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Author Topic: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 11 Took a While  (Read 51463 times)

miauw62

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #105 on: January 16, 2013, 11:41:33 am »

((So many 6's. So many bonusses ._.))
"Yee-hah! Take that you bastards!"
Take cover where they can't see me and reload my grenade launcher.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 6)
« Reply #106 on: January 16, 2013, 08:53:24 pm »

Snipe gate guards.

"Keep up the good work, pals..."
[1+1+1+1vUnaware] You take down the remaining two guards around the gate with headshots.

Check the dead guards for weapons and ammo, take any explosives I find as well as a sidearm and ammo for it, head for the tower to the east of the downed one and storm it using my MG, take no prisoners, use explosive rounds.
Use a grenade before I head inside if I find one.


(( That went so much better then I expected. ))
[6] Dashing up behind the downed tower for cover, you see that the dead guards still have all their guns and ammunition with them. Grabbing a secondary and a grenade or two from nearby bodies, you dash east even as fire erupts around you. [1v3] Luckily, none of it hits you as you charge towards the tower. [2v4] You fire a burst off at the guards by the tower, missing even as you rush by their stunned expressions and swing into the tower, pounding up the stairs to the dead guard and nesting down with your gun. You hear then talking nervously from below about assualting, and decide to drop the grenade you found down. [6, 6] They notice it and duck into the tower to avoid the blast- they're right below you now.

Keep sniping. Help get rid of the guards at the gate.
[1+1+1+1] The guards at the gate are down, so you settle for picking off a random soldier closer to your side.

(i have no idea what to do.)

Sneak up to side of North west tower. Throw a smoke grenade if spotted.
[6] You make it there without incident, tossing a smoke grenade into the compound for good measure.

run for cover closer to the tower, throw a frag if its still occupied then shoot thw survivors
[3] You move closer to the tower without incident, but you don't see anyone alive around the corner tower.

Zadii smirks as he watches one guard go down. His corpse ablaze as he hears the loud shriek of returning gun fire. Raising and sprinting towards the base, stopping after a few moments and falling back ito cover.

Advance towards base. Take cover. Examine compound.
[5] Making your way up to the base, you drop into cover and examine the compound. There seems to be what looks like a comm tower on these buildings, the one just next to the airfield.

((So many 6's. So many bonusses ._.))
"Yee-hah! Take that you bastards!"
Take cover where they can't see me and reload my grenade launcher.
[3] You reload your grenade launcher without incident, but you're not any real distance closer.

Guards' Turn (Camp, North): [3] They know where Jared went, but they can't see him to shoot at.

Guards' Turn (Camp, Northwest): [5] A marksman finally spots Simon and begins aiming. [6] The shot barrels right towards Simon's head, but [4+1v4] Glances off, taking a chunk of the armor with it.

Guards' Turn (Southwest): [2] They're STILL too scared of Elron to pop their heads out to look right now for any longer than a second.

Guards' Turn (Rail Entrance): [3] The guards spot Able and Tory, but by the time they're taken aim, it's too late to shoot.

((Look at the maps for all the info you want or need. Red squares on the camp map are dead guards. Also, mesor, your location is now tracked on the camp map as well as the general map.))
Spoiler: Objectives and Map (click to show/hide)
Spoiler: Character Sheets (click to show/hide)
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Persus13

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 6)
« Reply #107 on: January 16, 2013, 08:56:39 pm »

Run towards blue building on map. Shoot any guards I spot.
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mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 6)
« Reply #108 on: January 16, 2013, 08:58:10 pm »

Throw the dead guards body down the stairs to scare his friends then go down and shoot them all repeatedly in the face with my MG.
If this fails punch them in the ribs. Hard.
« Last Edit: January 16, 2013, 09:24:12 pm by mesor »
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Unholy_Pariah

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 6)
« Reply #109 on: January 16, 2013, 09:20:46 pm »

clear the tower, snipe from it
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Greenstarfanatic

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 6)
« Reply #110 on: January 16, 2013, 09:33:04 pm »

Get rid of a few more guards, before taking out my pistol and running to the gate.
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GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 6)
« Reply #111 on: January 16, 2013, 09:44:25 pm »

"Anyone want to suggest something for me to snipe?"

If no one does, shoot the guy who chipped my armor.

"Kinda surprised these guys aren't more concerned that their buds are dropping like flies."
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Xardalas

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 6)
« Reply #112 on: January 16, 2013, 10:42:11 pm »

Zadii Key's his headset and speaks to the rest of his team. "I'll deal with the communications tower."
Shifting out of cover and running from cover to cover as he advances toward the comm tower.

Advance towards Comm tower. Attempt to avoid soldiers.
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miauw62

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 6)
« Reply #113 on: January 17, 2013, 12:00:48 pm »

"Yeah, I could use some help here at the rail entrance. If you would be so friendly to shoot the guards in the towers I can go inside."

If Simon succesfully clears the nearby guards, run inside and take down any guards that could hit me using my mobility bonus.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 7)
« Reply #114 on: January 18, 2013, 12:41:19 am »

Throw the dead guards body down the stairs to scare his friends then go down and shoot them all repeatedly in the face with my MG.
If this fails punch them in the ribs. Hard.

[6] Throwing the dead guard's body down the stairs to collide with the two guards, you heft your gun and charge down the stairs, spraying explosive rounds at the tangled mess of the two live guards and the dead guard's body. [1v3] Unfortunately, they manage to scramble out from under the body as your aim goes wild. Growling, you rush them. [5+1v4] Your blows connect with the two of them, your gun lying forgotten on the stairs as they panic and fall down under the onslaught. [5+2v4] Your heavy blows crushing their armor, you crush them with your blows.

