SWAT Gunner Jack |
Jack tries a tech-use test to disable the device from behind it's range:
Int 31:
1d100 ⇒ 73
Jack's arm is still hampering his abilities, he is absolutely furious.
Spectre! My f***ing arm is f***ing causing me s***!!! Having trouble aiming or disabling this ************ thing, I may need to get this ********* thing looked at.
Pete Carlton |
" Goin' Down the hole. Spitfire and Diehard in pursuit. Valkyrie and Hush supporting. "
Pete then dives down after the man, Spitfire covering his back.
Imagine the Gears of War three rush down ladders. How much move does that take?
Mark Castle |
"Understood Beowulf," Mark responds as he rolls out of cover. He runs down the corridor towards Jack. "Right, let's RV with Diehard and Valkyrie. Sounds like they've got something going on." He switches back to the squad channel.
"Diehard, Valkyrie, sitrep."
Browman |
Mark and Jack head towards the stairs that go to the basement from the north end of the office side of the building. Mark reaches the bottom of the stairs, Jack the top.
Pete wings the hostile, but he keeps moving into the room.
Anna drops down the hatch to land a few meters behind Pete.
you hear a voice call out from the room.
"We have your friend alive in here. He won't be if you don't let us go."
"Get one of those new grenades ready in case"
Anna White-Campbell |
Hearing this, Anna immediately slows down and attempts to reduce the noise she's producing and, M16 at the ready, joins up with Pete but not before whispering the following over comms "Heads up, we've got a hostage situation on our hands - possible presence of xenotech."
Reaching Pete, she takes position behind him (or Ash if she's directly behind him) and whispers, audible to Jack and Mark over comms "I'll follow your lead, DH, I've got a few FB's on me."
Pete Carlton |
Pete responds to Anna lowly over comms
" Flashbang. I'm going in there for better or for worse and blasting whoever can see or has the Grenade. "
Spitfire looks concerned, knowing Pete was serious about it but likely knew it was what he thought would be best.
As soon as the Flashbang went off Pete would rush in and Switch tho his Shotgun, Blasting anyone who was not affected OR whoever had the grenade, the Grenade first.
Try for Point Blank in the room
Shotgun Hip Shooting Ballistics 100: 1d100 ⇒ 48
six successes
Shotgun Damage: 1d10 + 3 ⇒ (7) + 3 = 10
Shotgun Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Shotgun Damage: 1d10 + 3 ⇒ (6) + 3 = 9
Anna White-Campbell |
'nade toss: 1d100 ⇒ 94 Oh crap, thats a jam.
Jam Result: 1d10 ⇒ 7 Phew, its a dud.
As Anna pulls the pin to her Flashbang, ready to throw it in, she doesn't here the characteristic click of a primed grenade.
" F!+~, it's a dud. No FB, go go go!" And, if possible, will put the Flashbang in a secure pouch Better than dropping it on the floor and somehow going off and ready her M16 for Pete's charge.
Browman |
The team rushes in when Anna's Flashbang is a dud.
Pete wastes the first with a blast from his shotgun.
Jack catches the second before he can shot the prisoner with a taser hit. The target spasms on the ground, a round discharging into the floor from his weapon as he falls.
Once the shooting is over, you see that this room has been set up as a crude surgical suite. Your comrade is strapped to a table, barely conscious with a IV bag attached. Several tables have various medical tools and testing equipment and there are several laptops set up. A small refrigerator has several vials in it.
Mark Castle |
Once the cordite smoke starts to clear, Mark organises a quick evidence gathering operation.
"Valkyrie, patch that guy up as best you can and see if he knows where everyone else is. Diehard, see if there are any other tunnels round here that the others may have used. Beowulf, give me a hand grabbing these laptops and whatever is in that fridge. This looks like an intelligence goldmine, let's not waste the opportunity."
Mark moves towards the laptops, closing the lids and looking for a backpack or duffel bag to stuff them in.
SWAT Gunner Jack |
Jack looks in disgust as he walks into the "Frankenstein Room". He quickly cuffs their live subject with manacles and quickly checks inside the person's mouth to make sure there's no cyanide pill or equivalent before they regain their senses:
Rolling awareness for overall search of the prisoner, Perception 32
1d100 ⇒ 15
Pass with a degree of success
Be right with you boss, ensuring our bonus prize isn't packing any hidden surprises.
[i] After Jack ensures their live capture remains live, he gives their capture a shake-down for any weapons/tech/tracking devices. Presumably making the prisoner safe for transport, Jack helps stuff relevant goodies in a duffel bag.
Anna White-Campbell |
"Roger that." And Anna moves to patch the guy on the operating table up and quickly get to work making sure the patient is in as good health as she can manage before they have to move them for exfiltration.
Medical: 1d100 ⇒ 95 Can't have that! FP Re-roll! down to 1/2[/dice]
FP Re-Roll: 1d100 ⇒ 18 vs Medical of 72 (with Med Kit) for 5 DoS
[ooc] Much better!
Pete Carlton |
Pete twitches at the scene and its clear his trigger finger gave some pause, but as commands went out his posture resumed its battle-ready stance.
" Roger Commander. If there is a snake, I'll find it. I advise being careful with the Intel right now, they may have countermeasures to ensure information is ruined. We should check the status of our comrade. "
With that Pete searched around the area to secure it.
