[x] Order Monahan to kill the two remaining soldiers. The two nearest threats must be dealt with as quickly and harshly as possible. Besides, it's not like there aren't more potential prisoners around.
Well, we have our hostage, even though it's just one. Clean up, and see if we can capture someone else after we finish wiping the floor with the 2nd team.
[x] Order Monahan to kill the two remaining soldiers. The two nearest threats must be dealt with as quickly and harshly as possible. Besides, it's not like there aren't more potential prisoners around.
Well, we have our hostage, even though it's just one. Clean up, and see if we can capture someone else after we finish wiping the floor with the 2nd team.
[x] Order Monahan to kill the two remaining soldiers. The two nearest threats must be dealt with as quickly and harshly as possible. Besides, it's not like there aren't more potential prisoners around.
We have our information source, now clean up before they can share too much information about us on coms before their death. An extended firefight just increases the risk of more info about us getting out.
[x] Order Monahan to kill the two remaining soldiers. The two nearest threats must be dealt with as quickly and harshly as possible. Besides, it's not like there aren't more potential prisoners around.
Voting will close in half an hour and the votes are currently tied at 3 each for 'Order Monahan to kill the two remaining soldiers.' and 'Order Monahan to use her electron mace on the remaining soldier in the clearing.'
With a brutal crunch of impact, Staff Sergeant Frank Poletti of Red Squadron slams to the rocky ground behind the stone cairn, the tough ceramic plates of his body armour driving the air from his lungs like a kick to the chest. Reacting instantly, Poletti immediately throws himself back to his feet and lunges toward the relative safety of the rock pillar behind him; h gasping for air with painfully insufficient gulps that serve only to tease his oxygen starved body. Not for the first time in his life, Frank falls back on his training and with iron-willed discipline forces his battered body to ignore the burning sensation in his lungs that grows with every beat of his jackhammering heart.
Moments later, Frank turns his heedless plunge into a long slide as he skids to a halt beside the stone pillar and crashes his back into its rough tan and ochre surface with a painful jolt of impact. Without a moment's hesitation and with machine-like precision, Poletti sweeps away his rifle's spent magazine with one hand before rapidly slamming a fresh one home and wracking the heavy bolt of his rifle with a reassuring *clunk*.
Where the hell did these guys come from? He thinks to himself as he forces his body to finally start taking proper breaths; slowly wrenching his battered and much-abused body into line with willpower alone and forcing his hammering heart to slow. Not for the first time during a mission, Poletti feels a swell of pride in his SEAL training as the burning sensation in his lungs begins to recede before soberly dismissing the feeling and instead strains his senses for any hint of his enemy's approach. Suddenly, a quiet ping rings out from the other side of the rocky cairn and with a twitch of motion Frank prepares to leap away before the dull crump of detonation sounds out from somewhere in the distance; followed, like a rising wind, by a thin scream of pain.
Knuckles turning white as his hands squeeze his rifle tightly, Poletti growls with inarticulate rage and half-twists, half-rises up from behind his stony cover. Whipcord muscles tensing, he brings his rifle to bear on the enemy and squeezes the trigger.
***
Roll: 1D6+2 versus Toughness 2 + Armour 3
Special: Stun
SF #4: 7 damage (5+2) - 2 toughness - 3 armour (body) = 2 wounds (1 wound left)
Bonus Effect: Stunned!
(Set to non-lethal. Will knock out rather than kill when wounds = 0)
Turning your attention away from the approaching convoy, your order Monahan to subdue the remaining soldier as Webb continues to send spears of electricity plunging into his incapacitated target. Blinking, you shift your telepresence into the tiny mind of one of the seeker grenades in the area, and watch through its fisheyes lenses as your augmented killer hesitates mid-stride as you order reaches her; her face twisting unpleasantly as cold professionalism battles with bloodlust for control. Grimacing, you watch as Monahan's free hand starts to snake toward one of the remaining frag grenades hanging on her trenchcoat's combat webbing before her face suddenly hardens and her hand drops by her side.
Bloody independent streak, you think to yourself as the Agent responds to your order with a sullen 'Affirmative' before raising her electron mace to her shoulder and striding toward the sandstone cairn her target is hiding behind.