Standing, you retrieve your weapon, just as the door swings open once more...

Run towards blue building on map. Shoot any guards I spot.
[1] Dashing alongside the fence, you stumble right into the view of a surviving guard, standing in a building window. You both react at once, [5+1v1] Your laser burning into his armored chest as he staggers back, dropping his gun, [1+2v2] your beam following him as he falls back below the windowsill, not dead but wounded. It's around this time that you realize you're in full view of the building all the soldiers have taken up residence in as of late.

clear the tower, snipe from it
[2] You can't get through the fence.

Get rid of a few more guards, before taking out my pistol and running to the gate.
[2+1+1+1] You pick off three guards trying to quietly ready a VTOL for flight before drawing out your sidearm and moving out. [2] You make one hill's progress.

"Anyone want to suggest something for me to snipe?"

If no one does, shoot the guy who chipped my armor.

"Kinda surprised these guys aren't more concerned that their buds are dropping like flies."
[3+1+1+1] Seeing as how you can't shoot through buildings very well from your current position, you decide to snipe your would-be killer. The bullet flies through his head and slams into a guard running behind him.

Zadii Key's his headset and speaks to the rest of his team. "I'll deal with the communications tower."
Shifting out of cover and running from cover to cover as he advances toward the comm tower.

Advance towards Comm tower. Attempt to avoid soldiers.
[5] You get right up next to the fence. They haven't seen you yet.

"Yeah, I could use some help here at the rail entrance. If you would be so friendly to shoot the guards in the towers I can go inside."

If Simon succesfully clears the nearby guards, run inside and take down any guards that could hit me using my mobility bonus.
Quote from: Able
Follow Tory and aid in the taking of the camp.
[5] Even though your sniper friend can't take out the guards nearby, you make your move, Able following. The guards take a few shots at you as you move to the rail entrance, and then you're in, charging towards the tower just west of the rail entrance. [1+2v2], [3v3] Both you and Able open fire at the two guards by the tower, [2+1v4] your shots trimming the edges off the thin armor. The two of you close to close combat with the guards as their panicked fire flies by you, and you both clash with your respective opponents.

[5+3v3] You thrust your bayonet at your opponent's neck, [4+1v3] the blade slipping into a gap in the armor and severing the guard's spine.  [6+2v6] Able holds his own, him and his opponent struggling hard, bayonet against knife, until he takes the opportunity to slam the man down to the ground, and use his own knife against him, [6+2v1] the thick, sharp blade cutting straight through the armor and into tender flesh, gutting him before Able finishes him with a blow to the neck. [1+2v3], [1v6] And then the guard in the tower behind you starts firing, his shots striking the ground around you and Able as you run for cover. You make it without incident, but Able gets hit in the back of the head, [5+1+1v6+1] the impact knocking him down to the ground near you, unhurt. You drag him behind the tower, and he sits up and dusts himself off, a large chunk of armor missing at the back of his helmet.

Guards' Turn (Camp, Tower with Jared): [4] Two guards bursting into the tower, both parties open up at the same time. [1v5], [6v4] Even as a shot impacts Jared [1+2+1v2] his armor absorbing the blows, his fire [6+1v4] practically rips one of the guards in half, the noise and explosions sending the other guard sprawling to the floor from the repeated blasts.

Guards' Turn (Camp, Northwest): [6] The men in the building open fire on Simon, Stark, and Janus. [4v4], [6v3+1], [1v4] The shots hit Janus, [2v3] and clip his arm. [3+1] He rolls out of sight, his arm in pain. (-1 to accuracy rolls involving said arm until treated. Any team member can treat, with an INT roll.)

Guards' Turn (Southwest): [1] ... Either you've killed them all in this area or they are REALLY afraid of Elron.

Guards' Turn (Rail Entrance): [3] Only guard you have to worry about right now is the guy in the tower behind you, it would seem.

((Tory, feel free to give Able commands if you so choose.))
Spoiler: Objectives and Map (click to show/hide)
Spoiler: Character Sheets (click to show/hide)
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Unholy_Pariah

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 7)
« Reply #115 on: January 18, 2013, 12:52:25 am »

use mobility boost and rush the guards that shot janus, spray their cover with my rifle then taser one and beat down or ignite the rest with my sidearm.

« Last Edit: January 18, 2013, 02:13:19 am by Unholy_Pariah »
Logged
Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Greenstarfanatic

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 7)
« Reply #116 on: January 18, 2013, 12:56:23 am »

Keep going! Try to get into the compound as quickly as possible!
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Hey, don't forget about research boy sitting right here!

mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 7)
« Reply #117 on: January 18, 2013, 01:09:32 am »

Make sure the guy on the ground is dead, if not stamp on his face.
Once done search the dead for explosives or any form of grenade then storm the rec yard and shoot or batter to death any guards in sight.
« Last Edit: January 18, 2013, 01:16:13 am by mesor »
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Xardalas

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 7)
« Reply #118 on: January 18, 2013, 02:04:03 am »

Climb over the fence. Open fire on any guards I see.
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Persus13

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 7)
« Reply #119 on: January 18, 2013, 07:38:11 am »

heal my arm. Then cover Stark
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Congratulations Persus, now you are forced to have the same personal text for an entire year!
Longbowmen horsearcher doomstacks that suffer no attrition and can navigate all major rivers without ships.
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