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Author Topic: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 11 Took a While  (Read 51427 times)

Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 2
« Reply #450 on: May 20, 2013, 05:25:36 pm »

Dwarmin, do you want to do anything different from last turn, or should I start writing the update?
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
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Parsely

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 2
« Reply #451 on: May 20, 2013, 06:33:10 pm »

Keep moving. Where did the transport crash?
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Dwarmin

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 2
« Reply #452 on: May 20, 2013, 10:41:00 pm »

Dwarmin, do you want to do anything different from last turn, or should I start writing the update?

No change
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 3
« Reply #453 on: May 21, 2013, 09:14:34 pm »

Mission 2, Turn 3- I Revise My Previous Statement, It Might Hurt You.

Dwarmin, do you want to do anything different from last turn, or should I start writing the update?

No change
[6+1] [1+1] You sneak along just fine, but don't notice anything out of the ordinary.
Continue to follow group.
[4+1] [5+1] While you're sneaking along with the greatest stealth known to mankind, you notice something, and poke your head out from behind a bush to get a better look.

KEEP FOLLOWING THE GROUP. I guess. Skin any dead animals I see on the way.
[3+1] [2+1] [6+1] Sneaking along, you find a dead rabbit, skinning it. A bit behind the group now, you rush forward when you see a figure following the group, but you stumble over a root and collide with it.

Follow, follow, follow, follow the group of deranged mercenaries!
[4+2] [3] You sneak along with great stealth, and notice a broken twig on the ground. Doesn't it feel nice to get 3s?

Follow, follow, follow, follow the group of deranged mercenaries!
[2+1] [1] You put a lot of effort into being stealthy, but you don't think it's working very well. That being said, though, you did notice an enemy- you just ran right into one, sending both of you sprawling.

Follow, follow, follow, follow the group of deranged mercenaries!
[2-1] [2-1] You fail at stealth like few have failed before, not only charging through the forest at a sprint, screaming a wordless cry of rage (as is the standard), and you don't even notice the enemy soldier until you collide with him. Oops.

Follow, follow, follow, follow the group of deranged mercenaries!
[6+1] [4] You forget where you're going, but you're practically invisible, and you even notice a rifle poking out of a bush in the distance, though it's not aimed at you.

Keep moving. Where did the transport crash?
[3] [2+1] You walk through the forest at a leisurely pace, trying to be quiet to some effect, and noticing a few old rifle parts lying around. Hmm. This must be where they hide their patrol lines or something like that. Also, the transport crashed at the southwest corner of the city.

And the night breaks out into shouting and cursing as the guard patrol comes along you. [5+1v1] [1+2v1] Elron and the figure he stumbled into go to ground, but as soon as Elron sees that it's a guard, he lashes out, starting to throttle the figure, even as the soldier's ineffectual blows sink into the padded camo suit. [3+2-1v5] [4+1v1] Jared's opponent, however, is slightly more prepared, and he gets in a glancing blow with the butt of his rifle even as Jared slams into him and the two roll apart, both on the ground. Unfortunately for him, though, Jared's suit took most of the blow.

The 'let's run face-first into guards' crew doesn't stop there, though, as Stark found his own adversary. [5+2v3] [6+1v4] Quicker on the uptake than either Jared or Elron, He deals a swift chop to the guard's neck, dropping him to the ground, gasping for air.

Meanwhile, the rest of the team watches as the night explodes into a flurry of movement and shouting, with noise seeming to come from all directions. The guards seem to have noticed you.

Team Location: Right outside the outskirts of the city.

((And it begins in earnest! As for you folk wondering how the guards might have homed in on you, just read Dwarmin's action from the previous post for a hint.))
Spoiler: Objectives (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 2, Turn 3
« Reply #454 on: May 21, 2013, 09:18:12 pm »

Pull out sword. Slice and dice. If I fail to pull sowrd, open fire with mah lazer weapon
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Congratulations Persus, now you are forced to have the same personal text for an entire year!
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Parsely

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 3
« Reply #455 on: May 21, 2013, 09:28:35 pm »

((And to think none of us brought night vision. Wasn't really expecting to start fighting in the forest.))

