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Unread 1 Jan 2004, 09:11   #1
Inspectre
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The Hunters

In the year 2572 AD, the world seemed poised to enter a new age of peace and prosperity. Much of the Earth’s natural resources had been consumed, and the handful of intra-system colonies could not keep up with the demand for more raw materials. However, an amazing new discovery in the field of biotechnology promised to solve all of humanity’s woes.

The discovery was the creation of single-celled, self-replicating organic factories, the Holy Grail of the long-debunked nanotechnology movement. Nature, albeit aided greatly by science, had finally achieved what years of hard study into microscopic nanomachines had not. The new organisms quickly proved to be extremely malleable, capable of surviving in almost any environment and producing whatever was required, either with available materials or their own bodies. Desperate to find a solution to Earth’s pollution and resource needs, the researchers and Earth authorities rushed through the testing and approval stages of the research, and within a year the “Omni-morphs” were released for sale.

It took only a little less than two years for Earth to be transformed into a paradise, as the Omni-morphs absorbed the pollution and waste materials covering the Earth, broke it all down into its constitute atoms, and recycled it into the raw materials Earth craved. Countless scientific breakthroughs were achieved due to further study of the Omni-morphs, and soon even more advanced versions of the organic machines were being produced. Unfortunately, as with most dreams, the Omni-morphs quickly and suddenly turned into nightmares.

No one is sure whether it was an aberrant mutation, or a deliberate genetic tweaking, but one day reports began to trickle in of Omni-morphs going berserk. Instead of breaking down and reforming waste materials, the Omni-morphs attacked people and animals, breaking them down and reforming them, twisting them into hideous mockeries of nature that served to spread the mutant Omni-morphs even further. Most forms of defense quickly proved useless against the bizarre creatures the Omni-morphs used as their “carriers”.

Bullets would tear through the creatures’ bodies, and a moment later the wound would reseal as the Omni-morphs that made up the creature’s body rebuilt its torn flesh. Physical barriers erected to bar the creatures’ paths were “eaten” and used to make even more Omni-morphs. Even nuclear charges were useless, as the immense amount of released energy only fueled further Omni-morph growth even as their current “bodies” were vaporized in the blast.

The situation appeared to be hopeless, as the mutant Omni-morphs spread across the Earth, and signs of them began to appear even on the space colonies scattered throughout the solar system. However, after countless hours of study and experimentation, Earth’s surviving scientists developed a weapon that was effective against the Omni-morphs. Ironically, the biotechnology that had spawned humanity’s greatest nightmare would soon prove to be its sole hope.

Like all living cells, the Omni-morphs were adversely affected by certain mixtures of chemicals. After thousands of failed experiments and mutations, the scientists developed an Omni-morph that secreted a series of chemicals instantly fatal to all Omni-morphs. Even if the mutated Omni-morphs managed to adapt and survive, the “Anti-morph” the scientists had created was designed to adapt with the Omni-morphs, modifying the dosage and types of chemicals until all were dead.

Although at last humanity had a weapon to fight with, deploying it proved to be problematic. Simply spraying the new “Anti-morph” everywhere would not work, as the logistics of that solution was an even worse nightmare than the Omni-morphs. For the moment at least, mankind’s only weapon appeared to be unusable. However, while a final solution could not yet be developed, researchers were able to develop a way to stem the tide of the Omni-morph menace.

A bio-nurturing fluid was developed that the new “Anti-morph” cells could use to sustain themselves for several months. This fluid was then added to modified handgun rounds, and tested against several Omni-morph carriers in the field. The new ammunition proved devastating to the carriers, as their wounds could no longer reseal because all of the Omni-morphs around the traumatized area were disabled or dead by the fluid-carried Anti-morphs. After the smashing success of the field trials, all firearms and explosives were modified to use Anti-morph fluid in some way.

Although humanity now had at least something that it could use to fight back, the Omni-morphs had been designed to adapt and survive. Larger carriers soon appeared, armored and capable of surviving far more abuse than their predecessors. The Omni-morphs themselves also began to adapt, growing more resistant to the Anti-morph treatments.

It was now a war, as both sides continued to evolve and adapt, developing new techniques to kill the other in order to survive. Unfortunately, the Omni-morphs were tireless and humanity was not. Organized resistance against the Omni-morph carriers began to break down, and then collapse as mankind continued to lose ground against the Omni-morphs despite the new weaponry. Contact was lost completely with several of the smaller interplanetary colonies, and most of Earth’s population retreated into large cities that had been rebuilt into fortresses. The war continued, although now it was more up to individual units now than an overall military command structure.

Enter The Hunters. An elite group of highly-trained and skilled mercenaries, these men and women are perfectly willing to exterminate every last Omni-morph . . . for the right price. Although there are several current mercenary groups doing quite well over the current crisis, The Hunters are generally regarded as the best and most effective. You are a new member for this mercenary group, and are about to go on your first official mission as a Hunter. It’s time to see if your training pays off in a big way, or you become “Omni-food” like so many others.


Ok, here’s what you need for your character.

Name: (real name & optional code/nickname, please )
Nationality: (could be from one of the colonies)
Statistics: (anything you want to add to your character as regards sex, age, race, blood type, etc. Or you can just skip this part if you so wish. )
Weapons: At the beginning of this thread, you have 3 weapons slots. Choose your weapons wisely. However, do note that you can switch out weapons between missions.
Equipment: As with weapons, you start with 10 equipment slots. Like weapons, these can be switched around between each mission.
Background/History: (optional)
Anything else you’d like to say about your character:


Weapons

Pistols

Zohr 30K
Type: Semi-automatic pistol
Clip Size: 11
Firepower: **
Ammo Types: Soft-point
Description: The Zohr 30K is an older-model pistol, retooled for the war against the Isomorphs. Like most older models, however, it is quite reliable.
Slots: 1

Tomachi .50 Caliber “No Dachi”
Type: Semi-automatic pistol
Clip Size: 9
Firepower: ***
Ammo Types: Soft-point, hollow point
Description: The .50 Caliber pistol produced by Tomachi Firearms, nicknamed “No Dachi”, is a high-powered pistol designed to blow really big holes in things. The use of hollow point ammo increases the devastation even further, at least against soft targets.
Slots: 1

“Union Jack” 10mm
Type: Semi-automatic pistol
Clip Size: 15
Firepower: **
Ammo Types: Soft-point, hollow point, armor piercing
Description: The “Union Jack” is a versatile pistol created by Badger Industries, located in the former United Kingdom. The large clip size, impressive durability, and ability to use most types of ammunition has caused it to be adopted as the standard pistol for most mercenary forces.
Slots: 1

Zohr 35K-A
Type: Automatic Pistol
Clip Size: 32
Firepower: *
Ammo Types: Soft-point
Description: Another fine pistol created by Zohr Inc, the 35K-A answers the mercenary demand for a compact, hand-held machine gun. Although the small size of the 35K-A’s bullets means that each has low penetrating power, the constant stream spat out by the gun is capable of shredding most Isomorphs to pieces.
Slots: 1

Argust .12 Gauge Scatterpistol
Type: Shot-pistol
Clip Size: 4
Firepower: ***
Ammo Types: Shotgun shells
Description: The .12 Gauge Scatterpistol is an odd marriage of shotgun and pistol. Not satisfied with the old design of sawed-off shotguns, Argust Industries created the Scatterpistol. A bulky, box-shaped pistol that could fire four shotgun shells at a time was the result. Although the Scatterpistol is hardly an elegant weapon, it most certainly gets the job done in close quarters.
Slots: 1

.48 Special
Type: Revolver
Clip Size: 6
Firepower: **
Ammo Types: Soft-point, Magnum
Description: The .48 Special is a small, compact revolver that has a small amount of ammo per reload with a low amount of penetrating power. However, the gun is cheap, and makes a good back-up weapon, especially if equipped with Magnum rounds to boost the gun’s firepower.
Slots: 1/2

Argust “Bloodhawk”
Type: Revolver
Clip Size: 6
Firepower: *****
Ammo Types: Magnum
Description: The “Bloodhawk” is the type of gun mercenaries pull out when they simply don’t give a d*mn anymore, either about ammo costs nor wrist sprain from recoil. This revolver is meant for blowing holes in sh*t, period. The only downside to the gun is the high, possibly harmful, amount of recoil, and the cost of all the magnum ammo that the gun eats through.
Slots: 2


Shotguns

.10 Gauge Shotgun
Type: Pump-action
Clip Size: 5
Firepower: ****
Ammo Types: Shotgun Shells
Description: The .10 Gauge Shotgun is your stereotypical shotgun – walk up to your enemy, shove it under his chin, pull the trigger, and watch his head go splattering everywhere. Other than that, the gun is not of much use.
Slots: 2

Sawed-off Shotgun
Type: Sawed-off
Clip Size: 2
Firepower: ***
Ammo Types: Shotgun Shells
Description: The sawed-off shotgun is an ancient double-barreled shotgun, with the barrels sawed off to make the weapon easier to carry. Can be used in one-hand.
Slots: 1

Spritznagh
Type: Pump-action
Clip Size: 8
Firepower: *****
Ammo Types: Shotgun Shells
Description: The Spritznagh, also nicknamed the “Crazy Mother” gun, is capable of blowing a hole in most Isomorphs with a single-shot, provided they are close enough. This generally requires the target Isomorph to be quite close, however, and so it takes a special kind of "crazy motherf***er" to use the weapon properly. Combined with the decent amount of shotgun shells the weapon can chamber at one time, the Spritznagh "Crazy Mother" is a dangerous weapon if given to the "right" sort of wielder.
Slots: 2

Kamasawa-9
Type: Automatic Shotgun
Clip Size: 14
Firepower: ****
Ammo Types: Shotgun Shells
Description: The Kamasawa-9, or “Kama”, for short, is a rapid-fire, automatic shotgun. The only downside to the weapon is the speed at which it rips through ammo, similar to the way it rips through opponents.
Slots: 2.5



Rifles

AR-39
Type: Assault Rifle
Clip Size: 50
Firepower: ***
Ammo Types: Soft-point, Hollow-point, Armor Piercing
Description: The AR-39 is a modern assault rifle that has a high-capacity clip, matched by its high fire rate. A good and reliable weapon for beginning mercenaries to use, due to the utter simplicity in design.
Slots: 2

M-32
Type: Assault Rifle
Clip Size: 30
Firepower: ****
Ammo Types: Soft-point, Hollow-point, Armor Piercing
Description: The M-32 seems to be a combination of assault and sniper rifle. With the option of attaching a high-powered scope and silencer, the M-32 can be used from a distance, or used to clear a room of Isomorphs up close.
Slots: 2

V-12 “Fluff Hunter”
Type: Sniper Rifle
Clip Size: 5
Firepower: *******
Ammo Types: Armor Piercing
Description: The V-12, or “Fluff Hunter”, got its name from field tests, during which one sniper blew off the fluffy tail of a desert hare at five miles out. An extremely high-powered rifle, the weapon only uses high-velocity armor piercing rounds, which can rip clean through several Isomorphs at once, if they happen to be standing in a line.
Slots: 2

Vlashnikov
Type: Sniper Rifle
Clip Size: 12
Firepower: ****
Ammo Types: Soft-Point, Hollow Point
Description: The Vlashnikov is a decent sniper rifle that can demolish soft targets from a distance, but quickly proves ineffective against most types of body armor that the Isomorphs have developed.
Slots: 2

Machine Guns

MP-4
Type: SMG
Clip Size: 32
Firepower: ***
Ammo Types: Soft-point
Description: The MP-4 is a decent sub-machine gun, although there are better versions on the market.
Slots: 1.5

Bren 72
Type: SMG
Clip Size: 28
Firepower: ****
Ammo Types: Soft-point, Hollow Point
Description: The Bren 72 is another weapon produced by Badger Industries. The submachine gun is a preferred weapon of most mercenary groups, balancing cost with firepower.
Slots: 2

Thompson 25K
Type: SMG
Clip Size: 40
Firepower: ***
Ammo Types: Soft-point, Armor Piercing
Description: The Thompson 25K is another brand name revived from the archives of historical weapons. Using drum design for ammo, the weapon more closely resembles a “Tommy-gun” than its namesake, right down to the “Muhahahahaahaaha” sound of the weapon as it fires.
Slots: 2

M-42
Type: Light Machine Gun
Clip Size: 60
Firepower: ***
Ammo Types: Soft-point
Description: The M-42 is a light, tripod mounted machine gun. It can be operated by one person, although two people, one to fire and one to feed the ammunition belts into the machine gun is preferable.
Slots: 2

“Banshee” Mini-gun
Type: Mini-gun
Clip Size: 120
Firepower: ****
Ammo Types: Soft-point
Description: The “Banshee” Mini-gun is considered the mother of all guns, capable of sawing most Isomorphs in half in a sheer storm of lead. Although the weapon is rather heavy, one person can manage to carry and fire the weapon at the same time. Users should be careful of how much ammo the weapon eats through, but while the ammo lasts they have little to fear from the Isomorphs.
Slots: 3


Miscellaneous

Argust “Dragon”
Type: Flamethrower
Clip Size: 10 gallons
Firepower: ******
Ammo Types: A-spray
Description: The “Dragon” is not really a flamethrower at all, but instead sprays a bio-nourishing fluid filled with Anti-morphs. The effect on Isomorphs is usually dramatic: most Isomorphs literally melt under the Inferno’s spray.
Slots: 3

Z-22 Grenade Launcher
Type: Grenade Launcher
Clip Size: 6
Firepower: ******
Ammo Types: Shrapnel Grenades, A-Grenades, High Explosive Grenades
Description: The Z-22 is large, revolver-shaped, grenade launcher, capable of using three different approved types of weaponry.
Slots: 2

B-89b “Bakan”
Type: Rocket Launcher
Clip Size: 2
Firepower: ********
Ammo Types: Rockets
Description: The B-89b “Bakan” is a double-barreled rocket launcher capable of causing significant damage to an area, although some of the nimbler Isomorphs have proven capable of dodging incoming rockets.
Slots: 2

B-36g “Asp”
Type: Missile Launcher
Clip Size: 1
Firepower: *********
Ammo Types: Guided Missiles
Description: The “Asp” is a guided missile launcher, which uses either a remote-control system to guide the rocket to its destination, or a infra-red port to follow a laser to a “painted” target.
Slots: 3


Equipment

Ammo

Pistol Clips, Type A
Type: Soft-point
Description: Your standard pistol ammo, in the form of a clip.
Slots: 1/2

Pistol Clips, Type A
Type: Hollow-point
Description: Significantly increases damage against soft targets, but is next to useless against body armor. For pistols only.
Slots: 1/2

Revolver Bullets, Type A
Type: Soft-point
Description: Your standard revolver bullets, come in easy-to use cylinders of 6 bullets for quick reloading.
Slots: 1/2

