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Hey there guys and welcome back to Shellstorm quest! Sorry for disappearing but my life got extremely busy very fast and I have not had the free time to QM. But im back and ready to rock.

Last time on Shellstorm we blew up a bridge, consigning hundreds of German soldiers and tanks to a watery grave along with dozens of their elite heavy Shells. Now we find ourselves on the right side of a firing squad for a group of German surrenderers (its a Fucking word now, sue me). Will Piotr become a heartless weapon of war or will the light of mercy shine through this night?

>Piotr Wojciechowski
>Current Loadout
>Lmg- 5 bursts per drum, 3 drums total
>4 anti armor grenades
>4 drag grenades
>Antiarmor rocket launcher +3 rockets
>Combat knife
>Revolver
>Heavy armor (-10 to dodge while on foot)

>White Partisan Loadout
>Tri-Linked 30mm cannons
>medium shield with melee adaptation (blocks light and medium weaponry but cannot fire or move while shielding)
>exceptional agility (-5 to enemy accuracy while moving)
>Excellent speed (can match light Shells in speed and outmaneuver heavier Shells easily)
>Medium armor (-2 damage from light weaponry)
>Anti-armor rockets (2 turn reload, cannot be fired while moving)
>Smoke canister launchers (can be used twice per engagement, -10 to enemy accuracy)
>Supercharged engine (+1 speed, White Partisan gains an additional +5 to dodge and -5 to enemy aim while moving)

>Remaining Targets of Chaos mission-Fuel Depot, Mayors office, German Commandants estate

Last thread
>>1948265
>>
The group of German soldiers cower before the weapon sights as your men who have the know-how to pilot the light, easily driven Krieghund shells hop into the bipedal constructs. The remainder of your infantry and shells watch the Germans closely, eying them and waiting fir your decision. You see flares and smoke rising above the city as the other teams signal their first targets are also successful. Klaxons and sirens wail as gunfire spreads through the streets, the Germans drawn in force to combat the high speed raids. You need to make a decision fast and it will be a hard one..

>Votes seemed VERY tied up so ill throw one more vote out

>Execute German soldiers

> Let them go

>Take the time to maim them with a shot to the foot
>>
>>1966790
Aww yiss a fresh loaf

>Execute German soldiers

Great arguments on both sides but right now I don't think we have the time or manpower to waste locking them up or guarding them. We need to reek havoc
>>
>>1966790
>> Let them go
>>
>>1966790

>Execute German soldiers

Oh well, get rid of them now so we don't see them later as enemies
>>
>Execute German soldiers

Like I voted last time, Half the men take the Kreighund, the other half hold the depot until more men can take the rest of the shells
>>
>>1966965

Well we got troops already taking krieghunds, only priority now is just shooting them and moving on
>>
>>1966984

Them being the Huns, I just worded that weird
>>
>>1966790

Execute them
>>
>>1966790
>>Execute German soldiers
>>
>Execution time
>Piotr will remember this.

You gesture toward the other men and flick the loudspeaker on as you adjust your sights on the huddle of German soldiers
"Fire"
You say flatly, squeezing the trigger as the German soldiers scream in fear and shock as the bullets descend upon them in a storm of lead. Bodies burst and are torn asunder by shots, viscera and tissue splattering the rapidly chipped away stonework behind them.

By the time the gunfire has ceased several seconds couldn't have gone by but to you it feels like hours. Spent bullet casings smoke on the cobblestone of the courtyard as a small river of freshly spilled blood and fluids flows cheerily into a nearby drain. Your men reload their weapons as you breathe heavily inside White Partisan. The liberated Krieghunds stomp into position, the small bipedal shells filling your raiding force slightly.

>Gained 6 Krieghunds to raiding force
>Raiding force total
>White Partisan+Piotr
>4 Assault Shells
>4 Support Shells
>6 Krieghunds
>24 infantry

>Head on to next target

>Blow the garage

>Leave some infantry to hold the Garage until salvage teams can arrive

>other
>>
>>1967033

>Head on to next target

Let's pack up and move on, where to next? I say the commandant's estate
>>
>Leave some infantry to hold the Garage until salvage teams can arrive
>>
Rolled 8 (1d100)

>>1967033
I'm rolling to see if we have Luck on our side

If seventy or above Pick >Leave some infantry to hold the Garage until salvage teams can arrive

Otherwise my vote is >Blow the garage
>>
>>1967033

>Head on to next target

Commandants place, that'll be a really good morale blow and hopefully take out some senior officers
>>
Rolled 2 (1d2)

>1.Blow Garage

>2.Leave half of infantry behind to hold it
>>
>Next target- Commandants Estate
>12 infantry holding Garage

You peel off a detachment of men to hold the garage against any German attempts to retake it. They move proficiently, dragging bodies to form barricades and setting up a pair of salvaged heavy machine guns to watch the gate. The rockets they prime and have waiting at multiple firing positions promise a warm welcome for any German shells they attempt to uproot them from this position.