Fall back a few feet from the melee. Activate my Velocity Augment and start taking out approaching guards. Be sure I know what I'm aiming at before taking a shot. Try knocking down a large tree or two using gunfire (not if it appears to take more than three or four shots) away from the group to perhaps stir up some confusion amongst the enemy surrounding us.
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Unholy_Pariah

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 3
« Reply #456 on: May 21, 2013, 10:14:49 pm »

draw my sword and slash it across my opponents throat in one swift motion then dive into the bushes and begin murdering people whilst camouflaged.
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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 2, Turn 3
« Reply #457 on: May 21, 2013, 10:26:01 pm »

Take out one of the darts and shove it into his neck. Once he's been sufficiently dead-ified, or unconscious...ified, get up and hide behind a tree to make my rabbit skin into a hat.
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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)- Mission 2, Turn 3
« Reply #458 on: May 21, 2013, 10:37:54 pm »

Pick out the nearest guard, snap his neck then use the now dead guard as a weapon to beat other guards to death.
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miauw62

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 3
« Reply #459 on: May 22, 2013, 06:07:53 am »

Sneak up on the rifle-guy, and kill him with a pistol round through the head.
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Dwarmin

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 3
« Reply #460 on: May 22, 2013, 06:20:40 am »

Action: Take em out with CQC.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 3
« Reply #461 on: May 22, 2013, 03:12:59 pm »

Set up the bipod and prepare to fire on the hostiles. Do so if possible.
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Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 4
« Reply #462 on: May 22, 2013, 09:08:47 pm »

Mission 2, Turn 4- First Blood

Pull out sword. Slice and dice. If I fail to pull sowrd, open fire with mah lazer weapon
[3+1+1v5-1] [1+1v1] Seeing Jared his opponent to the ground with a chop to the throat, you go to finish him off, katana swinging downward in a brutal arc, the guard rolling out of the way at the last instant, your merely clipping his shoulder. [5+1+1v1-1] [5+3+1v6] As he tries to roll to his feet, though, you get a better angle, and get a good cut in through the armor, leaving him with a large gash on his side.

Staggering from the wound, he fumbles for a combat knife, his dropped rifle long-forgotten. [4+1+1v2+1] [6+1+1v4+1] Despite his best efforts, he only just manages to draw the knife as you strike again. Breaking through his feeble, pained guard with ease, you land another good blow, and the pain overcomes him as he drops to the forest floor, pouring blood from two massive gashes on his torso.

((And to think none of us brought night vision. Wasn't really expecting to start fighting in the forest.))

Fall back a few feet from the melee. Activate my Velocity Augment and start taking out approaching guards. Be sure I know what I'm aiming at before taking a shot. Try knocking down a large tree or two using gunfire (not if it appears to take more than three or four shots) away from the group to perhaps stir up some confusion amongst the enemy surrounding us.
[3-1v5] Going to a crouch, you peer down the infared scope, scanning the surrounding area for any approaching enemies. While you have issues tracking the rapidly closing squad of soldiers- you miss two shots after them, partly due to being unused to the massive recoil of the augment. Giving up on the soldiers for the moment, you aim a few shots in the other direction, knocking down trees with two shots each, the sheer impact force from each round practically blowing them in half, sending the tops crashing to the ground in the distance. The clamor of the crashing trees and the smaller trees they crash into is enormous, and as you roll away to a different, more concealed location, you can tell that activity in the city has flared up by the downed trees.

[1 turn left on velocity augment]

draw my sword and slash it across my opponents throat in one swift motion then dive into the bushes and begin murdering people whilst camouflaged.
[2+1+1+1v6] Unfortunately, Persus' untimely interruption with his blade makes you miss your strike, but seeing as how he has it handled, you dive for the brush and [1] run right into yet another guard, weapon at the ready. [2+1+1+1v2]  [5+1+1v1] Unfortunately for her, though, you have a sword at the ready while she has a gun. Slamming her gun aside even as she tries to get a clear shot at you, you bring your sword down one, two, three times, not only removing her head but practically cutting her in half as well. Of course, this means that your camo suit is now splattered with blood, but at least your adversary is dead.