Revolver Bullets, Type A
Type: Magnum
Description: A cylinder of 6 magnum bullets, capable of blowing nice big holes in virtually any target.
Slots: 1

Shotgun Shells, Type A
Type: Shotgun Shells
Description: A box of 20 shotgun-shells, good for use in any shotgun.
Slots: 1

Assault Rifle Clips, Type A
Type: Soft-Point
Description: A clip of assault rifle ammunition, containing soft-point bullets.
Slots: 1/2

Assault Rifle Clips, Type A
Type: Hollow-Point
Description: A clip of assault rifle ammunition, containing hollow-point bullets.
Slots: 1/2

Assault Rifle Clips, Type A
Type: Armor Piercing
Description: A clip of assault rifle ammunition, containing armor piercing bullets.
Slots: 1/2

Sniper Rifle Clip, Type A
Type: Soft-point
Description: A clip of soft-point ammunition for a sniper rifle.
Slots: 1/2

Sniper Rifle Clip, Type A
Type: Hollow-point
Description: A clip of hollow-point ammunition for a sniper rifle
Slots: 1/2

Sniper Rifle Clip, Type A
Type: Armor Piercing
Description: A clip of sniper rifle ammo containing armor piercing rounds.
Slots: 1/2

Machine Gun Clip, Type A
Type: Soft-Point
Description: A clip of SMG ammo
Slots: 1/2

Machine Gun Clip, Type A
Type: Hollow-Point
Description: A clip of SMG ammo containing hollow-points
Slots: 1/2

Machine Gun Clip, Type A
Type: Armor Piercing
Description: A clip of SMG ammo containing armor piercing rounds.
Slots: 1/2

Machine Gun Drum, Type A
Type: Soft-Point
Description: A drum of ammunition for the Thompson SMG or Banshee Mini-Gun
Slots: 1

Flamethrower Tank, Type A
Type: Flamethrower
Description: A tank of concentrated Anti-morph fluid for the “Inferno” flamethrower.
Slots: 1

Rocket Launcher Ammo, Type A
Type: Rockets
Description: A box of rocket launcher ammo, containing four warheads
Slots: 2

Missile Launcher Ammo, Type A
Type: Guided Missile
Description: A box of two guided Missiles for the “Bakan” Guided Missile Launcher
Slots: 2

Grenade Launcher Ammo, Type A
Type: Shrapnel
Description: A box of six shrapnel grenades for the grenade launcher.
Slots: 1

Grenade Launcher Ammo, Type A
Type: A-Grenade
Description: A box of six A-Grenades for the grenade launcher.
Slots: 1

Grenade Launcher Ammo, Type A
Type: High Explosive
Description: A box of six high-explosive grenades for the grenade launcher.
Slots: 1

Explosives

Grenades, Type A
Type: High Explosive
Description: A box of six high-explosive grenades.
Slots: 1

Grenades, Type A
Type: Shrapnel
Description: A box of six shrapnel grenades.
Slots: 1

Grenades, Type A
Type: A-Grenades
Description: A box of six A-Grenades.
Slots: 1

Reaver Anti-morph Mine, Type A
Type: Land Mine
Description: A single land mine, good for setting up ambushes.
Slots: 1/2

Miscellaneous

Grenades
Type: Smoke
Description: A box of six smoke grenades.
Slots: 1

Flares
Description: A box of flares, good for signaling in the event of evac, target painting, etc.
Slots: 1

Scope
Description: A scope, capable of being fitted on virtually any weapon that doesn’t already come equipped with one.
Slots: 1/2

Silencer
Description: When discretion is required, a silencer can be used to greatly reduce the amount of noise generated by gunfire. This in turn, generally attracts fewer Isomorphs to the battle, since they don’t hear a battle going on.
Slots: 1/2

First Aid Kit
Description: Good for patching up cuts and scrapes, but not much else
Slots: 1

Medial Kit
Description: A field medical kit, useful for bandaging and treating more serious wounds.
Slots: 2

Climbing Gear
Description: Gear needed to scale rock walls, tall buildings, etc.
Slots: 2

Diving Gear
Description: Gear needed to dive further down than snorkel depth, and enable most guns to fire underwater.
Slots: 2


A Note on Weapons

You have three slots to equip weapons. This generally means that you have one major weapon, and a back-up weapon, or one really big gun. Choose your weapons carefully, and base your choices on what kind of things you’ll probably be up against during the mission. Large, heavily armored Isomorphs will probably require the largest, most powerful weapons to defeat, while hordes of weak, little Isomorphs will quickly overwhelm you unless you’ve brought along some rapid-fire weapons. Likewise, consider which sort of ammo you should be bringing. Soft-points are good for any target, hollow points are very effective against lightly armored targets, armor piercing rounds are good versus heavy armor, and magnum bullets blow just about anything in half.
If you have any questions about your load-outs, feel free to ask.

To repeat, you have 3 slots to spend on the weapons’ list, and 10 slots to spend on the equipment list. You need to spend some equipment slots on ammo, which are labeled Type A for the reason that they contain the first version of Anti-morphs. Eventually, the Omni-morphs will adapt to overcome Type A, and you better hope you have some Type B along . Don’t worry about counting bullets too much, although figuring out how much ammunition to bring along is always a good thing. If you run out of Type A ammo, you are assumed to be carrying standard, non Anti-morph clips as well. These will temporarily disable the Isomorphs, but it won’t kill them. Consider yourselves warned.
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Last edited by Inspectre; 3 Jan 2004 at 06:23.
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Unread 1 Jan 2004, 10:11   #2
Muha
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Re: The Hunters

Name: Sam Bowden a.k.a 'Muha"
Nationality:Uhh.. New Zealand, Earth
Statistics: Sex : Male, Age : 15
Weapons:
Spritznagh
Type: Pump-action
Clip Size: 8
Firepower: *****
Ammo Types: Shotgun Shells
Description: The Spritznagh, also nicknamed the “spray-and-pray” gun, is capable of blowing a hole in most Isomorphs with a single-shot, provided they are close enough. Combined with the decent amount of shotgun shells the weapon can chamber at one time, the Spritznagh is a dangerous weapon if given to the right wielder.
Slots: 2

Zohr 35K-A
Type: Automatic Pistol
Clip Size: 32
Firepower: *
Ammo Types: Soft-point
Description: Another fine pistol created by Zohr Inc, the 35K-A answers the mercenary demand for a compact, hand-held machine gun. Although the small size of the 35K-A’s bullets means that each has low penetrating power, the constant stream spat out by the gun is capable of shredding most Isomorphs to pieces.
Slots: 1

Equipment:
Shotgun Shells, Type A
Type: Shotgun Shells
Description: A box of 20 shotgun-shells, good for use in any shotgun.
Slots: 1

Pistol Clips, Type A
Type: Soft-point
Description: Your standard pistol ammo, in the form of a clip.
Slots: 1/2

Climbing Gear
Description: Gear needed to scale rock walls, tall buildings, etc.
Slots: 2

Medial Kit
Description: A field medical kit, useful for bandaging and treating more serious wounds.
Slots: 2

Grenades, Type A
Type: A-Grenades
Description: A box of six A-Grenades.
Slots: 2

Background/History: Muha was born in the jungles of new zealand, but jungle warfare and gurilleia(sp?) war did not come easy for him, he first started training to be a mercenary when his good friend died from a Omni-Morph attack, he then joined the hunters with revenge on his mind, unfortunatly, most people laugh the fact he joined the hunters, because his age leaves something to prove

ooc// GREAT plot, i love reading it//ooc
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Unread 1 Jan 2004, 13:36   #3
Phang
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Re: The Hunters

Name: Martin 'Red Dawn' Kardinski

Place of residence: New York

Age: 28

Weapons
  • Bren 72
  • 2* .48 Special
Ammo
  • 2* SMG Hollow point
  • 4* SMG Soft Point
  • 2* Revolver Soft point
  • 2* Revolver Magnum
Other
  • Medical Kit
  • Silencer
  • Scope
  • Box of A-grenades
Appearance: Red Dawn dresses rather intricately for a professional soldier. Underneath his body armour and padded clothing he wears a long, silk, red robe. Outside the body amour, A long swathe of red-and-black striped cloth around his torso, accompanied by a pair of red silk wraps around his lower legs. Of course, the wraps both hide sets of throwing and combat knives, but the purpose of the cloth is unclear:as is the purpose of the wide-brimmed red panama hat, worn at an angle to disguise his face.

History: Red Dawn got his name from an event shortly after the Isomorphs began to surface; having not yet signed up to any military organisations, Kardinski was able to defend his farm from almost a dozen grasshoppers using a shotgun and a scythe - with no Anti-morph fluid to aid him. When law enforcement arrived, they saw the area entirely covered in blood, supposedly torn out of the grasshoppers who then escaped. Recently, some doubt has surfaced as to the whereabouts of Kardinski's wife and her family, who were believed to have been present at the farm at the time. Also unclear is why grasshoppers would retreat when not faced with A-gel.

Last edited by Phang; 3 Jan 2004 at 12:07.
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Unread 1 Jan 2004, 18:19   #4
Hewitt
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Re: The Hunters

Name: Hewitt
Nationality: Aussie
Statistics: Sex : Male, Age : 21

Weapons:
Argust “Dragon”
Type: Flamethrower
Clip Size: 10 gallons
Firepower: ******
Ammo Types: A-spray
Description: The “Dragon” is not really a flamethrower at all, but instead sprays a bio-nourishing fluid filled with Anti-morphs. The effect on Isomorphs is usually dramatic: most Isomorphs literally melt under the dragon’s spray.
Slots: 3

Equipment:
Flamethrower Tank, Type A (x6)
Type: Flamethrower
Description: A tank of concentrated Anti-morph fluid for the “Inferno” flamethrower.
Slots: 6

Medial Kit
Description: A field medical kit, useful for bandaging and treating more serious wounds.
Slots: 2

Grenades, Type A
Type: A-Grenades
Description: A box of six A-Grenades.
Slots: 2

Background/History: Work in progress
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Last edited by Hewitt; 2 Jan 2004 at 18:11.
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Unread 1 Jan 2004, 20:02   #5
Fluffie
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Re: The Hunters

Name:
Nick/codename:
Fluff, Fluffie, "Fluff Hunter"
Real name:


Nationality:
Dutch

Statistics:
Sex:
Male
Age:
28
Race:
Dutch, white male
Appearance:
Slender figure, with muscles present (but nothing excessive). Appearance gives away that he'd prefer to dodge blows than deal and take them. Fast and sneaky walker, sneaker, runner.
Thin, long face. Brown eyes. Black, slightly curly, rough and uncared for looking hair, hanging down to about his shoulders, kept out of his face with a leather band around his head.
Like the face, rest of the body is long and thin, though not unhealthy looking.
Has one pair of nice, funky eyes that see very far and very good. Eh.

Blabla, appearances bah!

Weapons (3 slots):
V-12 "Fluff Hunter"
Type: Sniper Rifle
Clip Size: 5
Firepower: *******
Ammo Types: Armor Piercing
Slots: 2

-> 1 rifle; 2 slots

Tomachi .50 Caliber "No Dachi"
Type: Semi-automatic pistol
Clip Size: 9
Firepower: ***
Ammo Types: Soft-point, hollow point
Slots: 1

-> 1 pistol; 1 slot

Equipment (10 slots):
Silencer
Slots: 1/2

-> 1 (rifle) silencer; 0.5 slots

Sniper Rifle Clip, Type A
Type: Armor Piercing
Slots: 1/2

-> 8 clips; 4 slots

Pistol Clips, Type A
Type: Soft-point
Slots: 1/2

-> 3 clips; 1.5 slots

Climbing Gear
Slots: 2

-> 1 gear; 2 slots

Medical Kit
Slots: 2

-> 1 kit; 2 slots

Background/History:
From the Netherlands. Joined The Hunters. Developped a preference to take down his marks with a single, or a very contolled and small amount of shots. Hence his weapon of choice usually is a rifle, muchly preferable with a scope.
Always had the nickname Fluff, or some sort of variant to that. Couldn't resist the "Fluff Hunter" due to it's name and reputation once it became available to 'the public'.
Muchly wouldn't like to become "Omni-food" and thus has learned how to handle climbing gear, intending on getting himself into got firing and hiding spots, utulising his rifle to the max.
Probably hasn't got much of an interesting history.
Likes to wear black. Unless he needs to be hidden, then he'll try and camouflage himself to the best extent. Viva la training!

And stuff. Wazzup homie?
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Unread 1 Jan 2004, 20:15   #6
Inspectre
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Re: The Hunters

DM Notice: The "Inferno" flamethrower has had a name change . . . . it is now known as the "Dragon" flamthrower. Enjoy, Hewitt. :-D

The Spitznagh has also gotten a new nickname, the "Crazy Mother"

Note that all of you also start out with a lightweight suit of ceramic body armor, capable of holding your current equipment. Each weapon also comes already equipped with a single clip of ammunition for it, which is the most basic type for the weapon (generally soft-point for most of the guns).
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Unread 2 Jan 2004, 18:10   #7
Hewitt
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Re: The Hunters

*Hewitt's face now wears the same kind of look often found on a little kid in a candy store.*

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Unread 2 Jan 2004, 22:49   #8
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Re: The Hunters

Name: John Gilmore, aka "No Dachi"
Nationality: British
Statistics: Human male, 34 years of age.

Weapons: Tomachi .50 Caliber “No Dachi”; Bren 72
Equipment: 1 Pistol Clip Type A, Soft-Point
4 Machine Gun Clips, Type A, Soft-Point
4 Machine Gun Clips, Type A, Armour Piercing
4 Machine Gun Clips, Type A, Hollow-Point
Silencer
Flares
Grenades (High Explosive)
First Aid Kit

Background/History: Veteran combatant, his nickname comes from his preference for the Tomachi .50 calibre.
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Last edited by No Dachi; 3 Jan 2004 at 15:14.
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Unread 3 Jan 2004, 03:23   #9
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Re: The Hunters

/ooc Now now Mr. Dachi, I only yell at people in important threads. This is not an especially important thread, so knock yourself out with details. :-p So long as you don't try to be a run-away genetic super-soldier, I probably won't care. At least, not until you do post something that offends my delicate sensabilities. ooc/

HID (Hunter Information Database)

Known Omni-morph Carriers, or Isomorphs

Grasshopper
The Grasshopper is one of the smaller and least dangerous Isomorphs, if such can be said of an Omni-morph carrier. Roughly the size of a large house cat, the Grasshopper is adept at crawling along walls and leaping through the air at prey. Considering such leaps can be several meters in distance, a Grasshopper can quickly close the distance with a target. Compounded by the fact that Grasshoppers often hunt in packs, this creature has proven time and again not to be underestimated despite its small size.