You set off down the streets towards the more affluent region of town where the German officers and commandant for this district reside. The flames and gunfire only increase as you venture into the German quarter, the occasional burning wreck of a German or Polish shell or vehicle laying like crumpled cans where they were struck. Far above a small flight of attack planes begins to swoop toward a distant position but a burst of tracer rounds fends them off, one continues on its course, trailing flame and smoke fork a torn fuselage. The resistance will only grow thicker here on out. The Germans are mobilizing.

>Roll me 1d100 to get to your target without incident.
>>
Rolled 17 (1d100)

>>1967290
>>
Rolled 58 (1d100)

>>1967290

Here goes nothing
>>
Rolled 84 (1d100)

>>1967290

Sneaky Sneaky Pole!
>>
>84. Polish Ninjas.

Your raid team makes their way through the streets of the German district at an impressive rate of speed. Despite White Partisans weight and bulk you easily pull ahead of the group, the nimble Krieghunds keeping pace as you make your way through streets that on any other night would be far too dangerous to be on. The German patrols have been pulled away leaving one head of this hydra unguarded.

A large, ornate house sits behind a thick high wall, a wrought iron gate guarded by a squad of infantry and a pair of Krieghunds along with a heavily armored Eisensoldat. The frontline German Shell scans the street with its floodlights, a thick shield in its right arm and its left socketed by a light cannon.

>Strategy time

>Full assault, you can take them

>Use your Krieghunds to distract them

>Spread out and fire from cover

>Other (write in)
>>
>Other

Lighting Strike against the Eisensoldat before following up with the Kreighunds and assault shells
>>
>>1967463
Backing this

>>1967489

Also lets fire a rocket, hopefully catch it off guard
>>
>>1967489

I'll support the story spider
>>
>>1967463
>>1967489
Supporting
>>
>Lighting Strike against Eisensoldat

You peer down your gunsights at the oblivious soldiers awaiting slaughter. The lumbering Eisensoldat catches your eye, its main gun is the only real threat to you personally.

It must die first

>Fire your main cannon

>Close to melee at a full on rush

>Fire a rocket

>SMOKESCREEN

>Other
>>
>>1967808
>>Fire a rocket
>>
>>1967808
>>Fire a rocket
>>1967808
>>
>>1967808

Rocket P. Rocketton
>>
>>1967808

>Fire a rocket

We're a rocketman like Elton John
>>
>>1967808
>Fire a rocket
>Smoke
>Charge
>>
>ROCKETMAAAAAAAAAAN
>Roll me 1d100 for your accuracy
>>
Rolled 84 (1d100)

>>1967945
>>
Rolled 76 (1d100)

>>1967945
>>
Rolled 80 (1d100)

>>1967945
WITNESS ME
>>
>>1967958
wait...izzat you weaver? Where the heck have you been?
>>
Rolled 67 (1d100)

>>1967945
>>
>84. Deeeeeeeeeerect hit!!

You smash the firing stud for your antiarmor rocket, the high explosive missile screaming towards the armored Shell, striking it directly in the...

>Roll me a d10 pls
>>
Rolled 6 (1d10)

>>1967993
>>
Rolled 8 (1d10)

>>1967993

MAXIMUM DAMAGE
>>
Jesus you guys have it out for coolant systems.

>Roll me 1d6+2 for how bad you hit it.
>>
Rolled 4 + 2 (1d6 + 2)

>>1968024
>>
Rolled 2 + 2 (1d6 + 2)

>>1968024
>>
I almost feel bad stealing all the rolls but then again all you other anons are too slow
>>
>>1968044
ouch
Full damage

>>1968059
what are you dicey mcqueen?
>>
>>1968065
I'm a dice hog, slut of all the dice, King Dice Hoarder of the dician plains. But I'll leave them for others to roll for a while because this is a collaborative game after all
>>
>6. Full damage.

The rocket strikes the enemy shell directly in the lower portion of its back. A gaping crater is torn in the metal armor as steam gushes forth. The bulky shell lurches to its knees as the soldiers and Krieghunds respond to your attack with a volley of light arms and heavy machinegun fire. Your raid team spreads out, firing as they go to suppress the German position. A hiss of steam and straining hydraulics squeals out as the Eisensoldat slowly stands back up, its cannon leveling at you.

