Thread #6383667
File: daq.jpg (195.9 KB)
195.9 KB JPG
Two months ago a new disease was discovered out of sub Saharan Africa and began to spread like wildfire rapidly infecting nearly 15% of the world's population worldwide. This would have been incredibly alarming if the disease had not been very mild, only giving those infected a mild cough and was only dangerous to those who were very old or sickly. The disease would have probably even been fully ignored if it weren't for how widespread it was. A month after its discovery something changed; those infected with the disease worldwide became enraged and violent, attacking any living creature within their sight or hearing save for those who were also infected. While the sudden attacks would have been bad enough these infected would ignore injury or pain until being killed and those who had to defend themselves not only would become like their attackers a few short hours later if bitten, if not they would have to deal with said attackers rising again albeit slower but far more durable this time only being stopped with destruction of the brain. The world quickly began to crumble as nations tried and failed to halt or slow down the rapid spread of infection and violence.
1/2
196 RepliesView Thread
>>
That was a month ago. You are one of the United States many special operators and you are bundled into the back of an air national guard CH-47 Chinook helicopter alongside a dozen other special operators. The month has been chaotic as the US has done its best to react to and defend against the sudden onslaught of what can best be described as the undead run rampant. A slap dash attempt has begun to collect vital personnel from infected cities and bring them to the handful of military bases and cities that have become islands of safety in the seas of undead badlands that now make up large parts of the United States. That's what you are doing in the back of the tandem rotor helicopter right now actually flying out of a national guard air base that was under a kind of undead siege as the dead surrounded the base's barbed wire fence, to try and save some poor sap stuck in the suburban outskirts of Savannah Georgia.
You look around the helo’s cabin normally a chinook could carry upwards of 55 men but only 12 of you currently occupy it 11 operators and your handler a FBI field agent name Riley who somehow been shanghaied into acting as a handler for your little group of ground pounders, as you look over to him he begins to speak. “Alright we've got a pretty important group to pick up today if they ain't lying” He screamed to you and the rest of the team over the loud sound of the rotors while sitting strapped into the crew chief seat trying to stare down at a notebook. These Ops had always been very quickly put together with proper briefings being almost next to none. “The HAM operator who contacted us claimed he had a group of 21 survivors shacked up in a water treatment plant outside of Savannah with them are 3 doctors and a nuclear tech who the navy are fiending for, terrain is too rough for us to land proper and the treatment plant doesn't have a good LZ for us so we are going to fast rope you in and try to draw off the worst of the dead with the helicopter, while you secure the VIPs, the rest of them and move them to a nearby fire station which has a clear LZ for us to land at, got it?”
2/3
>>
File: E101_C005_0101D7.0000921_v3.jpg (883.3 KB)
883.3 KB JPG
The team all give nods of agreement with the only questions being how far the hump from the original LZ will be which is only a half mile which isnt too bad but still a lot in undead infest suburbia. Your eyes trail over the team now two teams doing this are the same and it seems this one is very Seal heavy with the navy's premier book writers numbering 6 total including your team lead by a brash Chief petty officer named Harrison. The helos copilot leans back from his chair in the cockpit and shouts the 5 minute warning which spurs everyone going grouside to begin checking their kit. The equipment somewhat slapdash itself as many of you were not on base when things kicked off and had to make do. You do the same after all you are a
>Army ranger, armed with the sole machinegun of the team a MK 48 a general purpose machine gun chambered in 7.62 and equipped with a massive suppressor on the end of the barrel
>A Marine from force recon, technically not special forces but you are armed with a M40A7 a suppressed sniper rifle chambered in 7.62 with a 12x scope, and an M17 pistol
>A Navy Seal armed with a HK416 suppressed with a holo sight chambered in 5.56
>A Air Force pararescue armed with M16A4 with no suppressor but you do have a bag of medical supplies and the skills to use it
>A regular army MP armed with a suppressed MP5 in 9mm pilfered from the bases armory, the only reason your even here is sitting between your legs, your belgian malinois military working dog, animals dogs especially can detect the undead and cant be infected by them
3/3
Welcome to Dead America Im Brink ill be your QM for this quest, this is my third quest and I try to post every day this quest will be a much smaller scale than my last two with you taking care and directly controlling only a single character
>>
>>6383669
>A regular army MP armed with a suppressed MP5 in 9mm pilfered from the bases armory, the only reason your even here is sitting between your legs, your belgian malinois military working dog, animals dogs especially can detect the undead and cant be infected by them
>>
>>
>>
>>
>>6383669
>>A Navy Seal armed with a HK416 suppressed with a holo sight chambered in 5.56
All-rounder. For the gun even with a suppressor it's just as loud as the sp'mg but lighter and more common ammo. The goal is to survive, not die in a blaze of glory.
>>
>>
>>6383669
>Delta Force member armed with Stoner 63, (currently in Automatic rifle format), with MK23 SOCOM+Silencer for backup, and some Gen5 NVG/Thermal goggles.
If write ins are no go, then MP5 guy since that will have the quietest gun.
Navy seal is not a bad tempting second option with HK416 suppressed and optics.
Question, is this an MP5 with a Integrated suppressor or a detachable one?
>>
>>
>>
File: Mk_48_PEO_Soldier.jpg (131.5 KB)
131.5 KB JPG
You're a US army ranger after all and you won't be caught lacking when you go boots down in a metro area with a half of a million potential murderous corpses coming after you. That is why you've made sure to bring with you the MK48 while not your issued weapon, you figure your regular M240 is sitting in an armory somewhere or being abused by some dumb bastard in some other infected city. You don't know where this podunk national guard air base you've been flying out of for the last two weeks got the damn thing and a suppressor to go with it but your more than happy to have the 100 round clip on belt bags or the easier to find 200 round belts to hand when things get bad on the ground. It's got a nice red dot optic on it and while it is suppressed it's still loud as hell it shouldn't bring the whole city down on you or completely deafen you if you have to fire it without ear protection the 7.62 rounds still being super sonic when coming out the barrel.
The rest of your team besides the 6 seals is made up of 2 marines, a force recon sniper and his spotter. An air force guy working as your JTAC on the off chance you need to call in some of the limited air support still doing sorties around here. The last team member besides yourself being another army ranger named mike, who is carrying some of your spare belts alongside his own M4, speaking of belts you have 2 of the fast to use 100rd clip on belts plus the one loaded in your gun alongside 3 200rd loose belts for a total of nearly 900 rounds of 7.62.
1/2
>>
You finish checking over your gun then make sure all of the loose straps on your plate carrier are tight making sure it hugs tight to your BDUs, your helmet is safely fastened and finally your makeshift IFAK made from a car medkit is right where you can get to it on your thigh. The chinook follows I 16 for a time the roadway choked in both directions by bumper to bumper abandoned cars, the occasional human figure darting between them in the erratic way the still living infected move. The chinook swung to the north and quickly overflew some forested terrain and then a neighborhood which looked like a warzone several houses were still smoldering as close to a hundred of infected clearly the dead kind milled in the street around desert camo humvee with what looked like a M2 .50 cal turret the vehicles doors are all opened and coated in blood. As you pass many of the infected turn and begin to follow the noise of the chinooks tandem rotors. A few minutes later you reach the clearest area near the water treatment plant, a residential street with no power lines or parked cars to smack into while roping down. It was only a little after sun up which normally would mean the streets lights would be on however the electricity in this area was very intermittent which meant not only did the pilots have to be careful when they began to lower close enough to the ground for you to fast rope the lack of power meant you had no contact with the group of survivors you were here to rescue.
The team stood and one by one made their way to the ramp where a rope had been tossed outby Harrison and each of you slid down it eager to get as far from the noise the helicopter made which was like a dinner bell for the infected. Your heavy gun and very heavy ammo load made the landing off the rope quite hard and the sound of suppressed gunfire made it honestly a little terrifying. Two of the seals, the first two off the rope, were running security engaging living infected as they came out; they didn't waste time aiming for heads, simply tapping rounds into the chests of the infected as they came on, not caring if they came back to life in half an hour. The last of the 11 man team land and Harrison wastes no time getting you moving north as the chinook peels off east to drag as many infected away as possible.
What's your name, soldier?
>Andrew Foch
>Zach Belvaux
>Riley Ericson
>Write in
2/2
>>
>>
>>
>>
>>
>>
>>
>>
>Andrew Foch
Harrison shakes the team out into a staggered column himself on point followed by two of the seals and then yourself, Mike, the two marines, JTAC and finally the last three seals. You honestly didn't really know Mike though he makes a decent assistant gunner. The two of you only had met three weeks ago when you had found yourself staggering into Hunter airfield near Savannah having been on leave in the city despite being stationed at Fort Benning only to find a small number of stragglers left there instead of the whole damn 1st battalion of the 75th Ranger battalion. With the situation so chaotic and supplies stretched thin you two had been ordered to shack up in your current residence at the air national guard base a few miles outside Savannah instead of hunter airfield or make the trip back over to Benning where the 1st battalion had gone.
The team began to snake its way north through the residential neighborhood the occasional pop and snap of a suppressed carbine sounding out as the team move the seals doing all of the shooting, lest the noise of Mike's unsuppressed M4 or your own very loud MK 48 bring down even more infected on you. You're glad this OP had begun so earlier in the even though the shadows cast by every building and tree made spotting some of the dead kind of infected as they stumbled toward you. After all Georgia in July was awful to train in let alone hump around nearly a thousand rounds of 7.62 and then fight afterwards. The first few times you had down this had been done in full MOPP suits and you had wondered how guys did the entirety of the opening moves of operation Iraqi Freedom in the damn things, thankfully one of the few positive reports that had come down from command had been that MOPP gear was not necessary. A fear of infection via blood or maybe even the air had been great for the first few weeks but thankfully for some reason not there was much reason about thing these days blood from an infected person was non infectious and the air seemed perfectly safe the only way it seemed to become infected was to be bitten by those already infected.