Cobra
The Cobra is a terrifying creature, modeled on twisted strains of cobras. The several meter long “snakes” have mouths filled with row upon row of sharp fangs. This sharp fangs are used by the Cobra to deliver a venom far more potent than any normal cobra: a fluid filled with Omni-morphs, which quickly travel throughout the bitten victim’s body and begin to break it down. However, unlike normal cobras, this twisted form used by the Omni-morph has no poison sacks. Instead, the Cobra coats its fangs with the fluid by vomiting. This stimulates a gland at the back of the Cobra’s throat, which releases a fair amount of the fluid to be spread throughout the mouth. The Cobra has another, more dangerous form of attack than simply biting, however. Rearing up about a meter in the air like a normal cobra, the Isomorph Cobra spreads its fanged jaws wide, and vomits. Gathering the venom gland’s juices together into a compact ball of fluid, the Cobra then spits the venom out at a target. While not as devastating as being injected, being hit by the flying venom is similar to being hit with an amount of strong acid. In addition, Cobras always hunt in large packs, never alone. If one Cobra is spotted, be sure that there is more than that somewhere in the area.

Snakehead
The Snakehead is as horrific as it is ugly. It is theorized that Snakeheads are the result of the Omni-morphs combining its Cobra Isomorph strain with normal human beings. The end result of this merger, however it come about, is a hideous monster that looks somewhat like a trio of Cobras joined together, and walking on a pair of thick, trunk like legs. Two of the Cobra heads serve as “arms”, while the third is the head and presumably the brain of the creature. The two arms of the creature are not exactly Cobras, having less fangs and no mind of their own. However, the arms do share all of the Cobra’s abilities – including the venom spit. The snake-like head is much larger and thicker than the arms, and appears unable to spit venom. However, in return the head holds the “brain” of the Isomorph, and has powerful enough jaws to tear a man in half . . . or simply swallow him whole. Snakeheads appear to be able to recover from wounds very quickly, and their redundant organs make killing one a challenge. A Snakehead is never an Isomorph to be trifled with.

Bloodhound

The Bloodhound is a living homing device. The man-sized creature walks on four spindly insect legs, and the body is that of its namesake: a Bloodhound dog. The Omni-morphs have increased the Bloodhound’s sense of smell even further, allowing it to track prey from several miles away, and lead other Isomorphs directly to the prey’s hiding place. The Bloodhound’s sense of smell is so acute, that it can detect the presence of a Wraith-X Suit if its wearer is foolish enough to come within thirty yards of the creature. The creature has little combat capability other than the sharp shines covering its legs and a slobbering jaw full of teeth. It is its tracking and detection ability that make this creature so dangerous.

Armadillo
The Armadillo is a car-sized, living tank. Covered with bony plates from head to tail, the Armadillo is capable of shrugging off even heavy storms of small-arms fire. When especially wounded or threatened, the Armadillo will tighten up into a ball, and begin to roll around, hoping to crush its attacker. If not especially threatened, the Armadillo will simply rip its prey to pieces using large, sharp claws, or crush it within the hard beak that serves as the its mouth.

Urchin
Yet another bizarre creature, the Urchin is a soft basketball of flesh, rolling along the ground peacefully. However, when it senses prey, it immediately begins to chase after it, and once it gets close enough, row upon row of spines break through the skin, until the creature is completely covered with them. Then, with a strong release of compressed air, the urchin launches itself through the air at its victim, attempting to strike the prey and embed its spines in it.

Queen
A theoretical creature, believed to be a source for most, if not all, of the Isomorphs. This theory is based on the fact that the Omni-morphs could not possibly have built so many Isomorph carriers in the time since the first mutation was reported. Other than the fact that such a creature may exist, no other data is currently known.


/ooc It's a fairly small list, but then, most mercenary groups don't go exploring around in the Omni-morph held depths, nor have the mutations been going on for a particularly long time. Expect to see more Isomorph forms, lots more, soon enough. ooc/
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Unread 3 Jan 2004, 06:31   #10
Bakan
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Re: The Hunters

Name: Incom "Bakan" Morgan
Nationality: Terra Firma
Statistics: Male, Human, 34, has one hazel eye, one artifical blue eye that was lost in combat, with significant scarring around it. The eye, a non-Omni-morph device, gives Bakan some enhanced vision at the drawback of pain when used constantly. Physically Bakan is slim and wriely, yet posses unusual strength from far to many years of working out and combat.
Weapons:
1 .48 Special (1/2 slot)
1 .48 Special (1/2 slot)
1 B-89b “Bakan” (2 Slots)
Equipment:
Revolver Bullets, Type A - Type: Soft-point (1/2 slot)
Revolver Bullets, Type A - Type: Soft-point (1/2 slot)
Revolver Bullets, Type A - Type: Magnum (1 slot)
Revolver Bullets, Type A - Type: Magnum (1 slot)
Rocket Launcher Ammo, Type A [4 warheads] (2 slots)
Rocket Launcher Ammo, Type A [4 warheads] (2 slots)
Grenades, Type A - Type: A-Grenades [6 Grenades] (1 slot)
Medical Kit (2 slots)
Background/History: A marine in the military, Incom was designated a support position. However during a battle he used a B-89b Rocket Launcher in a manner that it took out over a fleet of enemy fighters on the ground about to take off via convient positioning of fuel tanks and a nice supply of rockets and lots of good luck even as a massive firefight raged around him. While losing his eye in this battle, it earned Incom the nickname "Bakan", based on his rocket launcher. That same launcher, rebuilt many times is always with Bakan, custom-modified with greater accuracy than a normal B-89b rocket launcher. However when the Omni-morph's struck, Bakan's entire family was killed in one of their first attacks. Seeing the ineffiectiveness of the military Bakan "retired" as it were and started selling his servies to anyone that could pay his price and allow him to kill as many of the Omni-morph's as possible. Hooking up with the Hunters, Bakan sees a chance to kill even more of them.
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Last edited by Bakan; 3 Jan 2004 at 06:38.
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Unread 3 Jan 2004, 09:15   #11
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Re: The Hunters

All Characters approved. As an additional note, I don’t know what sort of crack pipe I was smoking when I decided a box of hand grenades is two slots, but I’ve changed it to one slot now. For those of you who have picked hand grenades, I will assume you either pick up another box of it, until you tell me something else (like you took two more clips of ammo).

The roar of the gunship’s fusion jets fills the cabin, blocking out almost all other sound. Looking around you, you can see the other members of your current squad strapped into their seats, which line both sides of the gunship’s interior. At the first seat back from the pilot on the right side sits the commander for your first mission, Lieutenant Anderson. Connected with each of you via your helmet’s communication gear, Lieutenant Anderson gives you the mission briefing as the gunship speeds towards its destination. While his voice is broadcast almost directly into your eardrums via the helmet’s headset, a real-time image of the lieutenant is projected onto one side of your faceplate. Thus, you can hear your mission commander despite the engine noise, and see him as well, regardless of your location throughout the gunship.

“Alright lads and ladies, listen up. I understand that for some of you, this will be your first mission with The Hunters. Welcome. I know that you wouldn’t be here if you weren’t some of the best, and I also know that you don’t need to be told that. So, I’m going to save my breath and our valuable time by simply saying welcome, and good luck, as opposed to giving you a wind-bag speech. Tough luck if that’s what you wanted, because I certainly don’t stand on ceremony, and neither do most of the others in the Hunter command chain. In The Hunters, doing a good job gives you another day of life, a nice paycheck, and maybe a pat on the back if you’ve done an especially good job. Likewise, blowing a mission seldom requires an official scolding, because if you blow it on most of our missions, you’re not in trouble: you’re dead. And the Omni-morphs usually take care of that part for us.”

Briefly, the image of the lieutenant switches to an aerial recording of a destroyed outpost: bodies littered everywhere, while Isomorphs pick over the bodies, tearing and eating their fill. A moment later, the image switches back to the lieutenant’s face.

“Now then, our current mission is an evac job – something nice and simple for you new guys to cut your teeth on. Our area of operations is a savanna in the middle of the North American continent. Apparently one of Biowear Inc.’s employees decided to take a little field trip to study some Isomorphs in the wild. Specifically, this employee.”

Once again the lieutenant’s image was replaced with a different one. This time, the image was of another person: a green-eyed, long-haired brunette.

“This is Dr. Clargiver. She’s one of Biowear’s top Omni-morph scientists, and apparently the bigwigs have gotten antsy at having her outside a city, and their labs in particular. Supposedly, the good doctor applied for a field study permit two months ago, claiming she wanted to go outside and study Isomorph skin compositions, hoping it would give her insight on how the Omni-morphs manage to alter their carriers’ skin to cope with outside conditions. The idea of producing clothing that could adapt to any weather condition was too great of a bribe to pass up, and the executives approved Dr. Clargiver’s submission. And now, the dumb schmucks need us to clean up the mess.”

A moment later, and Dr. Clargiver’s face disappeared from your helmet’s faceplate, to be replaced with a map of the area. A red dot burned near the center of the map, indicating a number of tents and pre-fab buildings: presumably Clargiver’s base camp.

“Three days ago, Dr. Clargiver reported in as usual, stating that progress was still going slowly, and that the Isomorph tissue died soon after being separated from the rest of the body and purified of any remaining mutant Omni-morph cells. No sh*t. The female genius reported that since dead samples were not working, they were going to try examining a live sample. Although such a thing might be possible, doing so requires capturing a live Isomorph. And after you’re done capturing a live Isomorph, you get to deal with his buddies that come to rescue him. Two days ago, Dr. Clargiver reported that they had, indeed, managed to trap a Grasshopper in an electro-static net. Why the little b*stard didn’t claw or eat its way out is anybody’s guess, but it didn’t, and they dragged the thing back to camp for study. Yesterday, Dr. Clargiver didn’t report in at her usual time, nor at any other time. This morning, Biowear’s bigwigs called us. Now, listen up for our part in this wonderf*ck. Our job is to secure Dr. Clargiver’s base camp, locate the good doctor or what’s left of her, and bring her back to Biowear HQ in Chicago.”

The map of the area disappeared now, was again replaced by the face of Lieutenant Anderson as he wrapped up the briefing.

“Like I said earlier, a simple job: in and out. However, Clargiver’s camp is probably crawling with Isomorphs by now, so watch yourselves out there. A copy of the area’s map, Dr. Clargiver’s photo, and your mission objectives have been uploaded to your suits’ helmets. We’re about five minutes out from the drop zone. Make your peace now, and get ready to hot-drop: we’ll be jumping ship one kilometer out from Clargiver’s base camp.”
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Unread 3 Jan 2004, 19:28   #12
Muha
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Re: The Hunters

Muha loads the map onto his faceplate and begins studing the maps possible covering points and choke-centers
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Unread 4 Jan 2004, 04:41   #13
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Re: The Hunters

*Pulling up the map, Bakan isolates it to one corner of his field of mission, marking off critical nav points on it. As he does this, he pulls out both of his revolvers. Checking their aim's, and making sure the innar workings are still clean, Bakan nods to himself and loads both of them with magnum rounds, holsters them and loads his rocket launcher up, also checking it over for any obvious signs of damage, before leaning back in his seat and awaiting dropoff.*
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Unread 4 Jan 2004, 16:57   #14
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Re: The Hunters

Fluffie does a last check on his equipment, knowing that he already checked it many a time before the mission began. Still nothing looking wrong, he focusses on the map of the mission area just downloaded into his helmet. Bringing it up, he tries to find any good spots for him to get into as well as any locations the Omni's might lure..

Other than that, nothing really special. He looked around the group... Everyone mostly doing what he was a moment before..
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Unread 4 Jan 2004, 18:26   #15
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Re: The Hunters

*Hewitt sits still with the large gun-nozzle of his 'bug sprayer' straddled over his knees as he concentrates on the mission map. He mentally starts taking notes of points of interest, the nav layout but more importantly he makes note of the best places to make full use of his weapons special needs (i.e lots of targets, lots of space ).*
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Unread 4 Jan 2004, 19:49   #16
Fluffie
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Re: The Hunters

Fluffie has his eyes gaze over this Hewitt fella for a mere second. Looking at the awfully big 'flamethrower' on the man's knees, he grins. Too bad that thing wasn't a real flamethrower. Real flamethrowers were cool. Or hot. All depended on where you were when the damned thing did its... thing.
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Unread 4 Jan 2004, 21:11   #17
Muha
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Re: The Hunters

Muha loads the 'crazy mother' with shells and settles in for the landing
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Unread 4 Jan 2004, 22:37   #18
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Re: The Hunters

Name - Bob Parker - Codename Wraith
Nationality - UK
Sex - Male
Age - 24
Appearance - Bob is a little on the short side, but he has the build to compensate. He is athletically built, bordering on the hideously muscular, but possesses speed and agility that belies his size.

Weapons
  • M-32 Assault Rifle
  • Argust .12 Gauge Scatterpistol

Ammunition
  • 2x Shotgun Shells, Type A
  • 4x Assault Rifle Clips, Type A
  • 3x Assault Rifle Clips, Type A
  • 2x Assault Rifle Clips, Type A
  • Grenades, Type A

Equipment
  • Scope
  • Medical Kit


Wraith sat calmly in the dropship, eyes closed, waiting for the drop signal...
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Unread 6 Jan 2004, 10:45   #19
Inspectre
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Re: The Hunters

Here is the map for the area of operations.

Muha

You call up the image of the area’s map back onto your helmet’s faceplate, and begin examining it for good fields of fire, chokepoints, etc. Even after a cursory first glance you can see that the best place to be for firing on the entire encampment would be from the ridge overlooking the camp. Other than that, one of the several guard towers lining the encampment’s wall would work in a pinch, although you doubt they are very sturdy. Beyond that, the best places to use choke-point and ambush tactics would probably be the aisles between the rows of tents, although it’s likely the Isomorphs would simply tear them down. Beyond that, everything is an open field for firing, or so the map claims. You know that Isomorph-infested areas are sometimes “re-shaped” to better suit the creatures’ needs. After looking at the map, you quickly and efficiently chamber the full eight shotgun shells allowed into your Spitznagh shotgun, and wait for landing.

Bakan

You examine the map, and find that most of the critical areas are already labeled and marked, and that there are effectively several nav points already. The first is the ridge, which is where you appear to be heading first. Next is the main gate to the encampment, and the last one is at the pick-up area a kilometer or so distant, just like the drop-zone was. Finding most of your work already done for you, you switch your attention to checking your weapons, one last time. Both of your .48 Special revolvers are in immaculate condition, although you suspect that the highly-resilient guns would fire even after being dragged through mud. Pulling out a handful of Magnum rounds from an ammo pouch on your suit, you load the revolvers with the heavy rounds, one at a time: one, two, three, four, five, six. One, two, three, four, five, six. You also have four cylinders of regular soft-point revolver ammo, but you prefer to save those for quick reloading in a firefight. And if something survives having twelve magnum rounds pumped into it, you’re dead anyway. Most Isomorphs can’t, however, causing you to prefer using Magnum rounds first, and then soft-point once both revolvers are out. Snapping the firing chambers closed, you holster the revolvers, and then wait for the gunship to reach the drop-zone.