As Monahan approaches the rock, a brilliant red alert blossoms into view in your DART's HUD and frowning, you open it with a twitch of the finger. Like blood spilt in water, the alert fades sullenly away and the scratchy sounds of intercepted radio chatter flow into your mind.
"-Explosions in the cliffs. Repeat, explosions in the cliffs," comes the same South American voice from earlier, its calm professionalism now replaced by anger and breathlessness. "You need to scramble the birds, NES-Actual, we're made."
"Roger that, Fox-1," comes a sonorous voice in response, obviously the eponymous NES-Actual. "You can expect Hound and Eagle in 5, give 'em hell."
With a crackle of static, the transmission suddenly dies away as the RoI slips out of the tight-beam's path. Before you can think to analyse the contents of the short conversation, a sudden roar of rage rings out and you snap your attention back to the present just in time to see the squat figure of the remaining special forces soldiers twist up from behind the cover of his stone barricade.
Time seems to slow as you watch from the nearby seeker grenade as the rifle clenched in his meaty hands twists toward your Agent. With a thunderous roar the rifle fires, a footlong jet of flame licks out from the rifle's barrel as a storm of lead spews toward your enforcer
Roll: Finesse (3) *D6 versus Finesse (3) *D6
SF #3: Rolls 10 versus 9 = Success!
Grunting in pain your Agent shudders as another hailstorm of bullets slams into her armoured trenchcoat before spiralling away and slamming into the rocky sides of the bowl-shaped clearing; the lead slugs just as ineffective this time as the last.
Just as quickly as it slowed down, time speeds back up and with a vicious snarl of anger and frustration, Monahan lifts her electron mace and returns fire...
Roll: Finesse (3) *D6 versus Finesse (3) *D6
Monahan: Rolls 11 versus 14 = fail!
Only to miss once more as the soldier jerks aside; only just managing to avoid the sparking barbs of the electron mace as they hurtle through the space he was occupying just a moment ago. Despite yourself, you can't help but be impressed with the man's ability to dodge fire as he knocks aside his empty magazine and slots a fresh one in its place before bringing his rifle back to bear on Monahan.
Suddenly, the camouflage-clad man lifts his rifle slightly and brings the yawning muzzle of its underslung grenade launcher to bear on a still Monahan.
Roll: Finesse (3) *D6 versus Finesse (3) *D6
SF #3: Rolls 5 versus 18 = Fail!
With a dry cough, the 40mm grenade launcher fires and launches a fist-sized grenade toward your Agent like a rocket. Despite yourself, you flinch as you see the blurry grey mass hurtle toward Monahan only to breathe a sigh of relief as the grenade soars past her head and sails over the lip of the clearing's edge to detonate somewhere out of sight.
Without a moment's hesitation, the soldier instantly moves to reload his tube-shaped, underslung grenade launcher; flicking open the barrel of the device with one hand before reaching toward the still-smoking shell of his grenade. Growling in anger, Monahan Suddenly throws her heavy rifle to the ground and starts sprinting toward the soldier; clearing the distance between the two of them in the space of a few heartbeats.
Roll: Dexterity (3) *D6 versus Dexterity (3) *D6 (-3 from surprise)
Monahan: Rolls 8 versus 4 (7-3) = Success!
Legs pumping like pistons, Monahan leaps over the rock cairn and throws herself at the special forces soldier like a runaway freight train; her genetically and cybernetically enhanced body slamming into his with a sickening crunch of impact. With a blink, you access the feed from Monahan's DART just in time to see her send a lighting quick jab at the soldier's side, the light punch slamming into the armour plates that cover his kidneys with a gunshot-like crack and forcing him to stumble backwards as he gasps in pain.
Before he can get even a few step away, however, Monahan advances after him and sends a wild haymaker straight towards his chest. In the space of a heartbeat, her fist connects with the kevlar and ceramic plates of the soldier's armour and with a deafening crack, the plates split in two as they give way under her augmented might. With a gasp of pain that quickly turns into a wheezing cough, the soldier stumbles backwards into the wall of a nearby cliff and slides down its rough surface before coming to a halt slumped against it. Like a big cat toying with its prey, Monahan slowly stalks over to the wounded soldier
Seemingly stunned, the special forces soldier starts to reach for the archaic pistol hanging on his hip only for Monahan to knock it aside with contemptuous ease. Leaning down, Monahan grabs him by the base of the neck and stares into his bloody and beaten face before raising a fist…
====
OOC: You very nearly did split the difference and beat him to death with your electron mace.