1/2
>>
Your team finally reaches the street leading to the water treatment plant that was your goal and you finally realized why landing at it hadnt been an option. Harrison had turned a corner of a house and then quickly returned and gestured for the team to stop and one by one each of you beckoned over to the corner to see. Your objective: a largish concrete building had a simple chain link fence around it was surrounded by infected outside the wire fence the dead kind swayed side to side easily defeated by the 7 foot fence while inside the fenceline were the slightly more nimble and clever living kind. All told there was after a brief count close to 200 infected in and around the fenceline about 300 meters away from you down the street. Harrison lays out the plan.
“Alright we're going to deploy across the street and open up with the MG and carbines focusing at first on the living ones while the marines will focus on the dead ones until they hit the 20 meter mark which is when we will just start killing the closest ones, the JTAC and one of the seals will run rear security if they get within 10 meters we start bounding backwards drawing them away from the building, try to avoid hitting the building too much to avoid killing the VIPs inside” He pointedly looks at you and and the marines with that last comment while he looks around waiting for any comments having not gotten any he nods and the team dashes out from behind the house. You heft the MK48 and find yourself right at the center of the line across the street sliding prone. You quickly deploy your MGs bipod and Mike slides next you a loose belt already pulled from his bag. With the bipod deployed you look down your optic and around head leave of the wall of dead surrounding the chain link fence kind of wishing you had something for a little more distance work.
Could I get a 1d100 best of three please
DC of 55
So combat in Dead america is going to come in one of two forms the first the one we have now is horde combat which will a 1d100 with a set DC, horde combat if focuesed far more on resource management and stamina
The second type is personal combat which will a 1d20 with DC set by a role provided by me, personal combat is far more dangerous and focuses on defeating the enemy before they harm you
2/2
>>
>>
>>
>>
File: 360_F_604242595_aOXbhCveYiqzeEvq1IVWAC5N5YdGlQOK.jpg (65.6 KB)
65.6 KB JPG
Shifting slightly as you lay behind your gun as the rest of the team takes their places to your right and left the marine sniper deploying his own bipod and begins to mutter quickly back and forth with his spotter they will start things their rifle far more accurate than anything else you have. Your finger curls around the trigger of the MK48 waiting with baited breath to start firing focus down your optic looking at the crowd of infected milling down the street. The dead ones are always shockingly fresh looking and if you didn't look too closely you could be mistaken to think they were just a regular crowd of people but once you look closer that thought shatters. Many are covered in blood either their own or victims, many have shockingly large amounts of damaged limbs removed, broken legs and even one who was clearly targeted by a crew served machine gun large chunks taken out his chest cavity. That one its damage drawing the eye of the sniper is the first to drop when the marine fires the 7.62 round, turning the walking corpse's head into a canoe with a dark brown spray of blood.
The loud rifle gets the attention of every single infected person in front of you, their heads simultaneously turning your direction as the sound reaches them. You hold your fire waiting for your real targets to appear. The living infected are the real danger here and the ones you can be the most effective with. As the dead ones begin their slow march in your direction you can see the first of the living ones nimbly climb up and over the chain link fence and then flop to the ground. A few seconds after the first one does so more and more join them until the front ranks of the dead mob are pushed to the side and around 40 individuals begin to sprint at you. The living infected actually look more frightening than their dead counterparts, sweat sheened skin eyes wide with a kind of rage you've never seen before, lips peeled back in a permanent snarl. You pull the trigger on your gun and let a long burst forth into the center of the charging group at 300 meters you dont really need to work too hard to hit a man sized target in the chest. The large plumes of red are the first real indications you hit anything with only two of the infected tumbling to the ground. “YOUR LOW ADJUST UP!” Mike shouted next to you as he started to fire his own M4 which was actually only slightly louder than your own gun.
1/2
>>
Adjusting your aim slightly you began to walk your fire across the charging group in burst of 6-10 rounds starting with the left and moving right. The infected tumbled and cartwheeled as their bodies suddenly caught up to the fact they were dead as the 7.62 rounds destroyed hearts, spines and lungs. You soon run out of easy targets like the living infected and take in the situation. The rest of the team had taken a heavy toll on the dead ones, the near 60 of them either with headshots or the odd lucky spine hit, paralyzing the creatures. Mike sets his M4 to the side as he pulls the clipped on cloth bag on the side of your gun and starts to link the 200rd loose belt to the remaining 30 or so rounds still on your initial 100rd belt. He quickly shoves the bag into your ruck and slaps you on the shoulder before picking up his M4 again and opening up on the slow approaching mob. You only burn through another 10 rounds as you tap fire you MK48 at the mob talking heads where you can as the rest of the team picks them off. The last of the horde falls to one of the seals at a little more than 100 meters, while you have not expended much ammunition the rest of your team probably has hitting a head sized target with rifles at that range even for pipe hitters like yourself is damn hard and was probably costly.
Harrison after a moment of looking down the street waiting for any more infected to appear, the only sound being the occasional snap and pop of the JTAC and seal on rear security shooting walking corpses attracted by the gunfire. He nods and the team gathers up. You quickly wrap the loose belt of 7.62 around the gun and begin to move with the rest falling into a staggered column again. Making your way past the corpses, many of which still twitch and their jaws still clack at you as you pass you arrive at the chainlink fence of the water treatment plant. The older brick building is in a bad way. Many of its windows have been broken, most likely by living infected who sometimes have enough smarts left to throw things like rocks and the fence surrounding it is coated in blood and gristle from their dead counterparts. Harrison takes three of the other seals into the building leaving the rest of you on security outside. Survivor groups like this one you've come for tend to be made up of people with a wide variety of experiences which makes you think on your own experience.
>Your parents are homesteaders up north (survival skills)
>You spent three days trapped in hotel with the infected (intricate knowledge of the undead)
>A combat deployment in syria (Better general infantry skills)
>write in
2/2
>>
>>
>>
>>
>>
>You spent three days trapped in a hotel with the infected (intricate knowledge of the undead)
You mind drifts to a month ago, you had finally gotten to take a 2 week block leave and had spent the first night of which drinking with some friends you had in the first ranger battalion in savannah intending to fly out of the airport the next day to go see your folks out west. While nursing a hangover in your hotel room on the 4th floor early in the morning you heard the screams begin as the outbreak started. Three days of hell followed doing your best to stay silent as infected roamed the halls of the hotel from the window of your room and observing the ones trapped on the same floor as you from the peephole of the door. The first thing you learned was how long it takes for a corpse to become one of the undead, one of the living ones had been hit by a car on the street below on the morning of the second day and you timed it 45 minutes was how long it took from it being splattered by a van to it slowly climbing to stand on its broken legs. It seems the living infected do eventually all turn into the dead kind eventually when they starve or dehydrate but they seem to have enough self preservation to go find water to drink or eat anything that moves to stave this off.
You also noticed something most other people didn't, while there were obviously two distinct types of infected you had seen two subtypes the first were the smarter living ones these youve seen do things like hold very basic tools like rocks or clubs and one even using an axe they can also throw these items. They can also do really basic tasks like to your horror during the tail end of your first night trapped in your room one walked door to door on your floor and tried the door handles rattling them loudly each time, thankfully it didn't seem to know it needed a keycard and eventually stopped when someone also trapped in their room down the hall screamed when it tried their door, it beat on that poor bastards door for hours that night until something drew its attention elsewhere it seems 1 in 10 are this clever. The other subtype is what you can best call an ambush type living just like the other type. This one doesn't make the usual growls and moans the other do instead standing perfectly still waiting for its dinner to walk up to it and then in a burst of energy they attack.
1/2
>>
The most important thing you noticed during your 3 day siege inside the hotel was what got the infecteds attention and what would happen if something else would draw their attention. An infected person, be they living or dead, seem to react to things in the following order of priority, direct sight of a living creature had the highest priority. An infected seeing a living human cant be pulled away from the sight or desire of attacking that human. After that sound the infected are attracted to loud noises especially unnatural ones. The last way the infected seem able to detect people is smell which is what you think finally gave your position away to the infected lurking outside your rooms door. A hastily made sheet rope escape saw you down to the room below yours and a much more manageable route out of the building on the 3rd night. You made a pretty brutal run to Hunter airfield after that and eventually found yourself sequestered to an air national guard base where you go looking for civvies with important skills.
Your thoughts on the last month are only occasionally interrupted by one of the seals shooting the odd late arriving infected until finally Harrison and the other seals return notably short of any people in tow. He stomps over to the JTAC and demands he get Riley on the horn. The ensuing conversation which you only hear one side of is an angry Harrison complaining about how there were no survivors here and how much of a waste of time and ammunition this was. The seal pinches his nose in frustration as riley says something to him and finally hands the headset back to the JTAC. “alright the FBI shithead thinks they probably moved to a different safer building nearby either the local sheriff's officer, a machine shop with a barbed wire fence or maybe our LZ at the firehouse ll have some sign of recent movement so i'm going to split the team in half one will go to the sheriff's department the other the shop we will then meet up and hit the firehouse”
Which team would you like to go with with
>Sheriff's department
>Machine shop
2/2
>>
>>
>>
>>
>>
>>
>Machine shop
You didn't really know which of the locations the survivors would have actually bugged out to but you had seen what usually happened to places like police departments back in savannah, overrun and full of the infected. The allure of a lot of guns and solid walls tended to attract people but that usually meant they dragged a lot of infected with them. So you decided you would go to the machine shop instead. The machine shop team was made up of the JTAC two of the seals, Mike and yourself the rest of the team would go with Harrison to the sheriff's department.