I use a Fate Point to get a degree of Success we pretty much finished the mission
Browman |
Mark finds a duffle bag that already has 4-5 loaded clips of ammo, it looks like tracer rounds.
something feels off about his teeth but Jack doesn't find any suicide pills.
Anna is able to stabilize the patient, he should be good to travel.
Pete notices that the room is rigged to blow, but it seems like someone started taking things apart for transit.
It looks like all the computers are password and retinal/ fingerprint scan protected. Taking a closer look in the fridge shows that there are also some bio-hazard bags, 4 of them in total. 3 are labeled subject #B00017 and one is labeled subject #C00009.
Anna White-Campbell |
"He's stable and should be good to go to get out of here." And she turns to the patient "Tell me Do I know his name? :p do you know if any of the others are in the building? Anything at all, we're here to get you all out so anything you can remember would help us."
As she's talking to him, she beckons Jess over to help her get the patient on their feet and puts one arm over her shoulders to support his weight.
Browman |
The target secure, you evacuate the site and are quickly on your way back to HQ.
Other than your injured friend what do you take back with you?
when you get back the duty staff inform you that your debriefing with the company commander is at 0700 tomorrow.
--------
At the meeting the company commander informs you that the techs have a testable therapy using the genes from the autopsied creatures. They do warn that there could be side effects T test to avoid.
As usual the company commander wants to hear your version of events.
As usual you get 400xp for a completed mission.
Mark Castle |
I'd like us to take as much as possible, including all the laptops, whatever samples we can find, and the biohazard bags from the fridge.
At the debrief, Mark delivers a concise but comprehensive review of the action covering their human opponents and the automated turret they encountered. "We only found one of our missing men, sir. No evidence of where the others might have been taken. We recovered as much as we could from a rudimentary surgical set-up in the warehouse's basement. We have biological samples as well as a number of encrypted laptops. Our guys are still missing sir. We have to get them back." he says solemnly.
At the mention of an experimental alien-derived gene product, Mark asks a number of questions. "What do the tech team think this product will do sir? And what do they mean by side effects?"
SWAT Gunner Jack |
Sir, you'll notice the prisoner we brought back with us, who is currently in our holding cell. He didn't say much, but one look at him and you'll notice they've been playing around with gene therapies of their own..... whoever they are. Hopefully our interrogators can get more out of him.
In terms of gene therapies of our own, I volunteer to take part. I'm tough enough to handle whatever the geek squad can throw my way, and I can give you research data that has been battle-tested.
Will the therapy cost XP?
Anna White-Campbell |
We also brought back the Experimental Grenade, right?
"Sir, as Agent Mark has already mentioned, we've only been able to recover the one. Now, on-site medical assistance was done quickly so I was unable to discern any thing amiss with them. Otherwise, we encountered some light resistance and they were clearly readying themselves to depart to another location."
"Given more time and resources we might have been able to follow them to their next destination but that would have possibly put our survivor's life at risk. That said, we were also able to recover what, in their words, appears to be an Experimental Grenade of some kind."
Browman |
"do none of you listen to my briefings? Only one of your comrades was captured. Regardless, in successful experiments on rats and monkeys they gained the ability to consciously change skin colour to better match their surroundings. It only really works if they don't move. Side effects varied but it seems that if the treatment fails it causes the subject to slightly mutate in some way. We haven't tested it on humans yet.
no xp cost for the gene therapy,but you have to pass a toughness test with no modifiers, if you fail you gain a minor mutation. If successful you can spend a half action to add +10 to your stealth rolls in terrain similar to where you currently are. You would have to use another half action to look normal or change your skin camouflage.
The second test subject you brought back is quite interesting, and dangerous. We keep it sedated most of the time. It seems go have a massively over developed brain that is somehow able to use that brainpower to effect the world around it. The geeks are still investigating."
Browman |
Those of you that are taking the treatment make a Toughness test."
"A UFO was spotted over New York last night, several city workers have gone missing in the sewers. We are also getting reports that hikers are missing from Algonquin Park, since hikers seem to be a frequent target of our foe, our analysts believe it is a likely target. Lastly, we have picked up radio traffic or lack thereof indicating that a logging camp in Alaska has gone dark."
Mark Castle |
Mark readies himself as the techs and medics start to set up their gear. He sits upright in the chair as the lead medic sets up an IV line and connects it to a bag of slightly cloudy looking white fluid. The medic says nothing to Mark as he opens the tap and the milky fluid streams down the line into Mark's arm.
Toughness 44: 1d100 ⇒ 77
FP to reroll
Toughness 44: 1d100 ⇒ 42
Thank the flying spaghetti monster for that!
A cold numbness spreads up Mark's arm, leaching out across his chest and the rest of his body. A prickling sensation develops in his skin, but there is, surprisingly, no pain. As the infusion finishes, Mark waits to see what happens. The lead medic, in his ongoing stony silence, disconnects the line, pulls the cannula, and tapes up the cannula site with a gauze dressing.
The briefing continues throughout Mark's treatment, and he listens to the end when the CO presents their next choice of missions.
"Those all sound potentially significant, sir. My feeling is that the loss of the logging camp is most important. A site like that would provide an unobtrusive staging area for further incursions, and we should deal with it ASAP."