Oh fuck

>SHIELD BASH

>SHIELD BLOCK

>FIREFIREFIRE

>SMOKESCREEN

>DODGE

>Other
>>
>>1968158
>>FIREFIREFIRE
>>
>>1968158
>>DODGE
>>
>>1968158

>Other....STRAFE, SON! STRAFE! RUN'N'GUN! SHOOT'N'SCOOT!
>>
>>1968158

>FIREFIREFIRE

RETURN FIRE
>>
>>1968158
>>DODGE
>>
>>1968158
>FIREFIREFIRE
>>
>there's a Polish Home Army mecha quest
HOW DID I NOT KNOW THIS EXISTED?!
>>
>>1969092
Welcome brother!
>>
>>1968158
>Fuckin Dodge!

We are made for speed and this POS is about to overheat and stop movin any sec. Lets keep it spinnin till we either outflank it, or it stops movin then we put a round into the cockpit.
>>
>>1968158
>>DODGE
>>
>>1968158
>>SHIELD BLOCK
>>
>Holy fuck it has been a busy day. I do NOT suggest putting up escaped cows in a rather chilly rain. Not fun at all. Writeup inbound.
>>
>Ninja Dodge seems to be the winning contender.
>Roll me 1d100+10 for your dodge
>>
Rolled 84 + 10 (1d100 + 10)

>>1971194
>>
Rolled 54 + 10 (1d100 + 10)

>>1971194
>>
Rolled 72 + 10 (1d100 + 10)

>>1971194
>>
Rolled 82 + 10 (1d100 + 10)

>>1971194
>>
Rolled 48 + 10 (1d100 + 10)

>>1971194
>>
Rolled 70 + 30 (1d100 + 30)

>Sorry about the delay. Had to run for a bit.
>84+10=94. Ninja confirmed.
>Rolling for that Eisensoldats Shot
>-20 from destroyed cooling system (pilot being cooked)
>-10 for your own innate dodginess
>>
You watch the barrel of the enemy Shells cannon level on you and you instinctually throw the controls of White Partisan into full lateral. The engine roars as the multi-ton much jumps sideways, scuttling like a crab as the crippled shell attempts to land a single shot.

Its main cannon booms, whipping jay with feet to spare as it pulverizes a statue of the Kaiser erected in the courtyard. Before the enemy shell has reloaded you are skidding to a stop, steady eyed through the sights of your main gun. Already the German infantry are being slaughtered, heavy caliber rounds punching through cover and body armor alike, mortar rounds ripping bodies to pieces. Your infantry storm their positions, grenades arcing through the air. The crippled Eisensoldat takes a shaky step on your direction before halting. Opening the hatch a small amount a German voice, breathless and pained emerges along with a gout of steam.

"You think you have beaten me Pole? Ach... Perhaps... For now. I seem to be half boiling in here. Gentleman's agreement? Let me go for another day? The word of Konrad Nosberg is beyond doubt"

>Gentleman's agreement. Go on.. GET.

>Fuck that (shoot him)
>>
>>1972028
>>Fuck that (shoot him)

It wouldn't be fair to the German soldiers we gunned down. We'll stop killing Germans when they are out of Poland.
>>
>>1972028
>>Gentleman's agreement. Go on.. GET.
>>
>>1972028
>Gentleman's agreement. Go on.. GET.

We've seen how our side treats the captured, so we can't take his surrender but we can choose to have our attention elsewhere while he gets home.
>>
>>1972028
>>Gentleman's agreement. Go on.. GET.
>>
>Gentleman's agreement
>this is not the last you'll see of Konrad Nosberg

You flick the arm of White Partisan in a simple gesture and turn, your dismissal of this man obvious. Konrad climbs out of his crippled shell, dripping sweat with every inch of exposed skin a bright red and peeling. He stumbles away, cursing and gasping as he collapses against a piece of rubble, spittle dripping as his boiled skin makes contact with the cold stone. Your men leave him be at the absence of your orders, turning toward the estate house where several shadowy figures are visible through the windows.

>Open fire on the estate

>Bring the building down with rocket fire and mortars

>Tear it down brick by brick

>Leave.
>>
>>1972167

>Open fire on the estate

Maybe there's cool shit in the estate
>>
>>1972167
>>Bring the building down with rocket fire and mortars
>>
I bet once we destroy the estate OP reveals it was filled with women and children and then it becomes a propaganda piece for the Germans
>>
>>1972167
>>Open fire on the estate
>>
>>1972167
>Have the infantry storm the place.

I ain't gonna be responsible for killing pols forced to work for the krauts.
>>
>>1972167
>Open fire on the estate

>Bring the building down with rocket fire and mortars

Why not Both?

Then also this
>>1972294
>>
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>>1966763
final version.
>>
>>1972167
>>Tear it down brick by brick

Its worth being a little more methodical, we have the firepower to keep the enemy at bay if need be, and its the officers estate, so we might find intel, hostages, or even loot.
>>
>>1972167
>Tear it down brick by brick.
>>
>>1972167
>>Tear it down brick by brick
>>
>>1972167
>>Tear it down brick by brick
>>
>Tear it down!