Also, I couldn't figure out a decent way to say it in the update but FYI the second special forces team is moving to reinforce and the patrolling guards are moving in, too. Finally, because you've cleared up the meaningful enemies, Webb will automatically knock out his target next round.
Pick one of these two:
[] Order Monahan to kill the wounded soldier
[] Order Monahan to knock out the wounded soldier
AND
Pick one of these options:
[] Call for immediate extraction and fall back deeper into the cliffs with the prisoners. You have what you came for and it sounds like more US soldiers are coming. Time to bug out.
[] Advance to the edge of the cliffs with your prisoners and engage anyone who gets close. The more prisoners you have, the more information you can retrieve. Fox-1 seems to be in charge and he seems to be amongst the second group. [] Zip-tie your prisoners and advance toward the building near the dock. You have a US soldier already, you should probably grab one of the people they were after, too. [] Write-in
[X] Order Monahan to knock out the wounded soldier
[X] Call for immediate extraction and fall back deeper into the cliffs with the prisoners. You have what you came for and it sounds like moreUS soldiers are coming. Time to bug out.
[X] Order Monahan to knock out the wounded soldier
[X] Call for immediate extraction and fall back deeper into the cliffs with the prisoners. You have what you came for and it sounds like more US soldiers are coming. Time to bug out.
[X] Order Monahan to knock out the wounded soldier
[X] Call for immediate extraction and fall back deeper into the cliffs with the prisoners. You have what you came for and it sounds like moreUS soldiers are coming. Time to bug out.
She might kill him, she might not. Either way, we've got one and they have minimal data on us. Time to get gone with our new data cache(s).
[x] Order Monahan to knock out the wounded soldier
[x] Zip-tie your prisoners and advance toward the building near the dock. You have a US soldier already, you should probably grab one of the people they were after, too. -[x] Shoot or otherwise eliminate SF #2 while you're at it.
Nah, we have the front row seats to the SF and guards showdown. I bet our opportunities have not been exhausted yet.
Also, it'd be a shame for our grenade to only kill one and graze the other. He's got one HP left. Let Monahan have her fun times and finally shoot someone. We want our independent Agents happy!
[X] Order Monahan to knock out the wounded soldier
[X] Call for immediate extraction and fall back deeper into the cliffs with the prisoners. You have what you came for and it sounds like moreUS soldiers are coming. Time to bug out.
[x] Order your Agents to sit still and allow the SF team to exit the passageway before hitting them with everything you have.
-[x] Open with electron maces - give discretion a chance.
--[x] If they need to go loud, try using frags on the two behind the approaching two
New [X] Order Monahan to knock out the wounded soldier
[X] Call for immediate extraction and fall back deeper into the cliffs with the prisoners. You have what you came for and it sounds like more US soldiers are coming. Time to bug out.
[x] Order Monahan to kill the wounded soldier
[x] Zip-tie your prisoners and advance toward the building near the dock. You have a US soldier already, you should probably grab one of the people they were after, too. -[x] Shoot or otherwise eliminate SF #2 while you're at it.
[X] Order Monahan to knock out the wounded soldier
[X] Call for immediate extraction and fall back deeper into the cliffs with the prisoners. You have what you came for and it sounds like more US soldiers are coming. Time to bug out. No. of Votes: 5 hcvquizibo Asmodemus bryanfran36 Elero Night_stalker[/url]
<"Knock him out,"> you order Monahan over your secure DART link. <"We poked the ant nest enough for one day, we got what we came for.">
Grinning cruelly, Monahan jabs her fist forward and punches the beaten soldier square in the face; instantly knocking him out cold before dismissively letting his limp body slide to the rocky ground. Behind her, the remaining special forces operative being electrocuted by Agent Webb lets out one last cry before meekly passing out. With fastidious slowness, Webb shuts off his electron mace before sauntering over to the unconscious soldier and hefting the man's ninety-kilogram plus body over his shoulder with ease; an act repeated by Monahan and her prisoner.
