary munitions(easily jury-rigged with bad fuel/oils) and basic artillery shells.

The fuel part especially is what the media loves to gloss over the most for post apoc media. Most fuel is toast in 2 years. Goes bad unless it's part of a strategic reserve which process the fuel differently from the standard and store their fuel properly. Which means gas engines are nearly worthless. Diesel is good because its fuel is the easiest to make homemade unlike gasoline. Parts are not that big a problem anytime soon, even for aircraft, but not so for ships because you need dockyards to repair them properly. Parts become an issue when enough time has passed that wear and tear wreck everything and even supply depots are exhausted. That realistically takes decades, except for ships. A ship if pushed can go several years without a drydock before repairs become urgent which requires a shipyard.

Fuel is the quickest killer in post apoc for vehicles. Your window of opportunity is pretty small when you get down to it. You WILL run out of fuel long before you ever run out of parts. Even fuel stockpiles are no exception to this because standard fuel stocks are not made for long term preservation. Only the strategic ones are that picky.

>>6459859
They make it look more like a warzone. Realistically its more Chornobyl. Nature takes over.
>>
Your watch passed quietly as you cleaned the goggles, eventually having them look as good as you can thanking your luck the dead man had kept the covers on them so they didnt get ruined by sunlight. Its actually pretty cold that night, far colder than it should be in July you would think but you shrug it off guessing islands must just be colder this far north. When your watch is up you pass it off to Henderson who when his was over would pass it to Sullivan who then would wake everyone come morning. You had purposefully left Matias off the watch rotation as for one hes just a kid and two he's the only one of you not used to pulling stupid hours in some way.


The morning brings with it the confirmation that the three teams that had hit Jamestown the day before had successfully landed at the same beach you had and would be making their way inland on foot to the airfield. While those poor bastards march through the cold morning, your team enjoy a meal of MREs and discuss what your plan is for the day, the other three teams already having been slated to help clear the infected blocking in the two teams on the ferry. The basic map you have of the island has various services marked on it and you imagine however checks them out first gets first dibs on loot. Theres the police and fire departments right next to each other near the main town, the medical center which if you read your map right is just south of the ferry terminal and next to the school. You also see some kind of tourist attraction in the form of an animal farm of some kind near that you could also check out.


>Police and fire
>Medical center
>The farm


>>6459869
from what I understand that 2 year limit on fuel is actually even less with fuel mixed with ethanol with ethanol mixed fuels maxing out at around a year
>>
>>6460029
>>Medical center
>>
>>6460029
>The farm
I think fresh eggs, milk or whatever else would be nice after MREs
>>
>>6460029
>Police and fire
This is my firetruck
>>
>>6460029
>The farm

Don't get me wrong this is the stupid option here. But if the camels are still alive it was worth it (we might even get some bycicles for bycicleanon)

I believe QM is suggesting that we might get the FAT LOOT here, but we already have a smaller arsenal of weapons and the medicine that we could find would be probably shared anyway.

>>6460092
I believe that the apocalypse have been going on for some time now so fresh eggs are probably out of question.
>>
>>6460178
I would be surprised if anything was still alive there. Infected and undead will go after anything alive to eat it and the farm is surrounded by the town - we've seen there is a substantial enemy presence in the town. Even if the animals hadn't died of dehydration or starvation, I think infected and undead will have broken in and eaten most of them by now. The chickens might be alive by being great scavengers and difficult to spot and catch.
>>
>>6460178
Agreed, anything else like weapons or meds would be expected to be shared among the fleet.

At least instant food could be liberated for our cutter. Also better to get any remaining live animals before the rest of them can die off.
>>
>>6460029
>>The farm
I would like to see how farm equipment fairs against the undead.

Very stupid idea? Yes. Fun idea? Also yes
>>
>The farm


While the police department and medical clinic might have something of interest, you're honestly not hurting for guns really with everyone in your team now armed with a primary and a sidearm and you dont really have a dedicated medic to make use of medical supplies. You figure the farm might be the most interesting option and might yield some hand tools or something at least. The three teams for the other cutters arrive at the gate of the airfield at around 7am and you let them inside to rest for a bit before they continue their march north to the ferry terminal. Each of the three teams is made up of an even 8 people mostly national guardsmen with the occasional police officer and with one team having a pair of greying military veterans decked out in woodland camo and sporting some kind of civilian variant of the FN Fal. Its around 730 when the three teams set off again and you load up in the truck and Kia intent on checking out the farm while also acting as QRF for the other teams.