The JTAC set your group up into a simple column and set off one seal up front followed by the JTAC, whose name is Jacob, you and mike and a seal bringing up the rear. Making your way quickly through the backyards and the occasional alleway toward where the machine shop is takes only a few minutes a trip easily doable in a couple hours if you were a bunch of civvies trying to be quiet, you werent of course the entire team on a time limit for how long the chinook could circle the area before running out of fuel. So the lead seal moves his carbine up, occasionally killing living infected as they appear around corners or wander close enough to see your group.
The team does eventually arrive close enough to the machine shop to get a good look at it you can tell why Riley and the chinook crew thought the building might hold survivors; the metal building was surrounded by a tall chain link fence topped with a pretty gnarly looking loop of razor wire. The living infected could climb but their limited self preservation would keep them from trying to climb over the razor wire after a single attempt. Which is why a crowd of 30 living infected milled around the structure attracted by something living enough to not want to go see what the occasional pop or snap of gunfire was in the distance. Your basic plan will be the same as at the water treatment plant but your going to have to be careful with your gun the aluminum walls of the machine shop won't stop even an over penetration of your 7.62. The infected are closer too at a 100 meters from you and you have less guns though less than a quarter of the targets
could I get a 1d100 best of three please
DC of 60
>>6385864
anon its been a month you aint saving nobody still in the cells
>>
>>
>>
>>
The team piles out from behind cover and into the set and quickly begin to set up like before, you in the center with your MG mike to your right to feed the gun, the JTAC to your left and the two seals anchoring the flanks. You aim down the red dot sight on the top of your gun as you settle the bipod in a prone position and eye the small horde you're going to be the one to begin the attack this time.
Your eyes trail over the horde taking in the details of the 40 odd infected, many of which drooled and twitched as they stumbled around the fence most looked as normal as a bunch of rage fueled monsters could except two. The first was armed a ball peen hammer gripped tightly in its right hand, a construction worked by the looks of it his hi-Vis vest over tank top both were stained with blood, the other was occasionally stooping down to pick up rocks and other junk off the ground and would then throw them at something inside the fence you couldn't see. That one was barely dressed, only wearing boxers and a set of sandals surprisingly clean of any blood. Two of the smart types best of you focus those two first with your first burst. A moment passes as you settle the red dot of your optic on the chest of the hammer armed one. You slowly squeeze the trigger of the MK48 and send a burst of 4 rounds right into its chest all four slam into it the heavy 7.62 rounds sending it to the floor like a puppet with its strings cut. The first one down you quickly shift your aim to the other smart type which is just starting to turn your direction and fire again 6 rounds this time the first three in its chest and the other three march upwards into its head sending its skull snapping back as it falls.
1/2
>>
The entire crowd turns to the 5 of you, 40 or so sets of eyes staring at you might send a jolt of fear down the spines of other men but you're a bunch of ground pounders armed with military equipment. You begin to sweep the crow with long 10 round bursts, your gun doing the lion's share of the work for your group as the others take careful shots with their rifles. Before you know it the last of the infected collapse dead looking down at your belt of ammo you're surprised to see you've barely made a dent in the new belt Mike had hooked onto the old belt back at the water treatment plant. A whooping 170 rounds still left on the belt.
You and the rest of the team wait a minute to make sure none of the infected are still alive before moving forward in bounds until you finally come up to the fence. The fence is relatively unmarred by the infected so whatever was attracting the infected here haven't done so for long. It seemed at first maybe it was the recently dead dog that lay just inside but wasn't that fresh most likely having died of starvation a week or so ago. You inform the JTAC of this and he makes the decision to have one of the seals cut a hole into the fence with a pair of wire cutters he had. As you listen to the rhythmic snips of the seal at work you admire your efforts at avoiding the building. Only two holes mar its walls pretty good for a total of 60 rounds fired by you.
2/2
No action required next post tomorrow
>>
File: m4.jpg (974.5 KB)
974.5 KB JPG
The seal finishes cutting a hole in the fence large enough for all of you to slip through and you do after you're all inside the fence he zip ties the cut open flap of chain link back onto the rest of the fence. This wouldn't hold all that long against a living infected but should give you enough time to come and kill one if it shows up. The machine shop property actually had several buildings inside the fence, the largest of which was the main shop and what looked like a pair of mobile homes behind it. Jacobs leads the team toward the main building. There are dents on the wall of the shop from where you guess that one smart type had pelted it with rocks.
The team came up to the metal door to the shop. Jacobs twisted the handle of the door and pushed it open with the barrel of his gun and called out as the door yawned open. “Anyone alive here? United States Air Force!” There's a very pregnant pause before a hoarse voice calls out from inside. “In here!” The team flowed into the building rifles sweeping corners as they did so only to find a single older man in the pair of stained blue overalls sitting on a chair. He looks rough chapped lips and laboured breathing clearly very dehydrated. Jacobs moved over to the man and began to ask questions while letting him drink from his canteen.
1/2
>>
Rolled 4 (1d20)
The poor guy had been stuck here for the better part of a week. He had run out of water two days ago and was damn near dead from the july heat and the horde of infected hanging around the building. He didn't know anything about survivors at the water treatment plant but he did hear a bunch of gunfire last night sometime and figured it was someone making a stand somewhere in the neighborhood. The general orders when it came to civvies was to either get them somewhere safe or point them in the direction of a safe zone but this guy wouldn't make it either way however he's lucky in the fact he was a diesel mechanic which was a sought after job the military wanted. So you were going to take him with you.
Mike winds up having to help the guy walk, which is fine as his gun is unsuppressed anyway and would only draw more infected down on you. Harrison radios into Jacobs as your making your way to the fire house they had found two more survivors at the sheriff's department the only apparent survivors of the water treatment plant group the rest having been either killed or infected the night before when they had tried to make a breakout of the plant. Your team arrives at the brick fire station well before Harrison and Jacobs orders your team save for one seal and Mike to clear it. Mike offers to let you borrow his M4 while you clear the building do you?
Could I get a 1d20 best of three please, I am rolling for what you need to beat
>yes borrow the shorter lighter weapon
>No you like the stronger round you have and ammo capacity despite its size
>>
>>
>>
>>
>>
File: zmjrEg6L_g.jpg (110.4 KB)
110.4 KB JPG
You heft your MK48 for a second and eye up the brick building. There aren't many windows and without power it's going to be dark, cramped and loud as hell with your gun. After thinking for a minute you agree and help Mike get your gun set up in a good position to repel and late arriving infected while you take his M4. The M4 carbine is a pretty decent CQC weapon although the fat ACOG sitting on top of it is a 4X optic it shouldn't matter much as any shooting your going to be doing inside will be most point shooting and unaimed. It even had a light on it which was good as you were not looking forward to duct taping a flashlight to your shitty borrowed national guard ACH helmet like Jacobs was doing.
The team stacks up the seal first then Jacobs and then yourself. A twist of the fire stations door knob and the seal stepped inside the light of his own gun, lighting up a narrow hallway with several doors both on the right and left. Your three man breach team moved down the hall, the seal stopping just after the first door on the left. Jacobs takes that one and cracks it open revealing a small office area with several desks as he starts to clear it and the seal as well as you move up to the next door on the right.
1/2
>>
This door leads into the garage space of the fire house. A little light comes in from the two big rolling doors but it doesn't help much to light up the room. You sweep the room with the light on your borrowed rifle and nearly jump out of your skin as a single living infected suddenly bolts out of the darkness at you. It's a big one rumpled shirt stretched over her massive frame shes not fast at all which is why its so easy for you to point the barrel of the M4 at her put three rounds right into her chest before she even crosses half the room toward you. The unsuppressed shots are deafening inside the room even with the shitty foam earplugs stuffed in your ears. You play your light around the room some more before calling over your shoulder, “IM GOOD ONE DOWN!” A single round to the corpse's head means you won't have to deal with it later. You rejoin the seal and Jacobs back in the hallway seeing the seal had to eliminate an infected as well. The rest of clearing goes quickly with only a single undead infected in the rest of the building trapped inside a broom closet which the seal just shot through the door when it started banging on it.
You return outside and return Mike's gun and take up position on your own not having to wait too long until Harrisons group arrives around a corner a couple blocks away with two survivors in tow and you note running. It seems Harrison had gathered quite the following in the last few blocks as a few seconds behind them a small group of living infected arrived, maybe 30 of them and presumably a much larger undead following behind that one. The chinook is coming you can hear it off in the distance so you probably dont need to fight everything that comes just hold long enough to escape. First though you need to decide if you want to try and deal with the 30 infected chasing Harrisson now or wait for him to pass you first and have them much closer.