You flick your loudspeaker on, gesturing at the ornate gates to the estate house where the commandant sits, trapped like a rat.
"Tear it down"
Booms through the courtyard and you are the first to smash through the gates, firing your autocannons into the brickwork, pulverizing statues with causal blows of your shield you impact the three story building like a two and a half story wrecking ball. You smash left and right, rock dust billowing as the wall you impacted collapses, crushing several men and women under its weight. Your men pour in through the gap, firing and flailing wildly, throwing chunks of stone through the remaining walls and ceiling.

>Kill everyone here you can find.

>Leave the demolished estate and head to your next target

>Send some infantry to search for the commandant. Either his body or him if he still lives.

>Other
>>
>>1975068


>Send some infantry to search for the commandant. Either his body or him if he still lives.

Can't risk his escape
>>
>>1975068
>>Send some infantry to search for the commandant. Either his body or him if he still lives.

It's risky what with us having half our Infantry after robbing the Garage but at this point the Air field should just be second to ensuring we've got up to date information and disrupting their chain of command
>>
>>1975068
>>Send some infantry to search for the commandant. Either his body or him if he still lives.
>>
>>1975068
>>Send some infantry to search for the commandant. Either his body or him if he still lives.
>>
>>1975195
Supporting
>>
>Manhunt!
>Roll me 1d100 for your infantry to find him.
>>
Rolled 21 (1d100)

>>1975509
>>
Rolled 63 (1d100)

>>1975509
>>
Rolled 3 (1d100)

>>1975509
>>
>63. Manhunt successful. Kinda.

You send out your infantry to scour the ruin of the once elegant estate house. Gunshots ring out as the heavily wounded are dispatched. Moans and whimpers sound all around as your infantry pull apart a cracked apart safe room. A flurry of shouting erupts as they tackle the man within, dragging him out by the collar, his thin, sallow face crossed by a crimson slag across his forehead, weeping thin blood. One of his fingers juts at a strange angle, your men report that he had attempted to kill himself but had been to slow, the pistol wrenched away. After seeing that he was bound securely you detail your infantry to scour the estate for documents and Intel before getting him back to resistance HQ.

>-12 infantry have left raid.

>Continue to fuel Depot

>continue to Mayors office
>>
>>1975635
>>Continue to fuel Depot
>>
>>1975635

>Continue to fuel Depot

Let's get going
>>
>Fuel depot it is.
>Roll me 1d100 to see if you can get there without incident
>>
Rolled 17 (1d100)

>>1975811
>>
Rolled 84 (1d100)

>>1975811
Looks like our Luck's run out
>>
Rolled 94 (1d100)

>>1975811
>>
Rolled 82 (1d100)

>>1975811
>>
>>1975845
Or not
>>
>>1975826

Nope, luck is still with us
>>
>94. You have seized the initiative

Your raiding group pounds along the streets at a breakneck pace. Cobblestone streets crack and buckle under your Shells feet as you bounce off of buildings in your haste. Flares rise over the city, green flares for success of a raid and red for heavy resistance. There seem to he far fewer red than green but the red seems to be clustered in one area.

The airfield. The Germans have pulled many of their men to hold their more valuable targets. You can see in the distance the detonation of vehicles and munitions, the flicker of small arms fire. The battle goes poorly there.

Here though, here you hold the advantage as you near the fuel depot and refinery. The streets are clear for the most part, only scattered civilians peeking from their windows and doors as their streets are converted to rubble on your way past.

Rapidly you come to the fuel depot, massive holding tanks of refined and unrefined fuel peeking above the buildings around them. You catch the sight of something else as well. The pointed "head" of a Reichswalker. You call for a halt and send one of your Krieghunds forward to scout it out. A few minutes later the pilot reports back, speaking quickly and with a hint of panic.

"Nearly a dozen enemy shells sir, Some heavy Eisens, A few Assaults, spider tanks and that damned Walker. Theyre dug in around the entrance to the refinery with that Walker ranging around the front."

Shit

>Enemy has a strong position ahead.
>1 Reichswalker, 3 Assault Shells, 2 Heavy gunner shells, 5 Light Spider tanks, several companies of infantry

>Your forces- White partisan+ Piotrs, 4 Assault shells (melee and medium cannons), 4 support shells (Smoke dispensers, Light to medium autocannons), 6 Krieghunds (heavy machineguns and anti armor rockets)

>Full on assault

>Try to lure the Reichswalker into a trap

>Bombard the refinery from a distance

>Try to assault the rear or flank

>other (strategy time)
>>
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>>1976133
>other (strategy time)

White Partisan is nimble, if we can scale a tall building in the dark, and get into a fairly hidden firing position. you go "But anon...what next" ah ha! I am glad you asked, we have rockets, and they have fuel tanks! we aim for the refined stuff, and see what goes up. The best part is this, even if we dont outright level the place, they are going to come looking for us. From there we pick them off in ambushes. Though I like to think that our rockets will likely set off a lovely explosion.
>>
>>1976156

Well I can support this
>>
>>1976156
>>1976217
I can too
>>
>>1976156

>Combine this with an ambush

The effect of the blast and looking for us will move them out of positions and separate them. Prepare separate killzones and strike and move as they pass thru them. The cumulative effect should be to treat one big battle as several smaller consecutive ambushes.
>>
>Climb a building and fire a rocket at the refined tanks.