Could I get a 1d100 best of three for the trip
>>
Rolled 17 (1d100)

>>6460405
>>
Rolled 95 (1d100)

>>6460405
>>
Rolled 50 (1d100)

>>6460405
>>
You quickly leave the other teams behind as you drive south back along the original road you had come in on and then take a turn eastward. This is kind of a longer route to the farm but considering the shorter route involves you having to drive right past the ferry terminal you figure this works the best. The roads are unsurprisingly clear considering the amount of noise the various teams have made in the last day or so dragging any wandering infected to the ferry terminal. Your roundabout trips eventually does find you at the farm which you kind of realize at this point is in a kind of built up part of the island, several resorts, inns and homes lining the road right up to the parking lot for what the sign says in the Abrams animal farm. Stepping out the vehicles, the only infected that makes itself known right away is an undead trapped under the front tire of a SUV, Sullivan like usual dispatches it with her hammer. The five man team fans out into a simple wedge formation and starts up the path toward the farm itself. There's several barns, pens and the main building you figure you can search one of them quick before the shooting starts at the ferry and you might need to leave to go help with that if things go bad.


>The barn
>The pens
>The main building


very early post as I have to work late tonight
>>
>>6460620
>The main building
Might as well sweep and clear the place if there's any hostiles still here. We won't be able to do anything with any potential surviving animals until later anyway.
>>
Idle thought. We should obtain a vessel with more range and passenger capacity and take a trip up into Atlantic Canada once the islands are secure. I don't know how the Canucks are getting on but their situation can't be any better than ours. However, the Atlantic coastal regions are sparsely populated and are likely full of small, deeply rural communities that managed to avoid any outbreaks in the first place and have been self-sufficient, isolated and equipped enough to stay alive since. While many may choose to stay and slog it out, we can offer them a lifeline and the inhabitants of these communities may be the sort of calibre of person we want - used to relying on themselves, mucking in, looking after their community and with skills we can use like seamanship, shooting, farming and DIY. Fishermen and fishing boats in particular may be a vital source of food going forward.

There's also probably a dozen or two rangers and scientists stuck on Sable Island we can swing by to pick up before they starve too.
>>
>>6460620
>>The main building
>>
>>6460620
>>The pens
Gotta feed the dudes if anyone is still alive
>>
>>6460620
>The pens
Anything alive?
>>
>>6460620
>The pens
>>
Rolled 19 (1d100)

As you approach the farm proper it occurs to you the main building looks like the same kind of colonial house you've seen all over the place here, hell even the office for the power company looked like this. It seems like the island might have some kind of rule that all buildings had to look like that you guess. The barns thankfully seem normal and the fences that make up the pens actually have quite high fences around them. Shaking off the oddness of every building you see looking the exact same you move toward the pens first to see if anything had survived the last month. The sporadic sound of gunfire starts to come from the north as the other teams begin the process of breaking the siege at the ferry.


Alright could I get a 1d20 best of three for a roll on the loot table, I am rolling for how the other teams are doing
>>
Rolled 18 (1d20)

>>6461274
>>
Rolled 11 (1d20)

>>6461274
>>
Rolled 20 (1d20)

>>6461274
>>
>>6461388
Looks like we are eating chicken wings tonight.
>>
As you approach the pens you get your first sign of life as several hens scatter at the sight of you to go behind one of the nearby barns. Noting down the survival of chickens you arrive at the closest pen expecting only to find a pen full of gnawed on bones and maybe a couple of undead, instead as you peer over the tall fence you damn near get bitten. Youve almost been bitten quite a few times over the last month but instead of a rage fueled person or a corpse instead the one trying to bite you is a Llama or alpaca? You're not very sure honestly your experience with either is basically zero, all you know is it snapped its jaws at your fingers on the fence as you look at it and the three others in the pen. The grass in the pen has been eaten right to the ground and there's a water trough that sits nearly empty in the pen as well. You and the rest of your team move around each of the pens finding similar situations in each. A pair of goats in the same pen as three large tortoises, five camels who quickly move away from you when you poke your head above the fence. Not every pen holds a living animal sadly two pens hold what you think at some point were kangaroos and another has several alpacas? Llamas? Once again you have no idea the difference, just these look different from the living ones.