Hewitt

Looking at the map, you see that there are three basic nav points already set up: The Ridge overlooking the encampment, the Main Gate to the encampment, and the Pick-up Zone about a kilometer to the north of the encampment. Looking at the map, you realize quickly that while your weapon might no longer burn the tents down, it will be fairly ineffective amongst the rows of tents, although you will probably kill any Isomorphs that cluster together to move through the narrow aisles between tents. Probably the best spots for you to use your weapon are in the open area by the Main Gate, and the encampment’s armory. These areas offer the clearest and widest areas of fire, although it’s also likely that the Isomorphs will be more spread out, should they decide to attack. Therefore, your choice of position will be a trade-off: concentrated fire, or a wider area of effect. You suddenly notice a slender man in the row of seats across from you glance in your direction, and then look away. He grins a moment after, as if he found something funny with your appearance. He then begins chatting with another man several seats down. Judging by their equipment, both of them are snipers.

Fluffie

You do a last, quick check of your “Fluff-hunter” rifle, knowing that while it might not mean the difference between life and death for you, it could certainly mean that difference to someone else that is counting on you to pick off the enemy from a distance. Soon satisfied that your weapon was loaded and ready, you check the map of the area. Your trained sniper eye soon picks out the best place to cover the encampment from: a small ridge just south of the encampment. Apparently Lieutenant Anderson thinks so as well: the ridge has marked as Nav Point 1, and the Drop-zone is about one kilometer south of it. Although you’re not sure how much of the encampment you will be able to cover without looking at the ridge itself, you guess that you will probably be able to cover at least the southern end of the encampment. Finished getting yourself ready, you look around to see how everyone else is doing. One man in particular is checking his “flamethrower”, although the thing doesn’t shoot out flames anymore – pity. Suddenly a voice crackles into your helmet.

“Hey you . . . sniper dude too, eh? Over here, third seat down on your left.”

Turning, you see a man armed with what appears to be a scoped and silenced Vlashnikov. He has a pair of sunglasses on, and as you watch pops a stick of chewing gum into his mouth.

“Name’s John Meader. Glad to see I won’t be lying belly first on some hard rock somewhere without anyone to talk to for once. First mission with the Hunters, aye? Well, you’ll have your fill of targets to snipe before the day is out: trust me. I don’t know how many Grasshoppers I’ve plinked off with my little baby . . . a hundred, at least.”

Wraith

/ooc Character approved. Welcome aboard. Ooc/

You sit quietly and calmly as Lieutenant Anderson outlines your mission, not bothering to check your weapons like all of the other anxious fools around you. Your weapons are loaded, and they’ve never misfired yet. If they ever do, you’ll probably be Omni-food, but you doubt any amount of weapons checks or inspections will postpone your date with the Reaper, when it comes. You’ll be d*mned if that day is today, however. For one, dying never makes for a good day, and two: you don’t want to be remembered as the guy that screwed up his very first mission.


All

All too soon, all of your helmet’s speakers crackle to life again, and the voice of Lieutenant Anderson bellows out, “Alright, we’re almost at the Drop-Zone!! Fire Team Beta, you’ll go out the gunship first, followed by Fire Team Alpha, then Gamma, and then Sniper Team. If there are any Isomorphs at the Drop-Zone, the gunship’s pilot will have blasted them clean, but that doesn’t mean more of them won’t be coming to investigate, so let’s move quick! Once we’re all down, everyone start heading to the Nav Point 1 in standard covering file (Fire Team Alpha, Beta, Sniper Team, Gamma).”

Only a moment later, there is a slight jolt as the gunship banks slightly and comes to an immediate stop from near-full speed, underlining the benefits of modern technology. Almost instantly after the gunship slams to a halt, two large doors on either side of the gunship iris open, revealing the dry yellow of the savanna, about thirty feet below. Five beams of light flash out from either door, and the ten members of Fire Team Beta leap out of the dropship and into the beams of light. These beams of light are really Repulse Beams, preventing the falling Hunters from reaching a harmful velocity, and yet at the same time pushing them down to the ground at startling speed. Lieutenant Anderson and the rest of Fire Team Alpha followed a moment after the members of Fire Team Beta hit the ground, immediately breaking formation and spreading out into a large circle around the hovering gunship, covering all angles. No Isomorphs in sight, not even any shredded and crisped ones that the gunship pilot himself could have made. After Fire Team Beta & Alpha were safely on the ground, the remainder of the gunship’s occupants followed, before the now alone gunship pilot resealed the doors and brought his craft out of hover mode. Looking up, you all see the gunship shoot off to the West, where it would eventually swing around to head North in order to circle around to the Pick-up Zone several kilometers away.

“Alright, let’s move, move, move! We aren’t getting paid to stand around and gawk at the scenery.” Lieutenant Anderson shouted, locking a Type A clip into his AR-39 Assault Rifle and chambering the first round.

It takes you about fifteen minutes to reach the Ridge at a light jog, and another five to climb to the top. On the way, you see several ominous pillars of smoke rising from somewhere to the north, and getting larger the closer you get to Dr. Clargiver’s encampment. Coming to the top of the ridge, you can look down into the encampment, and see that you are too late.

In several places the low, pre-fabricated wall the Biowear employees had set up was breached, and the laughably insecure Main Gate had been torn off its hinges. Several of the tents were flattened, and a few were even burning: smoldering, rather, as the last of the ashes threw off smoke into the midday sky. Despite the general devastation around the camp, you notice that the large pre-fabricated structure in the middle of the encampment, apparently Dr. Clargiver’s Lab, appears to be untouched. Even more curious and disturbing than this, however, is the fact that you cannot find a single body amongst the carnage: not one. Instead, deep holes in the earth litter the encampment grounds: signs that at least some of the Isomorphs had come from below.

“Alright, now that we’re here it’s time to move on to the second phase of the operation. Sniper Team, you will remain here and give us covering fire. Fire Team Alpha, you will secure Dr. Clargiver’s Lab with me. Beta Team, you will examine Dr. Clargiver’s tent and Gamma Team will secure the rest of the compound. Keep your eyes open: it may look quiet but there’s bound to be a few Isomorphs left around somewhere. Let’s move out!”

/ooc You may pick which Team you have been assigned to, although obviously only those with sniper rifles and long range weapons should pick the Sniper Team. ooc/
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Unread 6 Jan 2004, 14:50   #20
Fluffie
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Re: The Hunters

"One hundred, eh?"

About to follow up on that line, Fluffie is brutally interrupted by Lt. Anderson, announcing the drop. Not much later, Fluffie stands on the ground after his first mission drop... Somehow felt different from all the training drops he had gone through. Smiling a faint, yet satisfied smile, he holds his rifle ready and files up, joining the jog to the ridge. Not finding much time to speak to his fellow Sniper Team comrade(s) yet, he just keeps silent and throws the occasional eye on his surroundings, although not literally.

Not much later, they arrive. Sniper Team automatically moves into firing positions and thus Fluffie does the same, himself being a member of said Team. The other men move off, leaving the sniper(s) to get into position and get theirselves ready for the possible support fire they'd have to give...

However, that was not yet needed. Remembering Meader, Fluffie starts talking to the man again. While talking, he saw on some mappy part of his visor that the other wasn't too far away, which probably only was good incase there'd suddenly be a damned lot of those Omni-suckers.

"One hundred Grasshoppers... Phoowee.. You keep those small things of my back and I'll kill you one hundred big'uns, m'kay?"

Waiting and listening for John's reply, Fluffie lays his head back again his rifle, closing his one eye and looking through the scope with the other, searching for any other oddities than those strange holes in the ground...

(Oh, btw, I hope our 'RP's characters' mission map is better than that piece of crap you made us )
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Unread 6 Jan 2004, 17:27   #21
Hewitt
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Re: The Hunters

Heh.

*Hewitt had a feeling he knew what the center of the mans amusement was and almost self-consciously begins to handle the large nozzel of his pseudo-flamethrower. Sure he could no longer use it to leave burning destruction in his wake, but to be armed with a weapon that would only affect his enemy was nothing to be scoffed at. It certainly opened up many new strategies...*

"Alpha team go!"

*The lack of isomorphs in the area was not a good sign and the total inactivity at the base camp was worse. As Hewitt made his sweep around the mangled main gate he couldn't help but feel that either they were too late to do anything constructive or something real bad was about to happen. A pity if it was the former; he had heard that this Dr Clargiver was a real looker. ()

"Fire Team Alpha, you will secure Dr. Clargiver’s Lab with me."

*Signifing that he had understood, Hewitt took a firm grip of the dragon-gun and began to pace slowly towards the enterance to the center-most building in the camp.*
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Unread 6 Jan 2004, 18:04   #22
Zappa Tenderlea
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Re: The Hunters

Name:
John Doe, aka Zappa
Nationality: Belgium
Weapons:
“Union Jack” 10mm
Type: Semi-automatic pistol
Clip Size: 15
Firepower: **
Ammo Types: Soft-point, hollow point, armor piercing
Description: The “Union Jack” is a versatile pistol created by Badger Industries, located in the former United Kingdom. The large clip size, impressive durability, and ability to use most types of ammunition has caused it to be adopted as the standard pistol for most mercenary forces.
Slots: 1
V-12 “Fluff Hunter”
Type: Sniper Rifle
Clip Size: 5
Firepower: *******
Ammo Types: Armor Piercing
Description: The V-12, or “Fluff Hunter”, got its name from field tests, during which one sniper blew off the fluffy tail of a desert hare at five miles out. An extremely high-powered rifle, the weapon only uses high-velocity armor piercing rounds, which can rip clean through several Isomorphs at once, if they happen to be standing in a line.
Slots: 2
Equipment:
4 * Sniper Rifle Clip, Type A
Type: Armor Piercing
Description: A clip of sniper rifle ammo containing armor piercing rounds.
Slots: 1/2
2 * Pistol Clips, Type A
Type: Soft-point
Description: Your standard pistol ammo, in the form of a clip.
Slots: 1/2
2 * Pistol Clips, Type A
Type: Hollow-point
Description: Significantly increases damage against soft targets, but is next to useless against body armor. For pistols only.
Slots: 1/2
Grenades, Type A
Type: A-Grenades
Description: A box of six A-Grenades.
Slots: 1
2 * Reaver Anti-morph Mine, Type A
Type: Land Mine
Description: A single land mine, good for setting up ambushes.
Slots: 1/2
Climbing Gear
Description: Gear needed to scale rock walls, tall buildings, etc.
Slots: 2
Diving Gear
Description: Gear needed to dive further down than snorkel depth, and enable most guns to fire underwater.
Slots: 2

if I'm not too late to join that is
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Unread 6 Jan 2004, 18:29   #23
Fluffie
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Re: The Hunters

nooooooo........ he can't join........ nooooooo...

the fluff hunter is MINE :'(
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Unread 6 Jan 2004, 22:08   #24
Wraith[x]
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Re: The Hunters

Wraith scanned the are surrounding the drop zone from his vantage point in the dropship, as first beta, and then alpha team moved out. Then it was the snipers turn, and finally his team, Gamma Team. He threw himself into the beam, and his stomach lurched as he was forced towards the ground at an unnatural pace. Just as his insides began to adjust, he was just as violently brough to a halt at the bottom of the beam. He fought back the urge to reintroduce his lunch to the real world, and gingerly placed his feet on the ground. The effects of the drop quickly wore off, and he glanced around for any hostiles; there were none, of course; alpha and beta teams had secured the area.
The beams shut off around him, plunging the clearing into darkness. He reached up and clicked on his helmet's NV, glancing around he saw his fellow hunters doing likewise. He heard Lieutenant Anderson's call to move out (likewise did half the Isomorphs in a fifty mile radius, probably ) and followed the team towards the ridge, taking the rearguard as ordered. His eyes flitted across the landscape; to the left, to the right, behind him... everywhere except ahead; that was someone else's repsonsibility.
After around 15 minutes brisk jog they reached the foot of the ridge. without a word, the Hunters started to climb. Wraith slung his assault rifle across his back, and grabbed to a rock jutting out of the cliff. He pulled himself up, swinging his feet up , and proceeded to climb up, scrambling towards the top of the ridge.
Five minutes later, he dragged himself over the top of the ridge. He rolled away from the edge and pulled his rifle up. He crawled to the edge of the ridge he had just climbed up and scanned the valley they had emerged from.
He kept watch for a few seconds, long enough for his breathing to return to normal. Nothing moved in the valley; so far so good. He reached down and extended his hand to another member of gamma team, helping him over the edge onto the ridge.

The team gathered together, and the lieutenant gave his briefing. Gamma team was to hold the area for alpha and beta teams to investigate. In a way he was slightly envious of alpha team; that was where the action was likely to be.
As the lieutenant gave the order to move out, Wraith moved forwards towards the front of the group, and fell into step beside the lieutenant. "Sir," he whispered, "I know I'm just a rookie, but it seems to me that sending thirty men through the main gate at the same time is just asking for an ambush. Perhaps gamma team should move around the base and try to penetrate the perimeter fence. Do we have any information of what it's made up of? Is it electrified?"
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Unread 7 Jan 2004, 00:00   #25
Muha
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Re: The Hunters

Muha is found lurching after the drop, but then quickly joins up with Gamma team, Scanning the area with his Spitznagh, but noticing quiet smirks from the others at his age, He notices Wraith at Rear Guard, and drops back a bit to help.