White Partisan is a nimble Shell, combining the best of a light and medium Shell in one terrific package. You select a sturdy building that leads to a overlook of the refinery and dig the steel claws of White Partisans front legs into the stonework. Hydraulics and pistons whine as you ascend the side of the structure like a massive spider.

Hauling yourself onto the roof you lower yourself as much as possible, creeping across the rooftops with your Shells legs spreading the tons of weight out as efficiently as you can.

You reach your vantage point and adjust your sights, taking aim at the massive tanks of refined fuel. The stylized helmet of the Reichswalker pokes above the rooftops, almost tall enough to easily see you.

>Roll me 1d100 for your shot.
>>
Rolled 62 (1d100)

>>1976616
Nat one
>>
Rolled 32 (1d100)

>>1976616
>>
>>1976616
>ready up a second shot after this to shoot the Reichswalker in the face before all hell rains down on us.
>>
>>1976635
2 turn reload for the rocket launcher
>>
Rolled 49 (1d100)

>>1976616
>>
>62. KABOOM

You thumb the firing stud and your Shell shudders as the rocket takes flight. Streaking through the air like a flaming arrow it passes over the heads of the soldiers who follow its path with the split second of awe before they realize where it is headed.

A moment of shock, fear and panic before the rocket impacts the bulbous holding tank, blossoming into a orange fireball where it strikes. The first explosion is small. The second is less so. A hissing and howling emerges from the punctured tank and then it bulges like a swelling balloon before exploding like a four story grenade. A massive fireball spreads in all directions, igniting the other tanks in a wave of flame and destruction. The soldiers are reduced to flailing torches as their flesh is burned from their bones. The armor of White Partisan grows hot, the condensation on the inside hissing as it drips down, steam curling upwards. Smaller explosions echo out as the ammunition and fuel inside several of the less armored shells and spider tanks cooks off in the inferno. You watch in grim satisfaction as the fuel depot burns like a massive torch, smoke and flame reaching hundreds of feet into the air, the ground several inches deep in burning fuel.

The Reichswalker collapses to a knee, the bipedal Giant knocked down by the shockwave of the explosions, it rises, flames licking off its armor as its single cycloptic eye glares with floodlights as it searches for who has wounded it.

>Fall back, firing as you go

>Maintain your position. You have the high ground.

>FLYING SHIELD DROP

>Smokescreen!

>Fire and advance

>Other
>>
>>1976760
>FLYING SHIELD DROP

Its time to legends of colossus this thing. We might be able to disable it and well, having a mostly intact meichswalker makes for a happy mechanic back home. Normally this would be a bad idea, but right now the fucker is without a doubt overheated, and moving a bit slower than normal. we are moving a bit faster than a normal shell, so...as the Americans do, let us have a rodeo if we do not outright disable it.
>>
>>1976760
>>Fall back, firing as you go
>>
>>1976760
>>FLYING SHIELD DROP
>>
>>1976760

>ON WINGS OF HOLY LIGHT, THE HUSSARS OF POLAND VANQUISH THE ENEMIES OF GOD! FLYING SHIELD DROP!
>>
>FLYING SHIELD DROP

If there's one thing I know from Dark Souls...

Death From Above for Massive Damage
>>
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>FLYING SHIELD DROP
>Roll me 1d100 for your bodaciousness
>>
Rolled 73 (1d100)

>>1976943
fly true little spider shell.
>>
Rolled 52 (1d100)

>>1976943

GLORIOUS HOLY HUSSAR CHARGE!
>>
Rolled 16 (1d100)

>>1976943
>>
Rolled 78 (1d100)

>>1976943
>>
Thank fuck we rolled high, hopefully it's enough. Man shit like this is going to immortalize us (and make us a priority target). How cool
>>
Rolled 60 (1d100)

>>1976943
We didn't need the fuel, right?
>>
Rolled 89 (1d100)

>>1976943
>>
>>1977021
At this point we are a mini boss. We've got a cool name, a decent backstory and have done enough damage to warrant being a target.


All we need now is a symbol to leave behind.
>>
>>1977285
Is devastation a symbol?
>>
>>1977312
Only if it is identifiable devastation.