>Wait for him to pass
>Deal with them now
could I get a 1d100 best of three either way please
DC of 50
>>
>>
>>
>>
>>
>>
>>
>>
>>
You dont even wait for the order Harrison and his team are going to either get their asses bit off or your own ass bitten off if you dont deal with the infected farther out. Aiming down the red dot of your gun you line it up on the closest of the infected to Harrisons rear most team member, a harried looking seal. A quick trigger pull sends three rounds into the infecteds lower chest and stomach which is enough to end it tumbling head over heels as the round impacts. The others in your team begin to join in as you fire another burst at an infected person wearing nothing but a surgical gown probably from a local hospital, it crumpled like a puppet with its strings cut.
The pop of suppressed rifles occasionally and the occasional snap of the unsuppressed is slowly drowned out as the sound of the chinook helicopter blades begin to dominate the area. That's overshadowed by the methodical precision you have to take as you shoot the infected still chasing the team. You spend another 30 rounds before the last of the living infected crumple to the street. Harrisones team huff and puff as they finally come up to the fire stations parking lot hands on their knees. Turn to look at one of the selas you give him a gesture as if to say what the fuck? The group following them had been way to small to give them any issue and you wonder why they ran. The seal held up his suppressed M4 showing you the bolt locked back the magazine empty he then pointed down the street where the first of the undead had begun to arrive.
A horde of what you guess is close to 400 undead had been following Harrison and his team back and you wonder where in the hell the man had found them. Jacobs finally sees this as well and orders Mike and the seal to hand their spare mags to the rest of the team, he then unslings his radio packs and begins to yell at the chinook to hurry up. Sighing you gesture for mike to move his ass over to you and you start to sight in the horde as it approaches
could I get a 1d100 best of three please
DC of 60
>>
>>
>>
>>
>>
>>
File: chinook-photo-roof-landing.jpg (138.2 KB)
138.2 KB JPG
You don't have enough guys to deal with this is the first thought that goes through your head as the crowd of corpses arrive, the occasional living infected pushing their way through the crowd to get at you. All you can really hope for is the chopper arrives fast enough to scope you up before they overrun you. Aiming down your red dot you aim around the head level of the crowd and open up. The MK48 is not a precision weapon platform it's meant for suppression but with a crowd this big each burst kills at least two of the undead or at least mobility kills them. You sweep the gun from right to left and back again across the crowd steam billowing off the suppressed barrel as you do so.
It's not long your desperate sweeps are interrupted by Mike slapping you on the shoulder to stop firing long enough for him to link his last 200 round spare belt onto your current one which only had a 30 round strip left on it. You burn through all 30 of those rounds quickly and start in on the new belt. The horde had marched ever onwards despite every single gun in the team and one of the civvies armed with some kind of shotgun blasting away at it. Harrison drops a mag out of his gun, its bolt locked back before slamming a fresh one into it and looking around before pointing to the fire house with its flat top roof. “RANGER AND MARINES TO THE ROOF WE WILL FOLLOW!” You stand up and slowly start walking backwards firing short bursts as you do so until you reach the door into the firehouse.
1/2
>>
The four of you along with the three civilians reach the roof where both you and the marine sniper set up and start shooting again. Mike starts to dig around in your ammo pouch for the next belt while the marine spotter leans over the edge of the roof ready to shoot at any infected that try to follow Harrison and the rest of the team up. A heavy gust of air is the first sign of the chinooks' arrival. It spins around above you, the ramp already open, starts to lower so you can move from the edge of the roof to the ramp.
The team still on the ground below you start to retreat, all of them firing at the oncoming horde until their guns are empty before turning to run. They all almost make it save for the last seal, not Harrison as he was the second to last trips a few feet before the firehouse door. You start to lean over the edge of the roof to cover him but it's too late a pile of mangled corpses and a few writhing living infected are already on top of him. Mike of all people pulls out a M67 fragmentation grenade, pulls the pin and drops it on top of the mass, all of you pulling back from the ledge before it goes off with a muffled boom.
2/2
No input required, next post tomorrow
How is everyone liking everything so far?
>>6388400
Horde combat wont generally kill you outright however it can convert into personal combat which can and will kill you
>>
File: GeneralPurposeBombs.jpg (80.4 KB)
80.4 KB JPG
Your ride out of here is starting to settle near the edge of the roof just as Harrison and the rest of the team arrive on the roof firing into the dark building behind them. As the chinooks ramp touches down on the edge of the roof Riley, your handler and the only other person on the chopper besides the pilot leans out and starts to help the civilians into it. Turning away from the ledge you begin to fire short bursts into the darkened hallway of the stairwell access as the occasional undead or living infect rises to the top of the stairs. One by one everyone on the team clambers into the chinook until its just you and Harrison left on the roof. Both of you clamber into the chopper at the same time as two the seals standing on the ramp cover you with full auto dumps from their carbines.
The pilots don't wait for any of you to get seated or belted in before pulling away from the firehouse roof which was starting to swarm with infected both living and dead. A initial horde of 400 had swelled to close to a thousand in just the few short minutes you had been engaged here looking down at your watch you see its barely 10am you had only been on the ground a little over two and half hours. You belted yourself into the nearest seat to ramp and leaned back tired from the effort.
The ride back to the national guard air base was short, the chinook zooming over terrain, the pilots seeming to argue about something with Riley, Harrison and Jacobs. You finally arrive over the air base and hear Harrison swear loudly you turn to look out the nearby window and see why. A large section of the airbases chain link fence was toppled and several thousand infected roamed the tarmac, at some point while you were gone the few hundred undead the base security normally dispatched during the day had swelled to thousands and had defeated the razor wire topped fence.
1/2
>>
There were still living people on the ground even as one of the hangars seemed to burn the occasional muzzle flash as people tried and failed to escape the infected on the ground. The only part of the base seeming to still have any organized resistance was the aircraft control tower where people fired from the catwalk surrounding its top most floors ring of infected surrounded the tower 40 to 50 deep in all directions. The argument up front unintelligible due to the rotor noise seems to end Harrison, and jacobs returning to the seat belting themselves back in as the chinook flips around seemingly intending to lower the ramp to rescue survivors from the tower.
As the chinook turns you get a better look at the burning hangar and what you see makes your blood run cold. An aircraft of some kind, a jet you think sits right next to it and right next to that on a cart was a massive bomb with a large amount of fire already licking at it. You turn and begin to shout a warning but it is too late and with a rumbling boom and a red flash the chinook begins to spin out of control as the shockwave of what must have been a thousand pound bomb detonated. RIley the FBI analyst and your handler goes flying past you and slams into the ramp hard with a sickening crack so hard you can hear it over the rotors and screaming. The pilots were good, they managed to arrest the spin but the sideways tilt was too much and you watched as the craft rapidly approached a hill through the window across from you and as the rotors and then the hull met the ground, everything went black after that.
2/2
could I get a 1d6 best of three to determine your injuries 1 is worst 6 is a mild head wound
>>
>>
>>
>>
>>
>>
>>6388743
>How is everyone liking everything so far?
Same as the other anon, maybe just a lil slower, but then its entirely up to you.
Also love the rage/walker virus mix. Having to deal with sprinters is always a hassle in PZ
>>
>>
>>
>>
>>
>>6389527
LFD is completely unpredictable unlike RE. They don't even know how/why it spreads or what kind of mutations it inflicts. As fucked as RE mutagenic viruses are at least they can be understood.
>>6389528
I'm just saying it could be worse. Undead zombies are nasty. Tanky as shit and dangerously underestimated.
>>
>>
The first thought that comes to you as you wake is that you're in pain. A single eye cracks open the other refusing to join it for a second before some gives way and your other eye flutters open. You blick rapidly for a moment to gain your bearings and realize you're hanging from your seat still and its dark. It was only 10am when you had passed out earlier and it was dark now you had been here for a long time. You look around the cabin and realize your not the only one still here but you doubt any of them are still alive. Rileys body lays crumpled on the opposite wall across from you, probably killed during the initial crash, likewise one of the seals still strapped in his seat hangs a couple seats down from you, his head at an unnatural angle. The cockpits simply crushed completely gone; you doubt either of the pilots survived.
You work the belt holding you in your chair free and fall to the floor catching yourself on your hands and knees with a grunt of pain. The fact you were left here with the other corpses is confusing. The other two are clearly dead and you wonder what made the rest of the team think the same of you. You begin to look for your gun which you had laying by your feet when you crashed and as you turn your head looking for it you realize your head feels very heavy like something is weighing it down. Deciding your need to figure out whats going on with that first you unclasp your helmet and begin to take it off which brings a way of pain and a gush of what you realize if blood. The helmet comes off and you blink through the pain as you realize why the team thought you dead. A shard of metal probably from the rotor blades sticks out of your ACH at least six inches long but thankfully only a small sliver actually poked through the helmet's material. The team, probably worried about infected , had done a cursory check of the passengers and had left the obvious dead behind, which included you. Throwing the helmet to the side you continue to look for your weapon finding the massive gun wedged under a seat.
Thankfully their quick escape had left your own gun behind probably due to weight or even just not seeing it, checking it over the gun seems fine and you still have the ammo stored in your pouch. You're for sure injured besides the head wound but you dont feel safe enough here to do any real checks on yourself or your equipment besides your gun you need to decide where your going to go for now. Option 1. east toward Savannah plenty of places to hide but plenty of infected that way, option 2 north going around the very much burning airbase and too the small town around it. Closer but many infected nearby option 3 south toward fort stewart through the trees and hills very far but you know the local airbase was evacuated but intact and option 4 west toward a small town through the forest closer but still far but not as far as Fort stewart
>East
>North
>South
>West
>>
>>
>>
>>
>>
>south
South toward Fort Stewart while the base was abandoned late last week due to an increase of undead in the area and a lack of personnel to man the place. It's not like there were any active bases left on this side of the state and the only one actually you know are active for sure is Fort benning. There might be a usable radio, ammunition and other supplies you need. It'll be a decent trip from the crash site to the base at Fort Stewart but you'd rather risk that than gamble on finding the things you need elsewhere.