A few moments later, the two Agents —with their unconscious prisoners carefully braced— begin to march towards the nearest extraction point available given the jumbled pathways and cragged rocks that make up the Cuban cliffs. As the two augmented warriors start to pick their way across the challenging terrain, you blink back to your orbiting drone's view of the battlefield and frown as you see that every force in the area seems to be homing in on your Agents like sharks to blood.
To the southwest, advancing apace, the second team of US special forces enters the outermost edges of the cliffs and powers through the terrain like it's not even there; the olive green-clad, elite soldiers scaling the jagged rocks and pushing through crevasses with almost contemptuous ease. As you watch the highly trained soldiers continue their dogged advance, you spot the sole survivor of Monahan's grenade attack stumbles into the arms of their point man, blood dripping from his side like a grizzly rain.
<"Evac will be coming in three minutes,"> you tell your Agents as the timer begins to tick down in the corner of your vision.
<"Get there as soon as possible and hold the line. We need this intel.">
As your two Agents brusquely respond to your orders with comments ranging in enthusiasm, you pull up your drone's view with a blink and direct its advanced cameras to the southern end of the bay until your view centres on the one unknown party in the mix. Immediately, you spot the five guards with their eclectic mix of antiquated equipment bounding forward in great fits and spurts, their lack of coordination decrying a severe lack of training and experience. Given their reckless advance towards your Agents, they almost certainly have no idea about the special forces team deployed on the island.
They wouldn't last a minute in a real fight, you realise as you watch the five wannabes fail at conducting even basic manoeuvres, the men frequently leaving each other uncovered or exposing their flanks for no reason.
Whoever they are, you continue the thought, they have ideas above their station.
Before you can look away from the men's display of skills, or their lack thereof, the five guards suddenly stop and turn back in confusion. A moment later, echoing back through your link to your Agents, the blaring roar of a truck's horn rumbles into your mind as its blast rolls through the cliffs and reaches your Agents.
With renewed interest, you watch as the four-truck convoy slews to a halt behind the guards in a dense spray of gravel and gray dust, the lead truck's passenger-side door slamming open before the groundcar has stopped moving and the tall, wiry figure of a woman wearing combat gear steps out into the harsh light of the noonday Cuban sun. Almost immediately, she's joined by three similarly dressed men, each carrying a rifle similar to the kind used by the soldiers your Agents fought earlier.
From the way she stands, the deadly looking pistol on her hip, and the deference shown to her by everyone, you get the feeling that whoever she is, she isn't someone to be messed with. As the wiry woman gestures sharply towards the five men standing before her, you spot a glint of light shining out from her wrist and zooming in, you spot simple steel band wrapped around it with a simple engraving on it. Ten interconnected rings.
====
OOC: You have several minutes before the Rapina dropship returns to pick up your Agents and prisoners. You are currently being chased by US special forces and an unknown party, with additional US forces en-route. Enjoy.
Vote
[] Send the Seeker grenades after special forces team. Delaying the nearest threat and drawing attention to them is always good. Especially if it grants you cover to withdraw towards the LZ. [] Send the Seeker grenades after the new arrivals. Hitting the biggest unknown ASAP will go a long way to reducing the threat you face in the future. Who knows, maybe it'll even draw the US forces toward them, too. [] Double-time to the evac point. The only thing that matters is getting to the LZ. Once you're there, then you can make plans to fend off your attackers. [] Boobytrap passageways as you go. Delaying your enemies by leaving grenades set to detonate when approached by unauthorized personnel and hiding seeker grenades in pits will go a long way to securing your retreat.
[x] Send the Seeker grenades after special forces team. Delaying the nearest threat and drawing attention to them is always good. Especially if it grants you cover to withdraw towards the LZ.
This. Exposing the US SpecOps position will give everyone in the area something to entertain themselves. They are closer to each other than to us, too, and the SpecOps are outnumbered, which would press them hard to abandon pursuing us.
[x] Send the Seeker grenades after special forces team. Delaying the nearest threat and drawing attention to them is always good. Especially if it grants you cover to withdraw towards the LZ.