You start to move to clear the barns and hopefully find some feed for the living animals when your radio begins to receive a very panicked signal from the three teams you had seen off earlier. It takes you a minute to decipher the panic and realize they are saying they are retreating south from the ferry terminal and are requesting help. The gunfire in the distance has gone completely cyclic as the teams unload on what you imagine is a lot of infected as they move south toward your current location. You think for a moment and come up with two plans. One you could hop into the vehicles and drive right to them or two you could set up here and wait for the teams to arrive.


>Drive to them
>Wait
>Write in
>>
>>6461660
>>Drive to them
>>
>>6461660
It's time for the Taliban tank -
>drive to them
Set up the MG in the pickup's tray and let loose.
>>
>Drive to them

As you think you look around in thought you haven't cleared any of the buildings nearby and there's far too much brush and hills here for a good killing field so you would be better off meeting up with the other teams on the road where you would have a clear lane of fire. Shouting to your team to get to the vehicles you sprint down to the parking lot and slide into the driver set of the truck Matias not far behind you with Henderson and Sullivan climbing into the passenger seats of the kia and Brown in his heavy riot gear bringing up the rear and climbing into the driver's seat.


You lead the way north along the road toward the terminal eventually coming to a stop as you see two of the eight man teams coming around the corner of a building about 200 feet in front of you and shortly followed by the third team which you figure was providing cover fire. Hoping out of the truck you quickly crawl into the bed of it and set up your MK48 on the roof of the cab Matias joining you as Henderson, Sullivan and Brown take up positions to your right and left. The friendly teams are sprinting now having seen you and eager to build distance between them and their pursuers. You quickly understand why things had gone badly for the teams as a crowd of infected shoulder to shoulder pour around the corner. You can't even really tell how many there are as what must be 500 of them have made the turn and there's still more coming. Sighting in your MK48 you open fire.


Horde combat! could I get a 1d100 best of three dc of 65!
>>
Rolled 97 (1d100)

>>6462052
>>
Rolled 94 (1d100)

>>6461660
YES! THE CAMELS ARE ALIVE!

>>6462052
Do we have enough ammo?
>>
Rolled 48 (1d100)

>>6462052


>>6462060
>>6462124
I love block Island so much
>>
>>6462124
between you and Matias you have 800 rounds belted 7.62 for the MK48 and 250 rounds of 9mm for the MP5
>>
No post tonight sadly, Heres some facts ive dropped about Andrew in the last few threads added together


Hes from Ohio
Grew up poor
Has been in the army six years, four in the regular army two in the rangers
Has never deployed
Is under 6ft tall
>>
>>6462178
Is he an astronaut or does he know them?
>>
Your heartbeat thuds in your ears as the true size of the horde charging your team begins to reveal itself but you don't let it freeze you up instead you lean into the buttsock of the MK48 and pull the trigger shooting over the heads of the retreating guardsmen and cops. Pulling the trigger of your gun a stream of rounds spit out its barrel and into the chests of the charging infected. 7.62 generally won't be stopped by a single body in your experience and as such as you sweep the gun back and forth like a scythe a swath is cut from the front rank of the horde. The rest of your team around have to take more measured shots unless they risk hitting the friendlies in front of you. You've burned through nearly a 100 rounds already withing in the first minute of the fight the suppressor on your gun doing fuck all to protect your hearing.


Matias is beside you setting his M16 to the side as he retrieves a spare belt from his ammo, linking it into your current belt with only 50 rounds to spare, hes back to firing right beside you. The other teams have a 50 foot head start now from the infected, the back ranks of the horde tripping over their dead and dying compatriots as you continue to fire the barrel of the MK48 streams in the early morning air. You can finally see the end of the stream of infected rounding the corner as the three teams reach your firing line turning to join it. As you burn through your second belt of 200 rounds and Matias links in the last spare you realize many of the infected look incredibly skinny on the edge of starvation and turning into the undead. With the added fire of the other three teams the horde is whittled down though you still burn through the last of Matias/s spare belts having to retrieve one of the two from your pack before everything is said and done.