It takes you almost 10 minutes to extricate yourself from the chinook, the side door being quite hard to exit through with it being the ceiling of the aircraft now and your pretty decently injured even finding out you have a decent cut on your right side just under your armpit that starts bleeding slightly. You get through the door and on top of the chopper and get your first good look at what's left of the air base. The hangars are gone flattened either by the initial explosion or secondaries the tower fared slightly better with the entire thing crumpling sideways in a heap but still identifiable. The whole thing still burns highlighting the occasional sprinting form of a living infected with the odd smoldering undead among them.
You turn south and look into the somewhat dark forest light by a half moon and the burning air base you slide off the carcass of the aircraft and start walking. If you're lucky you can make the march through the forest pretty quickly or even find an isolated house to do a proper inventory of yourself and your gear in.
alright could I get a 1d20 best of three please for how your initial travel goes
>>
>>
Rolled 7 (1d20)
>>6390335
You know, while it is indeed lucky the undead are mostly dumb shamblers and there are no special infected aside from the occasional smarty, they can still be horrible. World War Z (the book!) zombies are dumb shamblers but, to me, manage to be some of the scariest and most dangerous of the lot.
>>
>>
You cross the field, your body aching like you've just been in a dozen car crashes and think about what you know about Fort stewart. It's the home of the army's 3rd infantry division an airfield and a pretty big military hospital
The first bit of forest you enter is actually only just a brief strip before a separated street of houses which have honestly seen better days. You can't see anything around the houses moving but that doesn't mean much. The living infected tend to not move during the night due to a lack of ability to see but the undead tend to not care and would wander around and potentially into you. A lot of the houses were in shambles, broken out windows, smashed down doors, one or two even smoldered slightly having burned but had been put out by the nearby bases staff before it fell to avoid a massive wildfire.
You see a couple houses that don't show the signs of potential infestation but it would take time and effort to clear one of them the question being do you want to try to clear one of these or continue the march to fort stewart. Which probably due to your probable concussion you now realize involves you crossing several training ranges and a couple of weapons development fields. Should you try to clear one of the more intact houses so you can inventory and do some first aid or continue on using the night to do most of your march to fort stewart its only a 7 hour march after all.
>clear a house
>march
>>
>>
>>
>>
>>
>>
>>clear a house
You see a couple houses that don't show the signs of potential infestation but it would take time and effort to clear one of them the question being do you want to try to clear one of these or continue the march to fort stewart. Which probably due to your probable concussion you now realize involves you crossing several training ranges and a couple of weapons development fields. Should you try to clear one of the more intact houses so you can inventory and do some first aid or continue on using the night to do most of your march to fort stewart its only a 7 hour march after all.
If anything you need to just do some first aid on yourself and maybe wait till day when you can actually see what you're doing so you'll clear a house and see what you can do from there. There's a couple options to pick from and you eventually decide on a two story house with no car in the driveway in hopes the original occupants had bugged out at some point. The windows and doors were intact and there were no gore marks on the walls indicating an undead siege either. You move across the somewhat overgrown lawns in a low crouch ready to go guns up at a moment's notice but you seem undetected as you come up to the house's back door.
The door knob surprisingly turns when you try it and the door creaks open as you lightly push it open with the suppressor on your gun. You lean into the house and take a deep sniff, a trick taught to you by one of the seals back at the base. The living infected wouldn't stay in a house like this and the undead would quickly make a house reek of rot. Thankfully it seems there's no undead inside the house as all it smells like is stale air. You still clear the house anyway.
It's pretty empty. The owners seemed to have bugged out early taking alot of the stuff most people wouldn't, pictures of what you guess was a dog by the food bowl on the floor, hell they even took their TV. You secluded yourself in the upstairs bathroom and using your phone's flashlight, you seemed to have lost your own actual flashlight at some point. You begin to do an injury inventory by stripping down and using the bathrooms full size mirror. The head wound as they tend to do bled a lot but its very shallow barely an inch long, using a bottle of antiseptic from your makeshift IFAK clean the wound and apply a bandaid to it to keep debris out of it. Your wound to your side is a bit worse, three inches long and decently deep. You probably need stitches but you dont have any thread or a needle to do that so a compression bandage and a deep cleaning with the last of your antiseptic will do. You should probably search the house for supplies and then do a proper inventory of everything you have.
Could I get a 1d20 best of three for scavenging
when it comes to scavenging where your doing it makes all the difference a suburban home might have guns but don't expect to find full auto M60s or anything
>>
>>
>>
>>
>>
Still shirtless you stealthily began to search the house carefully to avoid windows or to make too much noise. The first place you search of course is the bathroom you had made your little first aid station actually lucking out and finding a bottle of rubbing alcohol to replace your antiseptic you had used up. Your next stop is the kitchen where you find three cans of kidney beans and two cans of stewed tomatoes you know better than to search the fridge with the power out. The lower floor is mostly empty save for the bathroom and kitchen so you move to the second floor and begin to search the three bedrooms up there.
The first bedroom you search a childs if the lightning Mcqueen bed sheets are any indicator turns up nothing of value. Next door a guest bedroom by the looks of the dusty and generally unlived appearance is to go by only nets you a cardboard box of clothes which included a woodland camo shirt to replace your bloodstained BDU top. Your luck finally turns when you enter the master bedroom and start searching that a disappointingly empty rifle bag in the closest dashes your hopes for a moment before searching the night stand reveals a handgun.
The gun in question was after looking it over, along with the two magazines that sat in the nightstand with it was a Sig P320 a 9x19mm handgun and one that you were somewhat familiar with as its full length version was the standard handgun of the army. You lucked out with all three magazines with the gun were the 21 round variants and all were full while unsuppressed this pistol was in a common calibre and much easier to use in close quarters than your MK48. The rest of the room turned up nothing else of value so you return to the downstair bathroom to do inventory of your haul and current gear.
Current gear:
1x MK 48 7.62 machine gun
1x Sig p320
1x Fixed blade Knife
2x 100rd baged belts o f7.62(one in gun)
3x 200rd belts of 7.62
3x 21rd magazines of 9mm (one in gun)
1x Improvised IFAK (various bandages and torquiets)
1x MRE (BEEF TACO)
5x Various canned foods
1x Canteen (half full)
The food and gun are nice finds although your lack of a real backpack outside of the ammo pouch holding your spare belts is annoying. You can hopefully find one at some point so you're not just carrying everything in your belt pouches or plate carrier. You've marched without proper sleep a lot longer than the 7 hours to Fort Stewart but the question is should you? The fort is already empty and you're not on a time limit to arrive but you're not sure how safe you actually are in this area. Should you stay here for the night and start your march tomorrow morning?
>stay the Night
>get going
Bit behind the scenes thing half of the pistols on the loot table for a 15 and above roll were .22s or revolvers you got like one of the 4 semi auto modern handguns on it
>>
>>
>>6391859
Yeah I'm not sure these guys bugged out voluntarily, you don't leave all your supplies and guns behind in a zombocalypse. I suspect they might have just never come home.
>get going
You can get away with a lot under cover of dark and avoiding attention is what we want. Surely there's a torch to be found in a drawer or we have a light on our gun? Even better, rely on the moon if it's out.
>>
>>
While you wish you could just get moving you still don't feel very well and without a light or a pair of NVGs a night march might just get your ass bitten off. So you build yourself the most comfortable makeshift bed you can in the downstairs bathroom, the single entryway and lack of windows making it the room you're least likely to get noticed. A comforter, pillow and light sheet make up your makeshift bed in the tub and you soon fall asleep with an alarm set on your phone for sunrise.
The alarm wakes you right on time, your phone informing you it's July 15th. You only slept for about 5 hours but it's better than nothing and you do honestly feel much better now. Your phone is just about dead, sadly you need to find a way to charge it or find a better alarm clock and flashlight. A quick change of your bandages followed by securing your equipment including your new handgun which you lack a holster for so you keep it in a pouch on your belt. You pointedly decide to keep it in said pouch without a round in the chamber as the P320 lacks safety and having a handgun just rattling loose in a pouch with no safety doesn't seem a good idea to you. While not having a round in the chamber means you need to rack the slide to be ready to fire if you need the handgun for something that your MK48 cant do you should have the time.
The sun is just starting to poke up over the horizon as you extricate yourself from the house the same way you came in your MK48 ready to play at a moment's notice. In the daylight you can see about a dozen bodies scattered around the house and a similar situation around the others you couldn't see during the night. It seems someone had used a lot of ammunition killing undead around her some time ago about the state of the bodies, many already starting to be almost skeletal due to the heat and humidity of Georgia in july. You turn south still sore but hey you survived a helicopter crash and begin your march toward fort stewart.
Could I get a 1d100 best of three please this is a long march over relatively uninhabited terrain so better odds
>>
>>
>>
>>
>>
File: range.jpg (597.3 KB)
597.3 KB JPG
Youve actually been in these woods before thankfully as the 75th used the nearby drop zones and ranges when needed so you're familiar with the terrain. It is somewhat hilly and forested save for the firing ranges. Which tend to be wide open flatish cuts in the land. The march is pretty quiet, the only real road in the area is a dirt one and you doubt there's much activity in the forest to attract any infected but you're still cautious keeping your gun ready. You stop around noon and eat one of your cans of beans and drink some of your water which you had mixed the flavor packet from your MRE into. Honestly you've made a really good time already crossing the second of the three ranges which was kind of unnerving to cross considering normally you could wind up getting turned into pink mist by one of the tanks or IFVs that practice there if the range was live. The next range actually has a starbucks and you wonder if there's anything of value to be had there, more than likely not.