Which given our frequency of hitting the engine / cooling systems of mechs we face, might become our identifying feature.
>>
>>1977338
Just be cool
>>
>>1977952
Essentially.
>>
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>73. Hall of famer

You watch as the Reichswalker regains its feet, flames flickering in the crevices of its armor. You flick out your shield, the nearly ton weight of steel sharpened to a apelike edge.

Fortune favors the bold after all.

You dash forward in White Partisan, pounding along the rooftop towards the edge. Faster and faster you go, the ledge approaching by the second.

You leap, the servos and hydraulics pushing you into the air. You streak through the air like a meteor toward the Reichswalker, your shield cocked back, the angled corner aimed directly at the cycloptic red eye.

The impact rattles you like the collision of planets, cracking your teeth together painfully. The rending of metal fills your ears as your shield carves through the cockpit of the massive German shell. The steel clawed feet of White Partisan scrabble for purchase as you swing again, shearing away the stylized helmet in a mass of torn armor and sparking wires. You rear back again, noticing the corner of your shield is wet with blood as the Reichswalker thrashes, one massive arm swinging up to knock you away like an insect.

>Swing again

>Get on his back!

>There's no closer range than this

>DROP
>>
>>1978138
>>Get on his back!
>>
>>1978138
>>There's no closer range than this
FIRE!
>>
>>1978138
>>There's no closer range than this
>>
>>1978138
>There's no closer range than this


Jesus what must our supporting forces think of us...
>>
>>1978138

>There’s no closer range than this! FIRE FIRE FIRE
>>
>>1978193
We're Death Incarnate. We don't need to care about what our supporting forces think of us, as long as we can work together with them.
>>
>>1978193
"Why are we here? Piotr is a monster, he is the Germans boogyman under the bed! He is Bütze, Buhmann, Mummelmann and Popelmann all rolled into one! It is wonderful no?"
>>
>>1978138
>>There's no closer range than this
>>
>No closer range than this.
>Roll me 1d6+2 for your damage to the cockpit
+1 for being attached to it
+1 for its heavy armor being split open
>>
Rolled 5 + 2 (1d6 + 2)

>>1978347
>>
Rolled 5 + 2 (1d6 + 2)

>>1978347
>>
>5+2=7=HE DED.

You wedge the barrel of your autocannons into the gap in the cockpit, gritting your teeth in a animal snarl as you fire. Flames blossom in the interior of the massive shell, the pilot instantly pulped by the massive rounds. You hold the trigger until the rounds punch through the armor at the rear of the cockpit, leaving a cluster of smoking, torn holes in the thick metal.

With a creak of now lifeless metal the Reichswalker pitches backwards slowly, you clinging to its upper shoulder like a massive insect as it plows backwards into the building you had leapt from. Pulverized stone falls as the wall and floors impacted collapse, burying any unfortunate residents under tons of rubble.

You perch atop the wreck of the hulking shell, the black smoke of burning flesh trickling from the splits in the cockpit armor as you peer down at the remaining enemy shells, still scrambling to leave the miniature lake of fire.

>Order your men in, fire from your elevated position

>Form up around the edges of the burning fuel, dont let them leave the frying pan

>put the fear of Piotr in them. Hussar charge.

>Your rockets HAVE reloaded.

>Other
>>
>>1978417
>put the fear of Piotr in them. Hussar charge.
>>
>>1978417
>>put the fear of Piotr in them. Hussar charge.
>>
>>1978417
>Form up around the edges of the burning fuel, dont let them leave the frying pan
Regroup, then let us help taking the airfield
>>
>>1978417
>>put the fear of Piotr in them. Hussar charge.
It's not practical, but we've come this far.
>>
>>1978417
>>Order your men in, fire from your elevated position
>>
>>1978417
>>put the fear of Piotr in them. Hussar charge.

https://www.youtube.com/watch?v=75zmIj_4LFQ
>>
>>1978417
>put the fear of Piotr in them. Hussar charge.

This is gonna become our signature move isn't it?
>>
>>1978457
Use the smoke
And watch as we become known as the divle crab
>>
>>1978417
>put the fear of Piotr in them. Hussar charge.