After getting onto the ridge he listents to the lieutenants orders and starts walking, before hearing Wraiths suggestion, after he finished Muha buts in

"Sir, Wraith has a good idea, if they ARE going to ambush, then we can create a pincer attack"
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[16:45] <Ur_Quan> brains?? am i missing something??
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Unread 7 Jan 2004, 01:45   #26
Wraith[x]
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Re: The Hunters

*Wraith considers withdrawing his suggestion after Muha thinks it's a good idea...*
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Last edited by Wraith[x]; 7 Jan 2004 at 02:55.
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Unread 7 Jan 2004, 01:49   #27
Muha
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Re: The Hunters

ooc// lol very funny//ooc
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Unread 7 Jan 2004, 06:26   #28
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Re: The Hunters

aah! to late 2 join? hope not

Name: Dutch aka
Nationality: mars
Statistics: male, age 30
Weapons:
V-12 “Fluff Hunter”
Type: Sniper Rifle
Clip Size: 5
Firepower: *******
Ammo Types: Armor Piercing
Description: The V-12, or “Fluff Hunter”, got its name from field tests, during which one sniper blew off the fluffy tail of a desert hare at five miles out. An extremely high-powered rifle, the weapon only uses high-velocity armor piercing rounds, which can rip clean through several Isomorphs at once, if they happen to be standing in a line.
Slots: 2
.48 Special (*2)
Type: Revolver
Clip Size: 6
Firepower: **
Ammo Types: Soft-point, Magnum
Description: The .48 Special is a small, compact revolver that has a small amount of ammo per reload with a low amount of penetrating power. However, the gun is cheap, and makes a good back-up weapon, especially if equipped with Magnum rounds to boost the gun’s firepower.
Slots: 1/2

Equipment:
4 * Sniper Rifle Clip, Type A
Type: Armor Piercing
Description: A clip of sniper rifle ammo containing armor piercing rounds.
Slots: 1/2

3 * Revolver Bullets, Type A
Type: Magnum
Description: A cylinder of 6 magnum bullets, capable of blowing nice big holes in virtually any target.
Slots: 1

Climbing Gear
Description: Gear needed to scale rock walls, tall buildings, etc.
Slots: 2

Scope
Description: A scope, capable of being fitted on virtually any weapon that doesn’t already come equipped with one.
Slots: 1/2

Silencer
Description: When discretion is required, a silencer can be used to greatly reduce the amount of noise generated by gunfire. This in turn, generally attracts fewer Isomorphs to the battle, since they don’t hear a battle going on.
Slots: 1/2

Medial Kit
Description: A field medical kit, useful for bandaging and treating more serious wounds.
Slots: 2
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Unread 7 Jan 2004, 15:03   #29
Fluffie
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Re: The Hunters

Getting too many snipers or not? If so... I can switch if you want Mister Inspectre...
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Unread 7 Jan 2004, 15:41   #30
Bakan
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Re: The Hunters

*Leaping gracefully from the dropship, Bakan curses to himself as the stupid officer in charge yells out orders, letting any isomorph within hearing range know what's going on. Jogging along, his Rocket launcher, Bakan hooks up with Sniper team. Setting his equipment down, he get's puzzled looks from the others of the team.*

"What? Sometimes you need guns that have a big BANG sniping away."
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Unread 10 Jan 2004, 08:56   #31
Inspectre
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Re: The Hunters

/ooc Unlike Master No Dachi in his Marines threads, I prefer not to drag on the disturbing silences for very long. Thus, let the carnage begin! \o/ :gollum: ooc/

/ooc My apologies also for not specifying at what time this mission was happening. Currently, it's around 1PM, local time. So no night-vision needed, Wraith. ooc/

Fluffie

/ooc My map is the height of perfection. Saying otherwise will cause me to unleash a flood of Omni-morph wrath down on your arse. Now then, isn't there something you should be saying right about now? ooc/

/ooc To answer your question, yes your maps are better than the one I drew. My map is the result of spending ten to fifteen minutes using Microsoft Paint to slap something together. ooc/

/ooc And yes, you may remain a sniper if you want. This just means that I'll throw more stuff out for you to shoot at. ooc/

After forming up with the rest of your small, leet (or so you think. ) part of the Hunter group, you take a moment to look around at your surroundings. The savanna is quite bare, simply patches of rocks surrounded by golden oceans of weeds and wild wheat.

At one time, or so the histories said, this part of the world was one of the best agricultural areas on the North American continent. Although they had remained relatively intact as a farming area for the past several centuries, the recent revolt of the Omni-morphs has led to people abandoning this area. Now, the area was an uninhabited wasteland, covered with wild strains of the once domestic crops, and home to a number of feral animals. At least, some feral animals before the Omni-morphs consumed them.

The Omni-morph infection appeared to be still rather minor in this area, as you are unable to see any bizarre growths dotting the landscape. For some reason the Isomorphs would often twist the very land that they decided to inhabit, covering it with bizarre growths of flesh and ooze. No one is really sure what the growths were: scientists have theorized them to be anything from immature Queens to waste products of the Isomorphs.

Suddenly, you see a slight blur of movement out of the corner of your right eye. Whirling, you scan the area where you thought you saw the movement, but only see several stalks of wild wheat swaying in the wind. One of the more experienced Hunters, by the look of him, laughs as pushes on past you. "Oh don't worry: they're out there, and they know we're here too. I wouldn't waste a bullet shooting at them now though: they're just shadowing us at a nice, safe, distance. You'll know when it's time to start shooting, believe me."

Eventually, you and the rest of the Hunters reach the Ridge without incident, although you do detect several more flickers of movement at the edges of your vision. They were out there, alright, but for now they seemed content just to follow as the grizzled veteran had said. As you neared the Ridge, the shadowing Isomorphs appeared to move off, leaving you for some reason. It certainly didn't make you feel good, and you were definitely glad you can sit up here on this nice ridge safe and sound, while the rest of those saps had to go down into the encampment, which had clearly seen quite a lot of Isomorph activity.

Looking at your map and the deployment of the Sniper Team along the ridge, you suddenly notice that Meader is in the position to your immediate right. Clicking open a comm channel, you fire off a quick message to him via a secure, private channel.

"One hundred Grasshoppers... Phoowee.. You keep those small things of my back and I'll kill you one hundred big'uns, m'kay?"

"Hahaha . . . let me tell ya, those one hundred kills didn't come easily, and I've had to pick off a lot more of the other critters in my time as well. Your nasty little cannon there probably could bring down a more than a couple of the bigger of the b*stards, but keep in mind that sometimes it might be better to turn tail than try to play hero. Once we start picking them off, they're going to come for us. I've seen the little f*ckers pinpoint a sniper team's position, then send a whole swarm of Grasshoppers around the back while a big ol' Armadillo does a little jig out front to keep the snipers distracted. Just don't let making the trophy kill distract you from surviving. Other than that, blast away, and watch my *ss for me, eh?" Over the sound of the comm channel, you hear Meader spit out his current wad of bubble gum, and shove a new stick into his mouth.

Sweeping the encampment with your rifle, you see nothing especially out of the ordinary, except the various holes dotting the landscape. However, as you pass your scope over one hole, you could have sworn you saw a slender eyestalk peek out of the hole, pan towards the approaching group of Hunters, blink, and then disappear back down the hole.

Hewitt

Feeling as if you're the source of ridicule for a bunch of half-blind cowards ( ), you immediately feel self-conscious and begin examining your flamethrower again. Although nowhere near as impressive, perhaps, as those of a bygone age, your model of flamethrower was much more effective, and useful in a wider variety of situations (like a corridor packed with friendly bodies and Isomorphs ).

Suddenly, the lieutenant bellows that you have reached the drop zone, and it's time to get off. Hearing Alpha Team called, you hop into one of the repulsor beams and are transported quickly down to the ground. Looking around, you see nothing but patches of rocks and wild wheat: the new savanna covering most of North America, and indeed, the world.

The trip to the ridge south of Dr. Clargiver's encampment is surprisingly quiet. Disturbingly quiet. You get the feeling that something was out there, waiting for you, stalking you and the rest of the Hunters. You've been told that this was a perfectly understandable feeling for those venturing outside of the safety of City-Fortress walls, but that didn't mean it was all in your head either. There were Isomorphs out there, and they would consume you if they could. Seeing a blur of grey suddenly appear off to your left, you turn your head to get a better look. You catch a glimpse of a slime-covered, grey carapace showing through several stalks of wild wheat, and then the creature was gone, hopping back into deeper cover. The Isomorphs were here, but instead of attacking they were following you. This only added to your unease, which increased the closer you got to the encampment. Finally reaching the ridge, you looked down to find your destination had already had visitors . . . and they had trashed the place. Nonetheless, the lieutenant ordered everyone down to the encampment, everyone except the snipers, who would remain behind to provide cover. You're not sure if you should envy them or pity them: they'd be out of any Isomorph ambush within the encampment, true, but they were also vulnerable to Isomorphs sneaking up from behind.

Zappa

/ooc It's never too late to join one of my threads. Character approved. Oh, and fluffie - the wrathful Omni-morphs are watching . . . ooc/

You are part of Sniper Team, setting up along a ridge overlooking Dr. Clargiver's encampment. It appeared the rest of the cannon fodder was going to go down and lure the Omni-morphs out, so you could blast them with impunity. Which was fine with you, of course. Better someone else to risk their *ss than yours, at least not without a significant pay raise. It seemed unlikely you were going to be getting any sort of pay raise or bonus anytime soon, however, with the way that this mission was turning out. Unless the cannon fodder found something useful down there, the only good thing that you'll be able to say about this mission was that you survived.

Wraith

You almost lose your lunch thanks to the repulsor beam, but luckily you manage to hold it in and avoid embarrassing yourself on your first mission. As your team was the last one to leave the gunship, the lieutenant bellowed out for everyone to move out only a few seconds after your feet touched the ground. Looking around, you see that Alpha and Beta teams had secured the area quickly, not that there was anything to secure. Eerily, not a single Isomorph had appeared to attack the group of mercenaries as they moved out into the surrounding area. You had heard stories of hot-dropping Hunters having to wade through mounds of killed Isomorphs just to get away from the drop-zone.

Sensing movement off to your right, you realize that the Isomorphs were out there alright, but for some reason they weren't attacking . . . yet. Unfortunately, there was little that you could do about it now, and hurried to keep up with the rest of the Hunters. The Isomorphs might have enough numbers to tackle a fully-armed group of mercenaries, but there were almost certainly enough to consume a lone, lost soldier. Finally reaching the Ridge, you quickly hike your way to the top, and help several of your fellow Gammas up the steep slope once you get to the top. Looking down on the encampment, you can see that it had been attacked by Isomorphs, and almost totally destroyed. Nonetheless, the lieutenant ordered you back down the slope a moment later, as you headed towards the encampment's Main Gate.

On the way the lieutenant gave his orders for securing Dr. Clargiver's encampment, and upon remembering the Isomorphs shadowing your approach to the encampment, you decide to talk with him. Sliding into step alongside him, you quickly speak your concerns to the lieutenant, and suggest that Gamma team should go into the encampment first, by themselves, in case this was some sort of ambush.

The Lieutenant is about to reply, when another Gamma team member suddenly appears and blurts out his support for you idea. Suddenly interjecting yet another person's opinions and interrupting the lieutenant appeared to be a mistake, and he glares at the offending Hunter before turning back to you.

"I don't think I've ever seen a successful ambush by Isomorphs. Sure, they may hide in cover when we approach on occasion, but most Isomorphs don't have the intelligence to manage the scope of tactics that you're talking about. Likewise, they seldom leave a destroyed camp site like this . . . they always consume every scrap of it before moving on."

The lieutenant also looked out at the endless plains, a frown forming on his face.

"Nor have I ever known Isomorphs to have enough restraint to resist attacking a band of "prey", and especially not enough restraint to shadow it and then break off like those Grasshoppers did. This mission is quickly turning d*mned peculiar."

The lieutenant shook his head, and then turned to a large African-American cradling a Kamasawa shotgun in his arms.

"Sergeant Dubois."

"Yessir?"

"I've decided to change my orders. You and the rest of Beta Team will remain here to guard the Main Gate, in case these Isomorphs really are up to something. With any luck, you should be able to hold the area long enough for us to withdraw back to you and get out of here, if it comes to that."

"Very well sir. You can count on me and my boys. Right!!!?"

Sergeant Dubois's comment was greeted by a bunch of enthusiastic hoots and grunts from the members of Beta team.

"Alpha team will secure the Laboratory, Gamma will take care of the good doctor's tent. We're going to go in, scout around, and then get the h*ll out of here, hopefully before the Isomorphs realize we're here. Alright, let's take care of some business."

Without another word to you, the lieutenant moved away from you, leading up Alpha Team as it passed through the gate.

Now that you were up close, you could see that the wall surrounding the encampment was made of cheap slats of steel. You doubted the low wall could have kept out a rabbit, along it undoubtedly gave the camp's guards some comfort. Unjustified comfort, apparently, since several places along the wall were breached, the steel slats torn apart and bent aside.

Muha

You follow along with the rest of Gamma team, helping one of your fellow team members guard the rear of the formation as it approaches the encampment's main gate. Eventually, your companion moves forward, and begins to talk in hushed tones to the lieutenant. Interested to hear what's going on, you move up ahead as well, and arrive just in time to hear Wraith's suggestion. Thinking that the idea was sound yourself, you immediately blurted out your opinion on the matter as well, earning you nothing more than a contemptuous glare from the lieutenant. If your commanding officer's reaction wasn't enough to tell you that you just made a mistake, the words he mouthed to you underlined it.

I'll deal with you later, if the Omnis don't.

However, the lieutenant eventually agrees to Wraith's suggestion somewhat, leaving behind Beta team at the Main Gate to secure a way of retreat from the encampment. Meanwhile, it seems that you would be going with the rest of Gamma team to explore Dr. Clargiver's personal tent, secure it, and hopefully find some explanations to just what happened here within.

Mad Cat

/ooc Nope, not too late to join. Char approved. ooc/

You set up with the other members of Sniper Team along the ridge overlooking Dr. Clargiver's encampment. All appears to be quiet for now, but you know that is just an illusion: if the Isomorphs do decide to attack, everything will hit the fan very quickly. Deciding to take advantage of the lull in the action, you check your weapons one last time: everything checks out, and you're ready to go "snipe-hunting."

Bakan

You gracefully hop out of the gunship, already having quite a lot of experience with repulsor beams. The technology had certainly improved from what it once was: you had heard stories during the war of experimental repulsor beams either failing, leaving the jumping soldier with nothing but air to stop their fall, or the repulsor beams to greatly speed the soldier's descent to the ground . . . and then failing to stop that rapid descent in time. Now, however, the repulsor beams were quite reliable. Scanning the area, you see no Isomorphs in sight, although that doesn't mean much with the tall stalks of wild wheat covering large portions of the surrounding areas. The lieutenant doesn't help matters any, either, screaming out his orders as if he were out on a parade ground, instead of a battlefield. Nevertheless, he seemed competent enough in other respects, and your group quickly moved towards the encampment, advancing by Fire Teams. Finally, you reach the Ridge, and the Fire Teams quickly move off towards the encampment while the Sniper Team sets up shop on the Ridge. You decide to join them, figuring a rocket launcher would be better fired from a long distance away as opposed to close quarters. The sniper that you set up next to looks at your oddly for a moment, then shrugs, and goes back to scanning the area through his scope. Apparently, he had seen it all before, just like you.


All

Other than the odd gust of wind whistling and rattling through the encampment, all is silent as the lead Hunters walk through the smashed Main Gates and into Dr. Clargiver's encampment. Once inside the encampment, the Hunters begin to spread out, advancing in all directions so that no area was left uncovered by at least one weapon.