The suppressor of your gun is damn near glowing as you look over what must be close to 700 infected scattered along the street and oddly enough you dont think you had seen an undead at all among them. Turning to one of the other team leads you ask what the hell happened and where all these came from. The guardsmen lieutenant informs you they had moved to the pier on foot to find nearly 300 undead on and around the pier, assuming this was all there was left after the day before they opened fire. Once they opened fire the actual living infected proceeded to pour out of every nook and cranny in the town of New Stoneham, you figure the night before had gotten cold enough the living sought shelter and when the firing started they swarmed out. The running gunfight had trimmed down nearly half of them before they finally found you and your team, apparently the ferry teams were unable to help because the undead have them cornered still on the ferry. The LT wants to know if you want to go help them take care of the undead at the ferry or stay here and do the tedious task of making sure all the corpses you just made stay that way


>Go to the ferry
>deal with the corpses
>>
>>6462746
>deal with the corpses
Start smashing those heads lest they start getting back up. Go find ourselves a fire axe or something to start putting them down, we need a proper melee weapon.
>>
>>6462746
>deal with the corpses

It's Sullivan o'clock
>>
>>6462746
>>deal with the corpses
>>
>>6462746
Would the guys on the ferry be at further risk? Sounds like they're barricaded up tight, so lets do the most expedient.

>deal with the corpses
>>
>>6462746
>>deal with the corpses
>>
>deal with the corpses


You tell the other team leads to head on back to the terminal and you will handle the corpses, you burned through a large amount of the ammo you brought with you after all. Your five man team after the others leave begins the long and grueling process of making sure every single corpse in front of you has a damaged brain. Well its grueling for everyone but Sullivan who is really the only one with a melee weapon that makes the whole thing less of a chore. Brown makes use of his asp baton at first but it breaks after the forth or fifth skull so he joins Henderson in making use of tire irons taken from the truck to get the job done. You wind up making use of a roll of duct tape from the truck and your MP5 to make a quick short spear out of your fixed blade knife. Matias starts to search for a tool to join you four but you quickly stop him and instead ask him to start collecting all of the brass from your spent rounds. Not only does this save Matias from having to bash in the skulls of 700 dead strangers, you also honestly really need to start collecting brass for future reloading if possible. The powder and primers for reloaded rounds can be found in some guys basement or a gun store somewhere on the mainland and lead for the projectiles is easy to smelt from scrap lead, but the brass for the casings could be really difficult to find or make. You know brass is copper and zinc copper is probably pretty easy to get in mass if you channel your inner meth head but you have zero idea where to find zinc in the quantities you need to make brass let alone actually making the casings.


So the four of you bash in or stab heads for the better part of three hours while Matias collects brass and drags corpses to the side of the road to make a lane for the cars later. The odd bit of gunfire comes from the ferry as the teams pick off the undead one by one or with hand tools when given the chance. Eventually you finish your grisly work and drive back to the farm and head over to loot and clear the barns.


could I get a 1d20 for loot and also what would all of you want for a melee weapon? axe, club, hammer, ect
>>
Rolled 11 (1d20)

>>6463065
Sword pls
>>
Rolled 15 (1d20)

>>6463087
+1
This whole island has a colonial theme, maybe some LARPer has a functioning cavalary sabre in their house.
Otherwise a mace or a makshift (but functional) warhammer that Sullivan has. That is actually a great idea and resembles historical warhammers.
>>
Rolled 14 (1d20)

>>6463065
Axe or hammer...actually axe. Better for breaking through any doors or barricades if we have to. We certainly got enough muscle mass to be menace with it.
>>
>>6463244
Probably smart but I do want something fun like a sword or mace
>>
>>6463087
>>6463280
Both me, not double voting
>>
>>6463280
I was gonna agree but then I realized none of us have anything to breakdown doors or barricades in a pinch. The MC is a machine gunner, so he definitely has the muscles to be a terror with it. To be fair we can do the same with a hammer, but axes are better for chopping through shit if we have to.
>>
>>6463065
I'm going to go for an axe. A big, sturdy fire axe that's a lot easier to use than a sword which is cool but not the greatest for anti-zombie combat where you want to be splitting skulls. It is the classic for a reason.
We could have found one at the fire station. Come thin of it, the fire station would have had great loot, not just that but firefighting gear would make for great anti-bite suits.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.