POLSKA
>>
>Hussar charge.
>Roll me 3d100 for your melee charge against the enemy.
>I will roll for enemy fire. They are heavily disadvantaged at the moment.
>>
Rolled 55, 33, 14 = 102 (3d100)

>>1978471
>>
Rolled 23, 41, 53 = 117 (3d100)

>>1978471
>>
Rolled 69, 91, 8 = 168 (3d100)

>>1978471
>>
Rolled 99, 73, 23 = 195 (3d100)

>>1978471
>>
Rolled 30, 72, 52 = 154 (3d100)

>Each enemy shell is shooting at a -30 disadvantage due to..
>-20 (literally being boiled alive in their shells)
>-10 (Piotrs speed and agility)
>>
>>1978506
>1 misfire
>1 near miss
>1 clean miss
>>
>69,91,53
>HUSSAR CHARGE

You slam White Partisan into full forward, engine belching smoke as you charge forward. To the panicking German Shell pilots trapped in the lake of fire you must look like vision from some nightmare. A demon come to punish them, charging down the corpse of their commanding officer and his once mighty Shell. Burning fuel splashes high as you pound across the lake of fire towards your first victim. The German somehow manages to line up his sights on you despite the intense heat and vision obscuring smoke. You grit your teeth, ready for the impact of the shot when his main gun simply detonates like a oversize grenade as the round cooks off early.

Perfect.

You disengage the locks on the hip junction of White Partisan, spinning the Shell around at a high speed and slamming the edge of your shield into the cockpit of the Assault shell. The armor crumples like tinfoil, the pilot within squashed like a bug. You wrench the blade free as a round whips by within inches of the shoulder joint of your armor. You turn, charging toward the offender who desperately backpedals in an attempt to buy time. There is no escape from the rage of White Partisan however. Your first strike cleaves his right leg off at the knee junction, toppling him backward before your second strike comes screaming down, bisecting his shell halfway down the middle. You brace your foot on the fallen shell and yank your chipped shield free, advancing slowly on the remaining Shell thats facing you.

He bravely stands his ground, flames coiling along his shells armor as he takes a single shot in your direction. It misses by a mile, actually clipping one of his comrades in the hip, dropping the Shell to its knees as hydraulic fluid arcs like arterial blood.

You advance slowly, almost taunting him as you bat away his second shot, deflecting it harmlessly with your shield as you charge. Your shield batters him backwards, feet gouging long furrows in the ground as you push him off balance. Your shield comes around in a arc, severing his shells left arm before you slam the point of the heavy chunk of steel directly through his viewslit. Blood spurts through the gap in the metal as you push the dead shell backwards, toppling into the lake of fire.

The remaining shell pilots have almost gained the edge of the lake of fire where your men engage them, preventing them from breaking away from the flames and from you.

One by one they topple, blown to pieces or hacked open by the zealous assault pilots. Your men heft their weapons and cheer over the loudspeakers in awe of your victory.

>Continue on to the mayors office

>Those men at the Airfield need help

>Other
>>
>>1978763

>Continue on to the mayor's office

We continue the mission we were given, then we help the other teams.

But the pig of a traitor that calls himself the "mayor" must shit himself in fear of The White Partisan before we end his pathetic life!
>>
>>1978763
>Continue on to the mayors office

I feel that we'll become some kind of monster from a story German parents will use to scare their children with
>>
>>1978763
>>Continue on to the mayors office

>>1978800
This
>>
>Other

Send the Kreighunds to support the men at the airfield
>>
>>1978763
>>Continue on to the mayors office
>>
>>1978827
This. We can manage.
>>
>>1978827
Thirding, and after the mayor is dealt with we go help if needed.
>>
>>1978800
By the end of tonight the mayor will just be a powerless puppet with no authority. Our men will still be able to fight if we save them. Plus with the extra forces we can go back and take care of the mayor
>>
>>1978827

Fourthing, let's go destroy the mayor's office boys
>>
>>1978961

We have our mission, and traitors deserve nothing but death.

Executing the dog will be more of a morale boost than just making him a powerless puppet with no authority.
>>
>>1978827
>Fifthing.
>>
>Continue on to Mayors office
>Send Krieghunds to assist the assault on the airfield

>Roll me 2d100 to see if you and the Krieghunds get there in time
>>
Rolled 37, 14 = 51 (2d100)

>>1979221
>>
Rolled 26, 29 = 55 (2d100)

>>1979221
gottagofast
>>
Rolled 97, 31 = 128 (2d100)

>>1979221
nat 1
>>
Rolled 39, 81 = 120 (2d100)

>>1979221
Pshh. Amateurs.
>>
Rolled 8, 53 = 61 (2d100)

>>1979011
>>
Rolled 87, 90 = 177 (2d100)

>>1979221
>>
>97. Piotrs dice remain blessed
>31. The Krieghund pilots not so much

You quickly direct the Krieghund pilots to assist in the failing assault on the airfield. Black smoke stains the lightening sky in that direction, the fires of burning shells and the wrecks of downed planes. Tracer fire scours the skies as the resistance fighters fend off the swarm of enemy planes and attempt to push forward.

The Krieghunds sprint away, as fast as some automobiles as they run, rockets and machineguns primed as they head off to battle. You turn, towards the city center and the mayors office. Hopefully the greedy rat is hunkered in with his bodyguards.