Take out one of the darts and shove it into his neck. Once he's been sufficiently dead-ified, or unconscious...ified, get up and hide behind a tree to make my rabbit skin into a hat.
[1+1v3] [3v4] As you fumble for the quick-release on the butt of your rifle, the guard takes the opportunity to break your grip, swinging a wild blow at your head that you just barely duck, though it certainly stings. [4+1v2] [3+1v2] When the guard tries for another blow, though, you easily dodge, flip the catch in the hold, and stab him in the neck with the dart, the poison taking effect after a half-second. Taking a second to make sure he's unconscious, you move to cover as fast as possible to work on projects you probably shouldn't do while under attack.

[2] Unfortunately, there's not enough skin for a hat. Maybe a armband/headband or something like that? Also, keep in mind that the skin is still bloody.

Pick out the nearest guard, snap his neck then use the now dead guard as a weapon to beat other guards to death.
[3+2-1v3] [6+2v2] Most people would at least try to avoid blows from a rifle stock, especially if the person giving those blows is standing right above them. You, however, simply sit up and reach up to grip your assailant's neck while they rain frantic blows down on your head. Calmly crushing their neck with one hand, you stand up, switch your grip on their neck so that you're holding the dead guard like a giant club, and start running towards the nearest source of movement you can see.

In this case, it's another enemy soldier who just saw what you did. Visibly unnerved by your choice of weapon, he pulls the trigger on his rifle the instant he sees you start running towards him, and holds it down. [2] [2+2-1v1] [4+2+1v1] Unfortunately, he was slow on the draw, and by the time the first three bullets have left his gun to slam into the dead soldier you're holding, you're in melee range.

You then proceed to swing the now bullet-ridden dead body and bash him in the head with it, the 180+ pound club slamming into him with the force of a speeding train, snapping his neck on contact and sending him flying to the side. He's forcibly stopped by a tree not a second later.

Sneak up on the rifle-guy, and kill him with a pistol round through the head.
[5+2v1] [3+2v2] [point-blank headshot] Sneaking up behind the man carrying the rifle without a sound, you quietly raise your SSMP to the back of the soldier's head and pull the trigger twice, sending him flopping to the ground with half his head missing.

Action: Take em out with CQC.
[5+1v5] [6+1-1v5] [6-1v1] Taking a quick look around, you identify about three enemies. Deciding to pick them off one by one, you start with the one closest, sneaking up behind the soldier. Unfortunately, when you get too close, he notices you, and turns. Luckily for you, though, he doesn't quite manage to block your strike, your choice of target compensating for a lack of strength as you crush his windpipe with a swift blow before methodically pulling out your combat knife and sever his spine with a well-placed stab.

Set up the bipod and prepare to fire on the hostiles. Do so if possible.
[6+2-1+1v2] [2+2v2], [6+2-1+1v1] [1+3v2], [3+2-1+1v3] [6v1] Quickly setting out your bipod, you take aim at the shadowy figures dashing through the night towards your team, and open fire. Finding three coming up on your left (west) flank, you take aim and fire three times, dropping each soldier with a clean headshot, the sprays of blood and brain from the shots almost invisible in the darkness.

Team Location: Right outside the outskirts of the city.

((And it begins in earnest! As for you folk wondering how the guards might have homed in on you, just read Dwarmin's action from the previous post for a hint.))
Spoiler: Objectives (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.

Persus13

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 4
« Reply #463 on: May 22, 2013, 09:17:24 pm »

Look around for anymore soldiers. If there are any close, use my sword. If they is a group farther away, pull out my laser gun and mow them down with a 5 second burst.
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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.
Sigtext

GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 4
« Reply #464 on: May 22, 2013, 09:25:20 pm »

Look for soldiers. If any are seen, activate plan A on them. (No points for guessing what Plan A is.)
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.
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