However, nearly half of the Hunters, despite their extensive training and impressive backgrounds, were on their first mission. Therefore, it should be no surprise that they did not know their opponent well, or underestimate its capabilities. Attracted by idle and morbid curiosity, one of the rookie Hunters broke off his careful advance in a straight line, and approached a hole located only a few meters off to his right.

This hole was apparently made by Isomorphs as they tunneled up to gain access to the encampment from below, and apparently abandoned once the attack was over. Curious to see how deep the hole went before breaking off into a tunnel, the rookie cautiously walked up to the edge of the hole, and peered down inside. A shocked look appeared on his face, and he moved to fling himself away from the hole as a Grasshopper came bursting out of it, right into his face.

Although the newbie's quick reaction saved him from having the Grasshopper latch onto his face, it didn't save him entirely from injury. One of the Grasshopper's razor-sharp legs flashed out, slicing open the rookie's left cheek to the bone. Almost immediately, the wound began to swell and turn a dark, purplish-red: an indication of Omni-morph infection.

As the Grasshopper landed from its leap, its single eyestalk swirled around to continue tracking its target, and after a second's rest the thing pushed off again, this time leaping backwards at its target. Although the rookie may have been inexperienced, he wasn't stupid, and immediately opened fire with his Thompson, blasting the Grasshopper apart in mid-air.

The grey remains of the creature fell at the rookie's feet, attempted to reform, and upon realizing that the Grasshopper was too badly damaged to continue, relaxed into death and slowly began to turn black. The rookie saw none of this, however, although swinging back around to spray a continuous stream of fire down into the hole that he was still standing next to.

"Isomorphs!!" He screamed, quite pointlessly, as everyone could now realize that they were under attack. All over the encampment, Grasshopper began to boil out of the holes dotting the area, and began hopping and crawling towards the members of Fire Team Alpha & Gamma

"Fire at will!!" Lieutenant Anderson cried over the comm channel, before letting loose a five-round burst that sawed off the backend of a Grasshopper, leaving its front half to crawl uselessly forward, still attempting to feed despite its crippling damage.
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Quote:
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Quote:
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like you in your threads after about a week



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Unread 10 Jan 2004, 13:11   #32
No Dachi
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Re: The Hunters

Oh yeah, I'm meant to be posting in this thread...
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
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Unread 10 Jan 2004, 13:17   #33
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Re: The Hunters

Quote:
Originally Posted by No Dachi
Oh yeah, I'm meant to be posting in this thread...
lolly roffle, ain't posting because ye thought it was one of yer own then
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Unread 11 Jan 2004, 13:48   #34
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Quote:
You are part of Sniper Team, setting up along a ridge overlooking Dr. Clargiver's encampment. It appeared the rest of the cannon fodder was going to go down and lure the Omni-morphs out, so you could blast them with impunity. Which was fine with you, of course. Better someone else to risk their *ss than yours, at least not without a significant pay raise. It seemed unlikely you were going to be getting any sort of pay raise or bonus anytime soon, however, with the way that this mission was turning out. Unless the cannon fodder found something useful down there, the only good thing that you'll be able to say about this mission was that you survived.
*continues scanning the area, using but one hand to guide the rifle, the other rolling a sigarette*

seconds pass, and boredom grows... the siggy is rolled, and is being moved towards the mouth... lips open slightly, then close tightly over the cardboard filter that was inserted in the back of the sigarette, the pack of tobaco was almost empty, and John did not like tobacostrings in his mouth... slowly, a lighter was brought towards the sigarette, struck, struck again, and one final time. A tiny flame appeared, and was pulled towards the sigarette semlingly by some useen force... a bit of sparking occured, and the toxic fumes started spreading as the flame was extinguished, and the lighter returned to the pocket of John's pants. a puff was pulled into his lungs, and then it happened!

jolting awake, John swirled his sniperrifle towards the source of the gunfire, and saw an isomorph being blasted to shreds. suddonly, more of the same kind started jumping out of the ground all over the place. grinning, John forgot about John, and tought Zappa. The mission had now begun.

taking aim, shot after shot was fired, always aiming at the isomorphs furthest away from the meatpuppets sent to lure them out
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Unread 11 Jan 2004, 20:21   #35
Bakan
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Re: The Hunters

*Having taken a position with the rest of sniper team, Bakan lays on the ground, his rocket launcher set up on a tripod, pointed at the ground. Watching the other teams, Bakan groans as he sees them being ambushed. Knowing that if he fires his weapons that they position will be compromised, Bakan looks down, thinks, and looks into the scope on his launcher. The scope, a unique additional, was actually the same scope one might find on a sniper rifle. Many people looked at it oddly, but Bakan always shurgged it off, for once they saw him in action it's addition become obvious. Looking through it, Bakan saw that the isomorphs were coming out of holes in the ground. Aiming at one of them, Bakan locks on, breaths in, and exhales and pulls the trigger.*

*Riding a plume of flame and smoke, one rocket streaks from the launcher and into the hole. Within seconds, a massive gout of flame and soil errupts from the hole as it collapses, not to mention kills any isomorpth within it and or nearby. Seeing rocket one do the trick, Bakan aims at another hole, this one dangerously close to the teams, but also posing the greatest risk to them if it remained open. Locking it in, Bakan again pulls the trigger, launching another rocket. Again it flies straight and true into the hole, causing another collapses, though the flames and explosing soil and rock knocking several other Hunters to the ground.*

*His launcher empty, Bakan drops behind the ridge, pulling the launcher with him as he pulls out a reload. Slamming it into the launcher, Bakan takes a quick but careful look around, checking for signs that the isomorphs compromised their position.*
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Unread 11 Jan 2004, 20:43   #36
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Re: The Hunters

Inspectre, 'introduce' me into the action! I'm too lazy to read up on all the happenings up to this point!
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 11 Jan 2004, 22:55   #37
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Re: The Hunters

ooc//sorry to do this inspectre, but i prob need to pullout of this thread, the words you use are too big, maybe i can explode or something?//ooc
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Unread 12 Jan 2004, 03:21   #38
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Re: The Hunters

It all happened so quickly. Wraith never saw what started it all off, but suddenly there were Isomorphs pouring out of boltholes all around them. Sounds of gunfire filled the camp as The Hunters opened fire on their insectoid attackers. Wraith pulled his Assault Rifle up and started firing, three-bullet staccato bursts erupting from the barrel of his M32. He saw one grasshopper go down from his fire, and thought he might have hit another, but couldn't be sure, as he heard a frantic call over the chaos of the battle; "Fire in the Hole!"
Wraith heard an explosion behind him, and span around to see what was happening. Smoke was rising on the other side of the camp, and dust was hanging in the air, caught by the wind as it was thrown up from the explosion. Suddenly, through the dust, he saw a burst of flame emerge, trailing a long plume of smoke; He quickly realised it was a rocket.

And it was headed in his direction.

Wraith turned and ran, fleeing away at an angle to the path of the rocket. He sprinted as hard and fast as he could, putting all his energy into the short burst. He ran, ran, ran... and then the rocket hit. The shock from the blast sent him sprawling to the floor, knocking his assault rifle from his grasp. He pulled his arms up to protect his face as he crashed to the floor and came sliding to a halt in the mud. He lay still for a moment, before rolling onto his back. His body complained a little, asking for some time to just stay still and congratulate itself for still being in once piece, but he forced himself into a sitting position. He glanced around and saw his Assault Rifle, lying a few metres to his right. He dragged himself to his knees and started crawling over.

Before he had moved even half a metre, to his horror, a grasshopper emerged round the corner of the tent next to Doctor Clargiver's; less then ten metres separated them. Their eyes met, and the grasshopper hissssed loudly, crouching down onto all six of it's legs. Wraith frantically reached for his shotgun, moving pulling it from it's holster as the grasshopper jumped forwards. His hand jerked to a halt; looking down he saw his shotgun was caught in the holster. He heard the grasshopper land, and glanced up to see it only six metres away, and already pushing off into another leap. With his free hand he reached across and gave his shotgun an almighty whack. It moved a little, but still wouldn't come free. He struck it again, as he heard the isomorph land a second time; fortunately, this time it came unstuck, sliding suddenly from the holster. He pulled it up to bring it to be bear on the grasshopper, and squeezed the trigger just as his foe was about to strike. The isomorph's chest exploded in a rain of gibs, spattering Wraith, as the remains of the grasshopper's body fell at his feet. He kicked the carcass off, struggled up to his feet and retrieved his Assault Rifle. He slipped the shotgun back into his holster, and turned back to the battle.
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Unread 12 Jan 2004, 16:02   #39
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Re: The Hunters

Quote:
Originally Posted by Inspectre
useful in a wider variety of situations (like a corridor packed with friendly bodies and Isomorphs ).
ooc:

*Hewitt watches on as one of the other new hunters breaks from his position next to him, peers curiously down one of the many holes in the area and proceeds to come under sudden attack by an isomorph. By the time Hewitt gets close enough to help, isomorphs are pouring into the encampment from every extermity.*

"^%*! I knew something wasn't right... FIRE IN THE HALL!"

*Unclipping one of his A-grenades, Hewitt flips the trigger and ditches the thing down in the tunnel full of advancing grasshoppers.*

Random grasshopper: *gets hit in the head (stalk) by some metallic object* Urk?

BANG!

*The bio-grenade explodes in a green spray of Anti-morphs instantly having an acidic-like effect on the insidious creatures. Hewitt and the other rookie can very clearly hear their squeals of pain and agony as Hewitt pulls the other man back from the hole.*

"Cover me!!"

*Hewitt then jumps down into the hole and let's rip with the bio-flamethrower as a fresh wave of isomorphs come streaming down the underground passage. He hopes the other hunter with the thompson knows enough to keep other critters from jumping down with him.*
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Unread 12 Jan 2004, 20:29   #40
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Re: The Hunters

mc rushes out to the edge of the ridge and is setting up the bipod for his rifle when he hears the sound of gunfire he looks towards the base and sees the isomorphs pouring out of the hole

lesson one, always toss a grenade down those holes

finishes setting up and looks through the scope stetting it to 12x zoom

the damn grasshoppers cat hit them too fast and small

the view suddenly goes lumpy grey/white and mc looks up to se what it is

a rocket, wonderful

goes back to the scope and scans the field
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Unread 13 Jan 2004, 22:50   #41
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Re: The Hunters

Yup. Not good at all.

Having been able to watch the beginning of the entire ****ing chaos upclose through his scope, Fluffie thought the above line again, though not bothering to bother the rest with what they no doubtedly were already thinking themselves, be it either in the exact same words or in a strange, or maybe not so strange, variation.

Anyhow, Mr. Sniper had already flicked the safety off and was keeping his aim fixed on a hole, though not having fired any shots yet.... He judged it too risky - there were lots of other Hunters nearby and his heavy calibre weapon would be sure to rip someone apart if the shot went wrong.

Wow!

Bad thought!

A shot going wrong? No frickin' way dude, he was Mr. Fluffie the God Almighty ****ing Sniper, now wasn't he? Softly muttering those words to himself, he squeezes one eye shut and looks through his scope with the other, his finger around the trigger... Just waiting... For the shot...

Not much later, his weapon fired - a large bang notifying a lot of other creatures and what-else-not that they were there, on that ridge. Yup, that's right, exactly there.

However, some cool dude who used a God damned mother****ing bazooka for snipering had made sure, a few moments before Fluffie's shot, that aliens probably on Mars could see him being, noisy as it may be, damned effective at clearing out those scum-ass holes.

And, with that all after us and typed up now, Fluffie went back to... Imagining himself to be a Bird of Prey, circling around its target, Disruptor Cannons ready to open up as soon as the cloaking field drops...

And occasionally, the field did drop and the mighty Disruptors did sniper. And what was snipered, was shattered. What was shattered splattered. What was splattered probably drenched some too close bystanders in Omni-scum goo.

Woops!
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Unread 13 Jan 2004, 23:03   #42
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Re: The Hunters

Quote:
Originally Posted by No Dachi
Oh yeah, I'm meant to be posting in this thread...
You know... To punish Dachi for this bad behaviour, you could like have my character 'accidently' shatter one of his kneecaps.

Or!

Have the goo I 'spread' around cover his visor, so a Grasshopper gets through his barrage of A bullets and then... IT CAN SHATTER HIS KNEECAPS, yayyy!
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Unread 14 Jan 2004, 17:17   #43
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Re: The Hunters

Quote:
Originally Posted by Fluffie
You know... To punish Dachi for this bad behaviour, you could like have my character 'accidently' shatter one of his kneecaps.

Or!

Have the goo I 'spread' around cover his visor, so a Grasshopper gets through his barrage of A bullets and then... IT CAN SHATTER HIS KNEECAPS, yayyy!
Can't we have some kind of punishment that doesn't involve my kneecaps being shattered?

Following closely behind the flamethrower-bearing man who seemed to be in the front of Alpha Squad's advance, No Dachi spots him throw a grenade down one of the many holes covering the ground. The Isomorphs had begun their attack, it seemed. Watching as the man dropped down one of the holes, No Dachi felt the blast of heat form his position kneeling at the side of the entrance as he watched the surrounding terrain carefully for evidence of more Isomorphs.
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 15 Jan 2004, 07:05   #44
Inspectre
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Re: The Hunters

Zappa

Upon seeing the Isomorphs erupting from holes all across the encampment, you tighten your grip on your rifle, center the crosshairs on a Grasshopper, and go to work. Your first shot utterly disintegrates a Grasshopper, causing ichor and shreds of its grey carapace to fly in every direction as the heavy armor-piercing bullet fired by your Fluffhunter passes through the bizarre creature.

The second shot provides similar success, utterly destroying a Grasshopper despite catching it only towards the rear of its abdomen. These things are clearly the Omni-morph version of meatfodder, and you are disgusted that you have to waste such valuable ammunition on them. However, they currently appear to be the only targets out there, and so you continue to pick them off, albeit at a slower rate. The loud whoosh of a rocket leaving its launcher, followed shortly by the louder noise of an explosion, indicates that someone, at least, had the right idea for killing multiple Grasshoppers at once. A second explosion suddenly fills your sights, briefly obscuring your target hole in a cloud of dust. When the cloud clears, you see that the tunnel has collapsed, preventing any more Grasshoppers from emerging.

Upon seeing this, however, you suddenly realize that the Grasshoppers are closely bunched together when they first exit their tunnels. Swinging your sights around to center on another of the holes farthest from the group of Hunters serving as bait, you fire your third shot. This time, you kill three Grasshoppers at once, the heavy bullet ripping through the first one's body to pass cleanly through the second, and through the second to the third. Your bloodlust merely whetted, you fire your forth & fifth shot, and then pull the trigger two more times, forgetting momentarily that your current rifle clip was empty.