After finishing your meal out of habit you bury the empty can like you were trained. Your mind wanders like it does on a long march and you start to think about the scuttlebutt about the state of the military you had heard before the crash. The army was doing its best to hold a handful of bases in the continental US, beginning being the only one you know about personally, but things were slapdash and very unstable from what you understood. In an unfortunate similarity the airforce was worse off their bases falling quickly to hordes like the one that destroyed the national guard base you had been at, a lot of very useful aircraft are sitting in hangars on overrun airfields. The marines had apparently been given orders to board as many men on ships as possible and the rest were ordered to join the army in their desperate stands. A happier note the navy was actually the only force still somewhat combat effective 5 of the USs super carriers had survived the outbreak and now were each doing their best to provide support to the poor bastards still on the ground. A rumour had it the coast guard of all forces were doing something called a litoral war which apparently involves them sailing up to coastal cities and drawing as many infected as they can to shoreline and then opening fire with whatever they could pilfer from armories. The effectiveness of this is somewhat debatable.
1/2
>>
File: fort stewart.png (2.3 MB)
2.3 MB PNG
The march you thought would take you 7 hours actually only took 5 not having to stop all of the time to wait for slower people in a column and just taking the easiest path made it so much faster. You're on a slight rise halfway up a tree looking at the northern edge of Fort Stewart, like every major US stateside fort a city has grown along with it close to 80,000 residents you think the road signs leading into the city says. The north most side of it is the actual fort with the red roofed barracks buildings the closest thing to you now and several streets worth of said barracks is the company armouries save for delta company which was situated to the west off on its own. You can probably find something left behind in those armouries maybe even a radio set that you can use to contact someone, or you could go for delta companies armoury which would give you less chance to find stuff but less chance of getting attacked as the fort itself does not have a fence line separating it from the city. Another option is you can circle east to the regional airport which for sure should have a radio to use
>Go straight in
>Circle west
>circle east
>>6392865
Eh just a little helicopter crash
there is legit a starbucks on one of the fort Stewart firing ranges apparently
>>
>>
>>
>>6392879
>circle east
There's never anything of value to be found in a Starbucks at the best of times
>>6393119
Coastie cutters have the fuel and supplies to operate at sea for months, much better than the Navy's dino-burners. As for the Navy in general, I think the facilities at Kings Bay, Portsmouth, AUTEC, Indian Island, Key West, Patuxent River, Whidbey Island, Guam and Guantanamo Bay should still be alive given their isolated and/or defensible locations with Coronado, New London and New Orleans a maybe. Perhaps the odd lucky CG station.
>>
>>
>circle east
The armouries are a gamble while yes you could maybe find some more ammo or a gun thats actually usable indoors you also might find yourself running for your life from several hundred infected. While the delta company armoury would be a good middle ground for risk and reward once again you doubt you would luck out on some comm guy leaving behind a functioning radio. It takes only half an hour to circle toward the regional airfield only having to cross one road and through a solar farm.
You expected to find a relatively normal regional airfield when you came up to the edge of the forest, maybe a couple of infected milling on the runway or something, instead you find the leftovers of what must have been an interesting story. A large aircraft sat tilted on the runway all of its doors open and around its two large propeller engines were bodies, a lot of bodies. It seems like some poor bastard not knowing the state of Fort Stewart had set down either low on fuel or having some kind of damage the pilot had not a chance to take off before undead started wandering into the planes still running props. There must be close to 40 corpses around the blades; the undead were either killed outright or crippled enough they can't move by the prop strikes.
The airfields fence is down in a couple places but you don't see many infected inside the fence a couple are loitering around the gate though you wish you had a pair of binoculars for this. You have lucked out though the tower and nearby storage buildings seem clear and all you have to do is cross a thousand feet of open terrain to get to them. The infected in your experience have issues with noticing distant things the dead kind especially something seems off about their eyesight so its not as bad as crossing within a couple thousand feet of a normal human.
could I get a 1d20 best of three please
just a slight note I will sometimes alter real life locations a little either for story purposes or because there's a lack of information
>>
>>
>>
>>
>>
You actually decide to sit down and have a quick meal before you cross the airfield not knowing when your going to have a chance to stop again. As you eat one of the cans of tomatoes you also take a chance to scout out the field a little more. There's actually a trail of corpses going west out of the field leading from the airplane more than likely the result of the crew's desperate retreat from the craft.
Mulling over your options as you finish your meal you decide the best way to do this is to move low and fast across the field and if the infected over by the gate see you use the crashed plane to break line of sight and go prone. As you begin your low run across the slightly overgrown airfield you think that it wouldnt hurt to get yourself something to kill lone infected silently besides your knife, an axe maybe or a hammer you're not really sure honestly.You notice as you pass the aircraft quite a few of the bodies near the props still move a little their spines broken some can only move their heads others still having use of their torso but none are able to pursue you as you pass. A quick peek around the edge of the plane's cockpit reveals the group of infected by the gate haven moved so you continue on once again wishing you had a backpack as all of your things on your belt and plate carrier makes your movements somewhat unstable. You finally reach the small two story tower that's apparently used for air traffic control and let yourself into the lower floor which is incredibly dark. Using your slowly dying phones flashlight you begin to search the tower for usable things.
alright time to scavenge 1d20 best of three please
>>
>>
>>
>>
The tower is thankfully clear with no sign of infected or even looting; it seems no one thought to check the place out before. A search of the first floor yields you a handful of sealed bottles of water which are quite the boon as you were running low along with a heavy duty maglite flashlight. The second floor is full of a lot of radio equipment sadly unpowered but you do eventually find something that should work for what you need: a handheld radio while its not the best for getting into contact it should be able to get a hold of someone if you broadcast enough on the emergency frequency. You also find a few protein bars and add them to your pouches.
The view of the airfield is good from the towers top floor and you eye up the nearby hangars and storage buildings knowing there's possibly even more stuff that could be useful inside them. You could also start broadcasting now to try and get a hold of somebody however you kind of doubt anyone could come get you so close to a large city center.
>Start broadcasting now
>broadcast at night, search the hangars and storage buildings now
>>
>>6394488
>Start broadcasting now
This is a small mixed-use airport, it's unlikely we'll find much of immediate use for us here in amongst the plane parts and barrels of prop wash that we don't have already.
We're not on any kind of timer, we can have a pick around later if we want. Though I'm sure a sturdy bag of some description could be found in about five minutes.
>>
>>
>>
>>
>>
>>
>>
>>
>>
Your going to have to move again before anyone would even try to come get you so you might as well check out the storage buildings and hangars for supplies. A quickly rearrange of your things with your new supplies you slip out of the towers dark confines and make the quick jog over to the first of the storage buildings. The first of the storage buildings is a simple square brick affair with your gun at the low ready you slowly push into the building's dark interior. After waiting at the doorway for a minute that felt like forever you determined the open storage area was clear and flick on your own found maglite flashlight. You sweep the beam around looking at the cardboard boxes full of aircraft parts and various other items you have no use for.
This storage building holding nothing of value you step outside when to the northeast you can hear the telltale pop and distant snaps of unsuppressed gunfire. You frown in confusion there's almost nothing out that way and you have to wonder who's out in the woods shooting at something. A cursory look at the forest reveals nothing, no muzzle flashes or movement you keep watching for nearly a minute as the gunfire continues until something occurs to you. There is a town of nearly 80,000 people to your southwest and undead are attracted to noise. You turn quickly looking toward Fort stewart, you cant see any infected yet but its only a matter of time until a lot of them show up following the gunfire. There's a couple of options you have, You can head east toward the various smaller communities along the highway or head north and hope you dont run into whoever is wasting an ungodly amount of ammunition right now or you could hide in the tower and hope you arent spotted.
>East
>north
>Hide in the tower
when it comes to crits both good (20s or 100s) or bad (a 1) they will overide all other rolls except another crit which will nullify them and mean I will pick the next biggest roll, I will also allow you guys to bank critical successes when they happen
>>
>>
>>
>>
>>6395388
MCRA is mostly light civilian general aviation so those will be boxes of Cessna and Beechcraft parts. The Army hangar off to the northwest side might have parts for drones and helicopters but I imagine the large airbases will still be stocked with enough spare parts that fuel and munitions are more of a problem. Not to mention that they'd have to be really desperate for it to be worth launching a scavenging raid here.
>>
>>6395398
>Hide in the tower
>>6395398
Most likely ammo and fuel. Not many would know about the supply depots unless they have someone who worked in logistics, went through the utter hell of reading through all the related paperwork, or happened to have someone who lived in the area and stumbled upon the locations of supply depots.
There would be parts aplenty and even vehicles/aircraft carefully mothballed in stashed graveyards. Given USA war doctrine since its founding, cold war paranoia, and MIC contractual dumping. Fuel however unless specially prepared and stored goes bad not to mention is consumable the same is true of ammo which they would be burning through like there is no tomorrow. Supplies in general really so unless they have someone aware of all the nearby supply depot locations both currently registered or forgotten, they are likely desperate. For basic supplies, they wouldn't be hitting a military base. So you're scavenging for higher end munitions and fuels.