You tear along the streets, flipping vehicles out of your way contemptuously, firing a burst to clear the streets as several civilians mill about curiously. The buildings you pass become more ornate and statues of the Kaiser are prominently set. The mayors office, set above the massive, German built courthouse looms above, every window lit and several companies of soldiers stationed around and inside it. Several paired groups of Eisensoldat stand ready, vehicles used as barricades as they ready their weapons against your raiding squad.

>Enemies- 1 Heavy armored Assault (medium autocannon, Hammer/pick) 3 Light armored Support (light autocannons, Shields), 2 Mid armor Assault (Medium cannons) and 1 Heavy armor Gunner (Heavy cannon)

>Your forces-White partisan+ Piotrs, 4 Assault shells (melee and medium cannons), 4 support shells (Smoke dispensers, Light to medium autocannons)

>WHAT DO.
>>
>>1979310

Alright, have half the assaults focus on the enemy support shells with back up from a support. Same thing with the enemy assaults the other half of ours with covering fire from a support. Whenever the first team finishes off the enemy support they handle the enemy assaults along with team two. We fire a rocket into the heavy gunner and then go fuck up the heavy armored assault.
>>
>>1979310
Shoot the heavy armor gunner with a rocket. Support pops smoke and starts shooting into the blind crowd. Your assult shells gun down the other heavy assault, while the partisan zergs the mid armor assault with a guns blazing charge to get into melee range
>>
Pop Smoke and get to cover around the square. Most of the infantry won't be a threat so the major issue is the Shells. See if you can clear out the Heavy and Medium armored shells before finishing off the lighter shells.
>>
>>1979310
Pop a smoke grenade in front of them, climb up one of the buildings and get the drop on them. Send a rocket to the gunner and tear apart the light support with our cannons. Apply bad ass shield drop when appropriate.
>>
>>1979478

And after firing the rocket, supports pop out smoke along with White Partisan.

So it goes

>Fire rocket at the heavy gunner
>Pop smoke
>Two assaults and two supports dealing with the enemy supports
>Two assaults and two supports dealing with the enemy assaults
>And us to deal with the heavily armored assault
>>
>Pop Smoke, Rocket toward heavy gunner.
>Climb a building Y/N
>>
>>1979507
Seconding
>>
>>1979572

>Y

If we're able to jump right onto the heavy assault. Then I say go for it
>>
>>1979558
Y
Spider carb we are
>>
You climb onto a sturdy building nearby, Putting you several stories above the German position. They mill about, moving barricades and and mobile cover to hold off the assault they believe is coming from an entirely different direction.

You trigger your smoke launchers and two large canisters fly from your side, bouncing across the stone and spewing a thick, noxious gray smoke that hangs like a heavy fog. Infantry hack and cough, completely blinded in the miasma. The shells fare little better, their vision slits completely useless in the fog.

You take aim at the lumbering gunner Shell, its heavy cannon tracking left and right, searching for a target.
>All enemy shells within AoE suffer -10 accuracy.
>Roll me 1d100 for accuracy of rocket
>>
Rolled 22 (1d100)

>>1979746

Don't fuck me now dice
>>
Rolled 47 (1d100)

>>1979746
>>
Rolled 47 (1d100)

>>1979746
>>
>47. Near miss.

You curse in frustration as the mist obscures your vision as you fire. The rocket flying wide and detonating against a parked truck, reducing it to a flaming wreck that illuminates the shells within the mist like massive ghosts. You catch a barrel pointed your way as your men engage in close combat against the enemy shells. Gunfire and the impact of metal on metal rings out as muzzle flash illuminates the combatants like snapshots.

The heavy gunner shell levels its massive cannon at your position. Your heart sinks into your gut as you take note of the diameter of the barrel. Neither your armor or shield can take that hit.

>Dodge

>Relocate to a different roof

>Fire first!

>Drop down. The smoke will give you cover

>Other
>>
>>1980289

>Other

Dodge and fire back
>>
>>1980332
agreed
>>
>>1980289
Dodge. After this is all over that gun is ours..
>>
>>1980289
>>Drop down. The smoke will give you cover
>>
>>1980289
>>Dodge
>>
>>1980289
>>Dodge
>>
>>1980289
>>Relocate to a different roof
>>
>>1980289
>>Dodge
>>
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>>1981586
>>1981507
>>1981460
>>1980568
>>1980332
>>
File: 1507168770753.jpg (76 KB, 460x550)
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>WOOOO OK IM BACK.
>Sorry about disappearing on you guys. My phone service (poorfag here) completely shut down. I meant to write yesterday when it got turned back on but I was extremely busy. Lets get this ball rolling again!
>>
>Page 7.
Fuck Ive been gone longer than I thought.
Looks like we need a tasty new bread!
>>
>>1994451
mmmm tasty! Pls link
>>
Next chapter can be found here:

>>1994670




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