Briefly removing your eye from the scope, you miss seeing two more Grasshoppers die to your last shot, and a third one become crippled by a glancing blow. (You killed another three with your fourth shot.) You quickly and coolly slip the empty clip of armor-piercing ammo out of its holder on the bottom of the sniper rifle, throw it off the cliff, and slap a fresh clip into the weapon. You work the slide to chamber the first round, and then place your eye against the scope once more.

Squinting your eye, you signal the scope to go from a simple, expanded view of the battleground to a 10x zoom, and center the sights once more on the familiar sight of the Isomorph hole, its edges now amply painted with the blood and intestines of half a dozen Grasshoppers. You fire off two more shots, splattering another good half dozen Grasshoppers, before someone screams “They’re coming up the Ridge! We’re surrounded!!”

Looking up and behind you, you do indeed see several Grasshoppers emerging from the patches of field, and begin to hop up the ridge’s steep slope with surprising alacrity. There are other targets as well: you see the bulbous head of an Armadillo burst up through the ground near the base of the Ridge, a pair of Cobras slithering up through a crack between the rest of its body and the edge of the hole.

Kills: 16 Grasshoppers
Ammo Used: 1 Clip of AP Sniper Ammo, Type A

Bakan

After setting your somewhat modified Bakan rocket launcher up on its tripod stand, similar to the ones used by sniper rifles, you look down at the encampment through the launcher’s scope, also similar to those used by sniper rifles. Seeing a sudden flurry of grey shapes appear and begin to attack the Hunter Fire Teams Alpha, Beta, & Gamma, you groan inwardly and squint through your scope.

This activates the zoom feature of your scope, and it immediately gives you a close-up view of the action. Most of the Isomorphs were already too close to the Hunters for you to risk firing your rocket launcher, but you had to do something. Scanning the area, you noticed that more Isomorphs were joining the battle by emerging from the holes dotting the encampment grounds.

Centering one of these holes in your scope sights, you inhale, and then exhale, a second before you mash the rocket’s firing stud and send a fiery comet off of the Ridge down to the encampment below, blowing the hole to kingdom come, and sending several nearby Grasshoppers high up into the air . . . well, pieces of several Grasshoppers, anyway.

Deciding the holes closest to the Hunters were the most dangerous, you targeted a second hole, this one much closer to the Hunter group than the first one. Despite the danger of friendly fire, you fire your second shot on this one, collapsing this second hole as effectively as you did the first one, as well as killing off numerous Isomorphs.

Your rocket launcher empty, you pull it back from the edge of the Ridge, and carefully pull out two more rockets from your armored backpack. Sliding them cautiously into the empty tubes of the Bakan, you are about to push the weapon back to the edge of the ridge, when you change your mind.

In your experience, snipers tended to get caught in the rush of the moment, and ignore everything about the world around them except what they could see through their scopes. This was a dangerous precedent, especially in an exposed area like this.

Turning to scan the foot of the Ridge and the surrounding area below, even you are shocked when you see several Grasshoppers emerge from hiding and begin to bound up the ridge. Before you can call a warning however, some other cautious sniper screams out, “They’re coming up the Ridge! We’re surrounded!!”

Kills: 2 Holes Collapsed, 20 Grasshoppers
Ammo Used: 1 Clip of Rocket Launcher Ammo, Type A

Muha

/ooc Sorry to hear that. Is there anyway I could, like, send you a shortened copy of my DMing to help you understand what is going on? If not, have fun joining another thread. And I already have an idea to make your death somewhat spectacular, if you decide you really want to quit. ooc/

Seeing a Grasshopper leap towards you, you get your shotgun ready, but wait for the beast to get closer before firing. The dim-witted creature is only too happy to oblige, and lands only a few feet away from you, getting ready to jump one last time and land on your chest. You fire before the foul thing can do so, splattering its Omni-morph filled body with a single shotgun blast. The surviving pieces of the Grasshopper disgustingly attempt to slither back together and reform, but collapse a moment later and begin to shrivel up into a black puddle of goo.

Kills: 1 Grasshopper

Wraith

The Isomorph ambush was fast and quick, hitting the Hunters hard before they even realized what was even happening. However, all of you were highly-trained mercenaries, and as Lieutenant Anderson roared out the order to fire, his voice was nearly drowned out by the sounds of gunfire from almost everyone within Fire Teams Alpha & Gamma. All of the brash talk about slaughtering Isomorphs by the hundred was over: now it was kill or be killed.

Seeing a leading Grasshopper waddle its way rapidly across the ground towards you, you decided to kill as you pulled the trigger, pumping a three-round burst into it. The thing seems to give out a dying shriek as the bullets tear first into its somewhat armored carapace, and then into its soft intestines, spraying them everywhere. The Grasshopper collapses into a puddle of its own blood, and parts of it appear to be reforming even as you watch. A second later, however, the Anti-morphs finish the job, and the Grasshopper begins to melt into a puddle of black slimy goop.

By that point, however, you had already switched targets, hammering apart two more Grasshoppers as they hopped towards you. A grey blur appears in the corner of your right eye a moment later, and you instinctively duck. This move probably saves your life, as a flanking Grasshopper soars over your now bowed head and lands a few feet away to your left. Whirling, you fire a short burst into the creature before it can try to kill you again, and adding it to your kill count.

You suddenly hear the warning, “Fire in the Hole!” A moment later, the warning is followed by a loud explosion, and you turn to see a plume of smoke and dust rising from a spot across the camp. The plume is joined a moment later by a burst of flame from the Ridge and a long trail of smoke. A moment after that, you realize that it is a rocket. A moment after that, you realize said rocket is coming this way.

You turn to run, legs pumping up and down in an attempt to remove you from danger, while a tiny voice in your mind gibbers madly with fear. You manage to make it several meters away from the blast zone by your quick reaction and fast sprint, before the rocket hits. Despite the distance you put between you and Mr. Rocket, the shockwave of the blast still sends you hurtling through the air, like a scene from some cheesy sci-fi action movie ().

If you had been unarmored, the impact of your landing would have certainly killed you, if the explosion hadn’t dealt with you first. Fortunately, you were encased in some of the best modern technology credits could buy, and your light armored suit protected you from the worst of it. Nevertheless, you immediately realized that you might not be alive for much longer: your assault rifle was gone. Looking around frantically for it, you soon spy it lying on the ground several meters away. On hands and knees, you begin to crawl towards it, looking around somewhat fearfully to see if any Grasshoppers were approaching. To your worst fears, one was indeed approaching.

As you reached the two meter away mark, you spy a Grasshopper round a nearby tent, give a slight shudder and hiss as it sees you, and begin bounding in your direction. As the disgusting creature lands from a leap that places it only six meters away from you, you come to the realization that you can’t possibly get to your Assault Rifle quickly enough. Forced to rely on your back-up weapon, a Scatterpistol, you would have to wait for the creature to get very close indeed in order to kill it. That was apparently fine with Fate, because as you reached down to draw your weapon, you discovered that it was stuck in its holster.

Struggling with it, you tug and smack at the weapon, nearly discharging it several times in your frantic efforts to work it free from its holster down at your hip. Meanwhile, the Grasshopper calmly continued to jump in your direction, apparently in no hurry to end your miserable life.

Four meters. Two meters. You now have a very close look at your nemesis, and can see that it’s somewhat slimy grey carapace isn’t the smooth armored husk you had imagined. Tumor-like growths sprout out from the carapace in several places, and you can see a few areas that aren’t really hard carapace at all, but instead are made of gummy, grey flesh. Near the top of the Grasshopper’s head sprouts an eye stalk, and although it does terminate in a single eye, the eye itself is a bizarre mockery of nature. Despite having a single, red iris, the odd creature had two reptilian pupils within that sea of red. Did that mean the thing had double vision, despite having only one eye?

You had no clue, and didn’t really care about the answer, as you continued to attempt to free your weapon and save yourself. The Grasshopper appeared to be quite aware of your helplessness, as it momentarily paused to wag a tattered piece of flesh emerging from its mouth at you (tongue?). It also rubbed its fangs (fangs!!?) together, making a low grating sound as the hard pieces of bone scrapped together. Then the creature leaped for the final time, clearing the final two meters, and descends towards your chest . . .

At some point during this, you manage to finally yank your Scatterpistol out of its holster, point it in the creature’s general direction, and fire. Your first and only shot is slightly off, but you’re at some close range that the shot still tears a huge chunk out of the Grasshopper’s abdomen, nearly blowing its left side off completely. It lands with a sickening thump on your chest, and you can feel it spasm several times through your suit fibers. Your helmet flashes several warnings at you as the Omni-morphs in the Grasshopper’s blood being to eat away at your suit, but the warnings fade as the Grasshopper finally dies, taking its Omni-morphs with it. As the foul creature begins to decompose into black ooze, you push its remains off of you, leaving your suit’s breastplate smeared with black slime and slightly scoured where the Omni-morphs had begun to chew through.

The Grasshopper dead, you get to your feet, and quickly walk over to your Assault Rifle. You holster your Scatterpistol, and then pick the Assault Rifle back up. Settling it back into the cradle of your arms, you turn to head back into the battle, and witness a peculiar sight. One of the Hunters in Fire Team Alpha, quite obviously a complete and utter lunatic (), throws an A-grenade down into one of the holes the Grasshoppers were using, and then follows the grenade down into the hole himself.

Kills: 5 Grasshoppers

Hewitt

/ooc You sir, are a complete and utter lunatic. I like. ooc/

Upon seeing one of your fellow rookies approach a hole, and then promptly get jumped by a swarm of Isomorphs, you decide to run forward and help the chap. The Hunters recruit clearly needs it, as a Grasshopper twists out of his line of fire, crawls the rest of the way out of the hole, and launches itself at his chest. Upon latching itself onto the rookie’s chest, the Grasshopper calmly latches itself onto his suit with its six spindly legs, ignoring all of the rookie Hunter’s attempts to dislodge it.

Releasing its grip with one of its legs, the Grasshopper pulls the razor-sharp appendage back, and then rams it into the rookie’s shoulder. Approaching the rookie from behind, you can see the blood covered tip of the Grasshopper’s leg emerge from the back of his left shoulder blade, wave back and forth for several moments, and then retract back into his body. Even with the somewhat sound-dampening properties of your helmet, you can still clearly hear the rookie’s shrieks of pain as the Grasshopper continues to dig its leg around inside of his body.

Finally reaching the rookie, you’ve decided the Grasshopper’s had its fun, and proceed to spray the sadistic thing with your flamethrower. Like an ice cube in an inferno, the Grasshopper melts into a black sledge, which is sprayed off of the rookie’s chest by a little bit more of your Anti-morph fluid. Despite somewhat cleaning out the rookie’s no doubt badly infected wound, your flamethrower can do little for his wounds, and the Hunters recruit collapses onto his arse as his legs give out. Noticing that Grasshoppers were still pouring out of the hole, and beginning to turn their eye stalks in your direction, you spray them down too, momentarily clearing the area out.

“Thanks.” The rookie grates out, barely able to speak with the way his face and jaw were now beginning to swell up. Setting his Thompson down onto his lap, he reaches down to a pocket on his shin, unzips it, and pulls out a syringe. He jabs it into his upper arms, and noticeably relaxes as the mixture of painkillers & Anti-morphs enter his bloodstream.

“I think I’ll be ok, for now at least. Keep moving . . . I’ll cover ya!”

As if to prove his ability to you, the recruits suddenly brandishes his Thompson, and fires at a Grasshopper beginning to crawl out of the hole in front of you. The burst severs the thing’s eye stalk, and a moment later, paints the edges of the holes with the thing’s brain matter. Deciding you had had enough of these things, you pull an A-grenade out of your belt, calmly pull the pin, and chuck it down the hole that the Grasshoppers were coming from.

You think you hear a grunt of confusion come from the hole, although you’re not sure if you imagined it or not, a second before the grenade detonated. You definitely hear something after the A-grenade goes off however: the shrieks of several Grasshoppers as the Anti-morph fluid sprays the tunnel and begins to melt them. Figuring you only had a few moments before yet more Grasshoppers showed up, you suddenly came up with the really insane idea to jump down into the hole yourself. Tossing the rookie a short good-bye wave, you ran to the edge of the hole and then jumped down. The hole, surprisingly enough, went down several meters, and upon impact you went down, nearly breaking one of your ankles in the odd landing. Nothing was broken, however, not at the moment anyway, and you were currently in a sitting position several meters below the opening of the tunnel, facing the dark passage leading away from you. Sensing the darkness around you, your helmet’s computer turns your suit lights on, flooding the midnight black passageway before you with bright light. Caught in the light, you can see several Grasshoppers slowly wading through the remaining Anti-morph fluid covering the walls, floor, and ceiling of the passageway. Even as the magnificent liquid melted away the legs of the Grasshoppers, they continued to press forward, although they stopped momentarily upon being speared by the brilliant beams of your helmet lights. Beyond the grey bodies of the several Grasshoppers currently making their way through the Anti-morph spray section of tunnel, you can see dozens more, and other, more sinister, dark shapes at the end of your light. With a single, joined, piercingly loud shriek, the lead Grasshoppers throw themselves off of the Anti-morph covered walls at you. Eyes narrowing, you ignite your flamethrower once more, and turn them into one large glob of black sledge as they melt together under the fury of your flamethrower. The glob splatters at your feet, spraying part of your suit with the foul liquid, although it seems to be harmlessly inert: all that remains of dead Grasshoppers. Seeing beyond that spray that the Grasshoppers continue to swarm forward in a most determined fashion, you hold the trigger stud down on your flamethrower, creating a near-solid wall of Anti-morph fluid that the foul creatures have to pass through before they can get to you. Unfortunately, you only have some much more fluid remaining in this current tank, and you doubt the Grasshoppers are going to let you stop for refills . . .

Kills: 14 Grasshoppers
Ammo Used: 1 A-grenade, Type A

Mad Cat

You quickly pick a spot along the Ridge, and begin setting the tripod for your sniper rifle up. You set the tripod’s feet close to the edge of the ridge, but not close enough that it’s likely your weapon will go tumbling off unless something weird happens. Just as you finish attaching your sniper rifle to the tripod, you hear the sound of gunfire from the encampment. Peering through your sniper rifle’s scope, you can see that Isomorphs,
Grasshoppers, were pouring out of holes in the ground and moving to attack your fellow Hunters.

Zoomed in at 12x magnification like you were, you quickly found it difficult to track a Grasshopper long enough to fire and ensure a hit. You considered zooming back out to a more manageable magnification, but you’re not sure whether even then if you could track the Grasshoppers.

Suddenly, your view goes cloudy and grey. Thinking your scope somehow just got splashed with mud or something, you look up, and see a plume of smoke rising from the encampment. A rocket, presumably used to seal up one of the holes.