Clearly they don't have the right intel. If they did they would avoid the bases and simply hit all the stashed and forgotten supply depots/armories or go straight for all the national guard armories that you can find several of in even the smallest goddamn counties and towns. The USA is stupidly oversupplied in ordinance and supplies but only if you know where to look. That isn't even getting into all the shit they regularly forget about in all the warehouses and covertly mothball/dump due to MIC contracts.
If I were that desperate I would hit up the smaller towns and counties. Garunteed to have several Nat Guard armouries and supply depots just lying around the place. All the supply depots takes some searching unless you already have a lead. I know where I grew up I stumbled upon dozens of the fuckers growing up and everyone personally knew of a handful.
>>
Rolled 14 (1d100)
Turning you sprint toward the tower, you could in theory try to lose the horde thats coming in the woods to the north or east but the likelihood you wind up having to shoot your way out in that situation increases greatly. Once you're into the tower's lower floor you begin to barricade the door, the lack of a lock on it meaning any living infected could walk up and try the handle and be inside. You first push a bank of lockers in front of it followed by a table and another table with only about a foot of space between it and the wall even if they manage to push everything in the door should only be open a crack.
Another desk finds itself dragged up the stairs to help block them and you take your position in the window filled second floor. You should just stay down but the still continuing gunfire and the infected’s bad eyesight gives you the courage to poke your head up just enough to see. Over the last month youve seen pretty large groups of infected both in person and on video, but this horde you see streaming through the airfields gate is something else. Its all living infected their speed and slightly better hearing than their dead counterparts making it much easier for them to track and follow the firefight to your northeast. There must be more than a thousand of them crossing the tarmac in a slow jog intent on finding the people shooting but not so interested they are wasting energy sprinting yet. You remain still watching as they come within a few thousand feet of the tower.
could I get a 1d100 best of three please DC of whatever I roll
>>6395592
>Garunteed to have several Nat Guard armouries and supply depots
I actually talked to someone at my job who was in the guard about this once apparently unless the particular guard in question happens to Cav they dont actually store that much ammunition on hand
>>
>>
By the way, where are we? I had assumed we were in the proper control tower but it sounds like we're in the old one, which is just the upper floor of the terminal and a much less secure place to be and worse place to hide than the ten-storey concrete slab with tinted glass at the top.
>>
>>
File: phone bootleg.jpg (972.3 KB)
972.3 KB JPG
>>6395717
Yar it do. Nice one too and I was operating under the assumption we were in there. Oh well.
>>
>>
>>
They jog on past the tower a dark observation going through your head as you watched they dont really look at that odd from a distance the majority are dressed normally and dont have the injuries or being covered in blood like their dead counterparts. Speaking of the dead they start to arrive as well at a fast walk unlike what you've seen before the wide majority of the dead have gunshot wounds done by what you guess were the rifles of the 3rd Infantry division. The dead outnumber their living counterparts by nearly double. They come far closer to the tower than the living infected did and you soon twitch and jump as you hear them bump into the sides of the tower with wet meaty thwacks not caring if they damage themselves in their pursuit of the sound to the north.
You nearly have a heart attack as whoever is shooting to the north suddenly stops worried that the sudden lack of sound to attract the infected will make them stop but the living infected thankfully continue on, soon stomping into the forest in search of prey. Their slower brothers follow very slowly afterward taking what your slowly dying phone tells you is nearly and hour. You're glad it's not winter right now as you have plenty of sunlight left to find yourself a better place to hide than an abandoned aircraft control tower. It takes nearly half an hour to carefully unbarricade the lower floor and look around, the entire base of the tower is coated in blood and bits of core, the undead having almost painted the walls with the stuff. You consider your options, east toward the smaller communities outside of fort stewart, west toward the base and secure a place in the base housing for the night, you could also go south toward the civilian part of town and find a suburban house to shack up in.
>East
>west
>south
>>
>>6396013
>west
On the west side of Ft. Stewart is a large complex of motorpools for the Army and USACE. Tanks, armoured cars, military engineering vehicles and more. Might not be the most comfortable place to sleep but there would be nowhere more secure. Wheels too.
The shooting will have drawn off quite a lot of the local zack. The area should be clearer before they presumably start to wander back in the coming hours.
>>
>>
West toward the on base housing the undead around that area should have joined the charge into the forest. you would bet most of the houses in the base area are already empty thanks to the 3rd more than likely saving as much of their families as they could before loading up and going wherever they went. Moving west you soon enter the forest the separates the air field and the town. The heat of the day finally starts to wane as it ticks close to 16:00. You have roughly 5 hours to find and clear a house for the night. Its not long before the first row of cookie cutter houses meant for soldiers with families come into view and you begin to look for one that looks good to shelter in.
could I get a 1d100 best of three please
>>
>>
>>
>>
>>
>>6395697
Depends on the armoury and depot. Come from military family, asked around a lot, and stumbled upon many a forgotten stashed supply depot hidden away in the strangest of places. Ammo is easy to store and forget about because it lasts forever. Especially in the right containers. Some stuff requires special containers and processing like fuel otherwise it will go bad. The same is true for certain sensitive stuff like electronics. Basic ammo doesn't have this problem. Advanced munitions like missiles do.
Their biggest problem is gonna be fuel and advanced munitions in the short term. Later on basic supplies and medicines as they expire. Energy isn't too huge a deal if you stick close to a dam or refurbish those old decommissioned power plants that are shockingly easy to bring back online so long as they aren't nuclear. Water is a much bigger problem to keep the water treatment running. There are quite a few alternative sources of food production with water...not so much. Even waste disposal.
Medicine? Chemicals? Industry? Oh boy. All of that is a very different story. You better hope to god you got some people who know your stuff about traditional medicines, herbalism, and surgery or your gonna be in a world of pain. Industry and stuff like chemicals are more or less cooked until you reclaim enough ground and manpower.
Fuel and advanced munitions? The best you can get back are biodiesel, artillery shells and rockets. You ain't getting the fancy stuff back for a long fucking time. A lot of advanced munitions are so costly and time consuming to make they didn't do a very good job at stockpiling and stashing them like they did the other stuff. Not to mention extra annoying to store properly.
Fuel is gonna be a REAL fucking a bitch really fast. Those advanced munitions will run out fast too they love so much. Basic artillery shells and rockets are something they could bring back quite fast and roll out again. Same with biodiesel since even bad oils can be recycled to make it. Of course that requires them actually recapturing points of interest and holding the right zones. Not to mention digging up all the scattered supply depots, armouries, and mothballed goodies. Fleet carriers would be their best bet to start which they already noticed but there is plenty of stuff inland they can recapture, transport, and refurbish quickly if they can reach it while the fuel is still good.
>>
With closer observation you realize the 3rd must have tried to retake base housing at some point, many of the houses have their doors kicked in and there's a lot of body bags stacked on the front lawns. You can even tell when they started to run out of body bags with bodies soon being covered by sheets from the house and finally a bit farther down the street where they didn't bother removing the bodies just kicking the door of the house open and letting them lay where they fell. There's even one house close to you where it looks like someone let rip several rounds of a bradleys 25mm into the structure. This means it takes you nearly an hour to slowly shadow the street until you find a house that looks intact and doesn't seem to be home to any trapped undead.
You carefully approach the back door of the house and try the doorknob, thankfully unlocked, you open it by pushing it open with the barrel of your Mk48. You wait for the noise made by it creaking open to draw any undead attention. The creak of the door draws nothing into the kitchen which the back door lead into, slinging your MK48 over your shoulder you draw your P320 and rack a round into the chamber pulling out your new maglite you flick it on and carefully begin to clear the dark house. Like all of the rest of the houses on this block its a two story affair the first floor containing a kitchen, bedroom, living room and bathroom, all of which are thankfully clear. As you clear the first floor you start to become suspicious the house is clean, really clean there's no photos on the walls the furniture looks unused. Making your way upstairs you search the bedrooms and bathrooms up there finding nothing but furniture. The house appears to have been vacant prior to the outbreak which means you aren't going to find anything to scavenge here.
No action required, next post tomorrow
>>6396734
I will be trying to show this kind of thinking off during the quest and I hope I do a decent job with it
>>
“Any station, any station this is Corporal Andrew Foch 75th rangers please respond.” You repeat that three times and wait figuring you would broadcast every half hour until you went to bed. The radio had a full battery and you figured you could get a new one or jury rig something else if you drained it. While you're eating another can of tomatoes after your second set of broadcasts you finally get a response “This is Coast guard cutter Richard Synder we hear you corporal send your traffic” Nearly choking on a bit of tomato you scoop up the radio from the floor in front of you and key the mic. “Glad to hear from you guys. I'm separated from my unit and need to be picked up at Fort Stewart or nearby". There's a long pause as you figure the coasties are looking at a map and trying to figure out who can come pick you up.
When they finally radio back its a different voice this time. “This is Captain Riley Sinclair, I have some bad new for your Corporal pick up is not possible in your area, We lost contact with the last airbase doing pick ups sometime yesterday and any remaining ground forces in the state of georgia and the east coast in general have been ordered west” You frown that would mean the 75th would probably be either flown out or more likely drive out of the state meaning you've been inadvertently left behind. “Good news for you though I know for a fact your unit is driving out with a hell of a lot of armor and civies in tow meaning they are traveling real slow you might be able to catch up to them if your in a car and can navigate the roads” There's silence for a moment after he finishes and you respond that you heard him.