Shaking your head, you go to look back through the scope, and scan for more targets. A moment later, you hear someone shout, “They’re coming up the Ridge! We’re surrounded!!”

Kills: 0

Fluffie

Seeing the sudden appearance of utter chaos in the encampment below you, several thoughts run through your mind like a freight train. At the front was: Yup. Not Good at All. As you look through your sniper scope at the little grey buggers swarming over your would-be teammates, you realize that you might not want to take a shot, as you would risk hitting one of your teammates in the process of saving their arse.

Most of the other snipers apparently didn’t share your concerns, however, as rifles cracked all along the Ridge as most of the members of Sniper Team opened fire. From his position beside you, you can hear Meader working like a machine: every few seconds you’d hear his silenced Vlashnikov cough, and him mutter, “Yup, that’s another one.” Some crazy dude even fired a rocket launcher, waving a bright red banner than said “Up here! Come kill us, Omni-dudes!”, even as it blew apart quite a few Omni-scum and collapsed one of their lovely tunnels.

Shaking your head at the madness of it all, and you not joining in on the fun, you look back through your sniper scope, and decide if the rocket dude was crazy enough to fire, you could too. Sighting in on a Grasshoppers bounding its way towards a Hunter, you follow its movements with your scope for a moment, and then stroke the trigger of your lovely Fluffhunter, spraying the little b*stard all over the place and onto the Hunter guy too.

Giggling at your success, your swing around to take aim at another one, and another, and yet another. You were careful with your shots, picking them off like a graceful Bird of Prey, until you found that unlike the TV disruptors, your gun ran out of ammo. Grumbling to yourself, you slide the empty clip out of the Fluffhunter, and replaced it with a full one. You were about to chamber the first round of the weapon when you heard Meader say, “You know, with a gun that powerful, you should be aiming for groups of the things, not little ones. Picking the little f***s off one at a time is my job.”

Meader, his rifle once again loaded as well, returns to his “job”, continuing to pick off Grasshoppers with smooth regularity. About to settle back in to join him in some more sniping fun, you suddenly hear somebody shout “They’re coming up the Ridge! We’re surrounded!!”

Looking back down the Ridge, you can see several Grasshoppers leaping up the steep sloping, making even better time than you had. They’ve probably be onto you in two or three minutes. To make matters worse, the bulbous head of an Armadillo suddenly burst through the ground at the foot of the ridge, joined moments later by two Cobras.

Kills: 5 Grasshoppers
Ammo Used: 1 Clip of Sniper Rifle Ammo, Type A

No Dachi

/ooc Well, I suppose I could shatter your elbows . . . :P Oh, I know! How about both!! :d[/b]

As part of the Alpha Fire Team, you are near the front of the Hunter formation as it enters Dr. Clargiver’s encampment, and is shortly ambushed by the Isomorphs. Seeing an Isomorph labeled as a Grasshopper bound towards you, you raise your Bren 72, and eliminate the pest with a burst of SMG fire. Shredded by your gunfire, the remains of the creature spasm several times in death throes, and then collapse into a pool of black sledge. Upon seeing the little beast die so easily, you wonder why humanity was having such trouble with these things. Looking around the encampment to see easily forty of the little blighters hopping and shambling towards you, you suddenly realize the reason why: sheer numbers.

Picking another two of the creatures off with carefully placed machine gun fire, you simply hold your ground, uncertain whether as to advance or retreat, having received no orders from your commanding officer apparently, except “kill them, kill them all”.

A minute later, you see an even more bizarre sight, as one of your fellow Alpha team members goes forward to assist a rookie standing too close to an Isomorph hole. After housing the wounded rookie down with Anti-morph fluid, the obviously crazed rescuer throws an A-grenade down into the hole, and a moment later, follows down after it.

Suddenly, your visor is covered with a thick black goo, the kind that Grasshoppers apparently turned into when they died. While watching the maniac’s antics, you apparently failed to notice the Grasshopper approaching, but one of the snipers on the ridge did, and dealt with it for you. Unfortunately, it would seem that the sniper also temporarily blinded you by spraying your helmet and faceplate with the foul creature’s innards. Raising a hand to wipe away the black goo from your visor, you hear an odd clicking sound.

Quickly wiping your visor off with your left hand, you look down to see an alive and fully functional Grasshopper sitting at your feet. The thing clicks its fangs together one last time, and then takes to the air, leaping up at you. Twisting your torso around, you manage to avoid getting the thing on your chest, so instead the creature simply slashes at your left arm with its front legs.

The razor-sharp appendages slice into the fibers of your suit, and then, stupefyingly, through your arm as well. Cutting their way to the bone, and then through the bone, the blood-soaked front legs of the Grasshopper emerge from the back of your arm, and then your left arm lazily detaches from the rest of your body and spins lazily away, in slow motion, through the air, to land on the ground three meters away. As you stare in shock at the suddenly severed stump of what used to be your left arm, the Grasshopper lands a few feet away from you.

Sinking to your knees from the shock and blood loss, you drop your SMG, and cradle your severed stump with your remaining hand. Looking in sheer amazement at the bizarre creature known as a Grasshopper, you watch as the thing rises up on its hide legs to strike a martial arts pose with its front legs, before charging at your again. As the thing leaps and attaches itself to your chest, you hear Lieutenant Anderson shout “Finish him!”

The last thing you ever see is the martial artist Grasshopper bury its front two legs into your chest, dig around a bit, and pull the legs back out. Tearing its way back out through your chest as well is your still-beating heart.

/ooc hahahah . . . ok, enough dream sequences. See below for the “real” post. ooc/


No Dachi


As part of the Alpha Fire Team, you are near the front of the Hunter formation as it enters Dr. Clargiver’s encampment, and is shortly ambushed by the Isomorphs. Seeing an Isomorph labeled as a Grasshopper bound towards you, you raise your Bren 72, and eliminate the pest with a burst of SMG fire. Shredded by your gunfire, the remains of the creature spasm several times in death throes, and then collapse into a pool of black sledge. Upon seeing the little beast die so easily, you wonder why humanity was having such trouble with these things. Looking around the encampment to see easily forty of the little blighters hopping and shambling towards you, you suddenly realize the reason why: sheer numbers.

Picking another two of the creatures off with carefully placed machine gun fire, you simply hold your ground, uncertain whether as to advance or retreat, having received no orders from your commanding officer apparently, except “kill them, kill them all”.

A minute later, you see an even more bizarre sight, as one of your fellow Alpha team members goes forward to assist a rookie standing too close to an Isomorph hole. After housing the wounded rookie down with Anti-morph fluid, the obviously crazed rescuer throws an A-grenade down into the hole, and a moment later, follows down after it.

Suddenly, the lower part of your suit is covered with thick black goo, the kind that Grasshoppers apparently turn into when they die. While watching the maniac’s antics, you apparently failed to notice the Grasshopper approaching, but one of the snipers on the ridge did, and dealt with it for you. Deciding to return the favor by helping out the maniac, you head over to the hole that he had jumped into.

Sitting a short distance away from the hole was another, badly wounded, member of Fire Team Alpha, blasting away at approaching Grasshoppers with his Thompson SMG. A last Grasshopper felt apart under the relentless hammering of his bullets, and then the rookie’s sub-machine gun spat out a series of clicks, indicating the clip was empty.

Wild-eyed, the rookie dug around in an ammo pouch for another clip with one hand, while ejecting the spent clip with his other hand. Unfortunately, even as the rookie’s hand emerged with a fresh clip, a Grasshopper leapt the remaining distance to him, catching him full in the face and bowling him over.

As you watched, the Grasshopper settled itself on the rookie’s head, wrapping its clawed legs tightly around the back of the man’s head, and then slowly raising one of its front legs up, preparing to drive the claw down through the man’s visor and into his head beyond . . .

Kills: 3 Grasshoppers
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Last edited by Inspectre; 15 Jan 2004 at 09:15.
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Unread 15 Jan 2004, 09:59   #45
Zappa Tenderlea
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Re: The Hunters

well.... this is... bad... should have placed that mine when I had the chance... oh well...

*quickly pulls out one of his grenades, pulls out the pin, and tosses it down the ridge, hoping this would give him some time to grab his pistol.*

btw, little critters, DIE!!!!

saying this, Zappa jumped up, and started firing his pistol at the annoying animals, picking off those closest to him, while grabbing another grenade with his free hand, pulling out the pin between his teeth, and lobbing it at the armadillo, giving it a handkiss goodbye

hey Bakan, you're doing waay to much damage on the field, I'd suggest you continue your... ahum... 'sniping' while we take care of these rodents....
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Unread 15 Jan 2004, 11:58   #46
No Dachi
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Re: The Hunters

Highly amusing, I'm sure

No Dachi watches as, seemingly in slow motion, the Grasshopper jumps up onto the other rookie's head and prepares to deliver the finishing blow. No Dachi considers his options. The Bren was too innacurate, and in killing the Grasshopper he would likely kill his comrade as well. So in fact, of his two options, only one of them was going to work. No Dachi dropped his hand to the Tomachi .75 holstered at his hip and brought it up again with lightning speed, and, adopting the ancient one-handed Weaver pistol stance, squeezed the trigger several times. The No Dachi, his namesake, was loaded with soft-point bullets, but at this short range and with the bullets being such heavy calibre it probably wouldn't matter too much. No Dachi's assumption wass confirmed when three soft-point bullets smashed into the creature's 'torso', pieces of armoured carapace flying everywhere along with a lot of dark black gore. The heavy .75 bullets having shattered most of the creature's exoskeleton through the force of their impact, the rest of the Grasshopper largely falls apart, leaving the Thompson-wirlding private presumably unhurt, but likely somewhat shellshocked. No Dachi had no time to help him overcome the aftereffects of his near-death experience, though. Two more Grasshoppers closed in one them. No Dachi dropped the Tomachi .75 down to them again, knowing that he wouldn't have enough time to holster it and bring the Bren to bear, and emptied the clip, first at one, then the other. The heavy .75 calibre bullets shattered carapace with relaive ease. Sparing a quick glance around, No Dachi saw that the coast was temporarily clear, and so holstered the pistol once more before bringing the Bren 72, the grip of which he has been holding with his left hand, and sprayed the two (presumably) dead Grasshoppers again, just to make sure. Presently No Dachi dropped to one knee and began spraying any Omnimorphs that he saw with Bren gun AP bullets, presuming that the Thompson private had now recovered enough to cover their back.
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Unread 16 Jan 2004, 17:18   #47
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Re: The Hunters

oh bloody hell!goes back to the scope and starts scanning the ridge itself for targets

oh damnit

mc zooms out to 3X zoom and continues scanning untill he sees a grasshopper struggling up the steep embankment he lines up the crosshairs with its "face" and fires once sending black gore and bits of flesh soaring through the air

one

drives a second bullet into another unfortunate creature who showed its ugly head

two, damn these buggers are ugly

mc pulls his pistol from its holster and loads it, reholsters it and goes back to the scope
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Unread 17 Jan 2004, 17:39   #48
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Re: The Hunters

Quote:
Originally Posted by Inspectre
Hewitt
/ooc You sir, are a complete and utter lunatic. I like. ooc/
ooc:

Ok...so maybe this wasn't such a good idea...

*Hewitt continued to watch on as the dragon he carried did it's horrific work on the insidious omni-morphs. Inhuman shreks of pain and agony filled his ears to the point of bursting and thick, black ooze covered every surface in the tunnel as far as he could see. But no matter how much pain he inflicted on the little buggers they just kept on coming, waddling slowly through A-matter as it ate at their legs and jumping head first into the thick lime green spray from his bio-thrower.

And to make matters worse the fuel indicator on his helmet's visior just started beeping and flashing. He was running out of ammo.*

"Oh crap." *Looks to the heavens.* "IF THERE IS ANYONE UP THERE I COULD SURE AS HELL USE A HAND RIGHT ABOUT NOW!!"

*It takes time to refit a ten gallon tank, time he didn't have... yet. Thinking furiously, Hewitt grabbed another A-grenade and with a left under-handed lob, had thrown it in amongst the omni-morphs still slowly crawling through A-matter residue from the previous blast.

All while still spraying away his bio-thrower.

The grenade landed with an audible *gloop!* sound before exploding so violently the blast left Hewitt's ears ringing. Then there was a much louder *GLOOP!* and suddenly Hewitt found himself covered from head to toe in a mixture of thick, slimy black and green goo.*

"Eww."

*More loud shreks quickly brought Hewitt back from his momentary disgust and soon he was running deeper into the tunnel at full pelt, hosing of any isomorphs still left alive. However, he got little more than ten metres before his weapon finally ran dry. But he was ready. Just before the fuel gauge in his helmet reached empty he had switched the main nozzel of his weapon from right to left and was now holding two more A-grenades in his right hand. Ripping out the pins with his teeth he threw the two grenades as hard as he could down into the darkness where the other critters lay ready to consume him. He didn't see the two grenades hit, nor did he take to much notice when they went off - one shortly after the other - for as soon as the small twin spheres of death had left his hand he was piss bolting back up to the tunnel entrance. As soon as he reached the opening he was down on his knees, pulling out a fresh canister of A-spray from his pack, hoping like hell that he had bought enough time for himself to reload.*
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Unread 19 Jan 2004, 05:17   #49
Bakan
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Re: The Hunters

*Watching the grasshoppers swarm over, Bakan turns back to the ridge. Aiming his launcher at yet another hole, Bakan pulls the trigger, sending yet another rocket streaking towards a nice swarm of isomorphs. Turning to look behind him, Bakan sees the rest of the critters approaching, with what appeared to be a Armidillo burrowing it's way out of the ground.*

*Pulling up his rocket into it's traditional shoulder-mounted position, Bakan aims at it's head and fires, sending the last rocket streaking towards the large head of the monstrosity. The ammo in the launcher spent, Bakan set's it down, while pulling out his two revolvers. Their grips worn with use, they glishen though with the polish of constant maintence and use. Aiming at the grasshoppers, Bakan starts shoot, double-tapping the triggers for each target, before moving on to the next, until the ammo in his revolvers is spent, at which point Bakan quickly reloads so that he can kill more of the buggers.*
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Unread 23 Jan 2004, 03:24   #50
Argenoth
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Re: The Hunters

Name:Argenoth
Age:21
Appearance: Tall, pale, thin, wiry muscles(but you don't need strength when you have a gun) and dark black hair.
Background:His family was turned into morphs...he shot them all himself.
Weapons:
-Bren 72
-Union Jack
Equipment:
-silencer
-3 smg peirce
-4 smg hollow
-4 pistol soft
-1smoke grenade box
-1 grenade box
-2 med packs

ooc/ look no snipe weapons \ooc
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