Your just starting to mull over a plan to get a car to chase after your unit when the Captain speaks again “I do have an offer for you however I can offer you a ride off the mainland but I'm going to need your help if I do that, I need fuel for my ship real bad and the only place I know that might still have fuel is the port of brunswick to your south, I need someone to confirm there's fuel and to provide security for my crew while we get it” Brunswick is indeed to your south and its smaller than Fort stewart but that's all you know about it which is still more than you know about the whereabouts of your unit to the west.
Do you want to agree to the deal?
>Yes
>No
>ask more questions (Write a question)
>>
>>
>>6397517
Apologies about the odd formatting on this post
I swear they changed how it worked recently with longer posts
>>6397519
The 3rd has been gone for some time as far as you can tell so they are probably with the 75th leaving benning or somewhere else so you are very unlikely to see any organized force this side of the state
>>
>>
>>6396912
They have a couple of years before fuel goes bad. After that only strategic fuel reserves which are manufactured to be long lasting and stored in special containers will be good(so extremely high priority targets of interest). Even civvies can reclaim and make basic munitions and ordinance. advanced ordinance is toast once stockpiles are exhausted. Vehicles are good so long as mothballed fleets(albeit old/outdated) are found and restored but they are specifically located and stashed in areas in with low rainfall and exposure to minimize damage with the parts stored/hidden nearby for easy restoration. Mothballed Aircraft and ships is harder due to corrosion and fuel requirements. But old school aircraft and seacraft engines are far more forgiving for their fuel demands than more modern versions but once the mothballed stockpiled parts are exhausted, you're screwed.
Expeditions and convoys into the interior to recover key assets and bring them back to secure holding sites that can be easily held. Capturing Aircraft carriers priority #1 due to size, mobility, and reactors. Scouting out all the local stashes takes time and help of local survivors but will be very easy/high priority because risks and costs are minimal. You aren't fighting through hordes of infected or risking your manpower while enabling you to easily recruit manpower. As most of those depots are hidden in isolated and forgotten areas. It's just time consuming but nets you a LOT of goodies and resources many of which are carefully sealed and stored to survive getting nuked. Including stuff like meds, supplies, munitions, gear, ect, and other soon to be priceless items. Unlike the stuff in the warehouses and hospitals they are stored in such a way to last decades/centuries while eating a nuke just fine. Its just a very annoying game of hide and seek/finders keepers.
The actual cool shit like the mothball fleets on the other hand are a lot more annoying to reach and specifically located geographically, otherwise the weather/terrain would ruin them all over time quickly. So they get transported, mothballed, and dumped in specific geographic regions then forgotten about. With certain exceptions like the strategic fuel depots and places for fancy toys like advanced muntions and the like that have special requirements that don't allow for easy, hidden, and cheap stashing.
>>6397517
>Yes
Roads are gonna be clogged shut unless we get something big and heavy enough to smash our way through. Which will require a lot of luck, mechanics, and welding.
>ask more questions
Status on fuel and supply depots
Also still active rally and evac points because they would all still have working long range radios.
>>
>>
You think for a moment before clicking the transmit button down. “Captain, do you know of any rally points or depots near me still active?” It takes a minute for him to come back to you “Fort Benning was the last active organized force I know of in Georgia there had been a force at the CDC in atlanta but they bugged out a week ago, we had a small group of sailors at the Naval headquarters in Brunswick which is how I know there's fuel there or at least there was before they went dark a day and a half ago, part of original mission was to pick them up and head north to join a force of other ships to retake one of our stations”
The two options you have both involve moving solo through infected areas with no idea what's there or what the conditions on the ground are so the one that has you wandering around the shortest amount of time is the best. You click the transmit button “Sure captain I can try to do that if your offering a ride but it may take me a bit to get down there” He respond quickly “That's fine corporal we are up by Savannah right now and will need time to sail down to the Turtle River entrance how about you transmit on this frequency at 18:00 every day so we now your still active” You agree to that and wish the captain well and turn your radio off for the night.
The trip to Brunswick was a roughly 60 mile journey and on foot assuming you can maintain a good pace could take upwards of a week, maybe three days if you push yourself like you are still in ranger school. A car seems to be something you need but where should you look for one in the morning? Something that you can either hotwire easily or find the keys for. You could cross fort stewart and look for Humvee in the motorpool, those dont even have keys, searching the base housing could turn up a car but the keys are either going to be on a corpse or inside a house potentially full of undead. Your last option is on the civilian side of town and potentially hit a dealership or a residential neighborhood.
>Motorpool
>Base housing
>Dealership/residential street
>>
>>
>>6397902
>Motorpool
Even if there's no Humvees left, there's large pools full of heavy plant and engineering vehicles that I think would have been likely to be left behind.
If it's a total bust, a motorbike would be our next best bet though if we do end up on foot, why walk? Break into backyards or garages for a bicycle. Assuming we're fairly fit, it's only a couple of days by bike, maybe even one day if we really push ourselves.
>>
>>
>>6398152
A motorbike would be faster but I'd still prefer an enclosed vehicle for protection reasons since we're not in a rush. The Fort Stewart pools are mostly full of Humvees and FMTV trucks, both of which are capable of smashing through light obstacles, shunting abandoned cars out of the way and driving across rough offroad terrain to go around any major obstructions while also being zombie-proof. This is a fairly rural region that's not on a major intercity thoroughfare, I anticipate the roads being mostly passable outside the major settlements - the real bedlam is going to be on the coastal corridor, I-95 and US-17 are a no-go but we should be able to get through on US-301 or, failing that, minor routes and back roads that panicking refugees won't take like GA-121 or the gravel network between US-341 and US-82.
I'd still like a bicycle though. You never know when it'll come in handy.
>>
>>
>>
>>
>>
>>
>motorpool
While you're not looking forward to having to move through the base to get to the motorpool a Humvee or one of the tactical trucks although you've never personally driven one of those, if they expect a bunch of regular army grunts to do it you can probably do it. The lack of a need for keys just a quick removal of a cable lock if there is one around the wheel, the humvees can also run on some really shit fuel too although they get fuck all for gas millage.
After finishing your meal you prop yourself up in the corner of the room MK48 at your feet and your P320 unchambered in a plate carrier pocket, It doesn't take you long to fall asleep. You're woken by rain on the window of the bedroom blinking your eyes, your brain taking a moment to remember where you are. A quick meal of a can of beans while the sky lightens a little, a quick look at your phone tells you it's battery is dead. You figure it must be close to 7:00 so you pick up your gun and make sure it's ready to go and make your way downstairs. The five minute observation of the devastated street tells you it's still clear the infected who marched off in pursuit of the firefight yesterday either continued on or now infest the forest which is why you will push through the base instead of around it. Out the door and across the street you go into the light rain, intent on reaching the motorpool today. A thought occurs to you: should you stop and scavenge any notable buildings along the way? Your low on food and could use a backpack.
>Yes scavenge notable buildings
>No just keep moving
also could I get a 1d20 best of three please
>>
>>
>>
>>
>>
>>
>>
File: medium-tactical-vehicle-08.jpg (197.8 KB)
197.8 KB JPG
You're in luck with the rain despite the fake it soaking your clothes. It helps dampen the sound of your movements as you dash from destroyed house to destroyed house. The entire neighborhood looks like the street you had spent the night on the 3rd having cleared it out with little care for collateral damage. Your just about at the next strip of trees the seprates this part of base housing and the base itself when you notice an SUV. The SUV was rammed into a light pole, the front caved in slightly, the driver's door left ajar from when the driver had probably ditched it.
You circle the SUV from a distance for a moment trying to get a good look at the interior before you approach and after deciding its empty moving to it. The car itself was a lost cause but what had caught your eye about it was the fact the back end was full of stuff. A lot of it was boxes full of worthless personal items or paperwork but there was a duffle bag mixed in snatching it up you find it's full of clothes quickly dumping it out you move a lot of your supplies into it and sling it behind you. While not a proper rucksack it's better than nothing. You continue on, soon slipping into the next strip of trees.
It takes nearly two hours for you to make your way across the base, the only buildings of note being the infantry barracks which look like complete hellholes thanks to the number of uniform clad infected wandering around them. The base area seems to be not too infested compared to other built up areas you've been in. That's either a result of yesterday's gunfire or the work of the 3rd in the past. Its been raining the entire time of course and you're simply soaked but you wouldn't be a ranger if a little rain could stop you. The motorpool starts to come into view and you begin to look around for a vehicle and eyeing up the buildings nearby.
could I get 2d20 best of three please first roll for a vehicle second for searching the garages and storage buildings in the motorpool
>>
>>
>>
>>
>>
>>
>>
The next three hours are maddening as you begin to search the motorpools of fort stewart. You find a total of a whopping three humvees in the entire area all three being in some state of disassemble missing axles, engines and one being just a bare frame. You sit on top of the bare frame of a humvee a motorpool garage eating your last can of beans for lunch bewildered on how the hell the 3rd had managed to take every single working vehicle in their motorpool with them. The garages were mostly a bust save for a phone charger someone had left on a table in one of the store rooms which were pretty cleared out as well.
While the motor pool is a bust you do know where you can find some vehicles. The parking lot near the PX is always full of soldiers' cars and you can probably find one of these shitboxes that you can take. There's also off base your bound to find something with either keys or old enough you can get running without them. Both options should give you a chance to get some more food as you are down to just an MRE (Beef Taco)
>Base parking
>Residential neighborhoods
either way Ill need a 1d100 best of three for travel
>>