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Should mooks get Endurance rolls?

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Author Topic: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 11 Took a While  (Read 51458 times)

Chronomancer

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go.
« Reply #60 on: January 06, 2013, 06:17:58 pm »

"Splitting up may be a good idea. I'm going south, around the lake. Anybody coming with me? Also, Simon, do you see an entrance that's not the rails?"
Go into the foothills south of the lake, try to stay undetected.

>I go with Tory, providing support if needed
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Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #61 on: January 06, 2013, 09:47:40 pm »

Relay information on the base quietly over the intercom, as well as intel picked up from me recon. Oh, and while I'm giving my action, I'm watching the base and keeping an eye out for foes. Possibly through the scope, with my finger WELL off the trigger.
[4] You spot guards in the towers, as expected, and notice that several are patrolling on the inside on the fence that seperates the compound from the wilderness. You note that there's a gate on the West side, and that there is a guard box.

"Let's head northeast to the foothills, and cause a diversion, while another group circles around from the south and does the main attack"

Sheathe sword. Urge others to support my plan.
[2] You miss your scabbard, so your sword is still out.

Zadii scowls as he looks at the tree's around. Clearly not pleased with his current situation. Shifting against the tree's figuring any cover is better than none as he examines the compound from a far. Content to let his fellow Merc's discuss and argue about a plan for now. "Well...this could certainly be going better.."

Examine the compound from afar using my scope. Not shooting or firing, just taking a look and tryig to discern any possible patterns among the guards if any.
[4] You note that there are two guards in each tower, and that each guard takes about one minute to reach the next guard tower, with a one-minute period between him and the next guard.

crouch run for cover in the foothills
[1] Dashing for the foothills, you crest a hill as you dive for cover, but find yourself tripping and rolling down the hill before coming to rest at the bottom, by one of the sparse trees. You see the guards looking in your general area now...

"Splitting up may be a good idea. I'm going south, around the lake. Anybody coming with me? Also, Simon, do you see an entrance that's not the rails?"
Go into the foothills south of the lake, try to stay undetected.
"Splitting up may be a good idea. I'm going south, around the lake. Anybody coming with me? Also, Simon, do you see an entrance that's not the rails?"
Go into the foothills south of the lake, try to stay undetected.

>I go with Tory, providing support if needed
[2+1] You both make it into the foothills south of the lake, out of sight of the guard towers due to being at the bottom of a hill.

Join the main attack group.

(( Please remember in this I'm unable to speak, so I'll just join the team thats doing the job I like most. ))
[4] You head over to the group facing the North side of the camp. ((GWG, persus, Unholy_Pariah, etc.))

"As the sniper, I will snipe."
"If I can get into a good position, I can take out the men in the guard towers, if there are any. Where's the best place for me at this point, from where you are?"
"Try moving a bit south--different angle for different recon, and there's less of a chance of us both getting killed if they see you."
"On it."
Move South, trying to get a good position to actually HIT something from. Preferably a bush or tree. Focus on the Guards in the towers closest to me.

((You know, GwG, I think our characters will make a good team.))
[6] You move south of the lake, completely unnoticed by the guards, or for that matter, the two team-members north of the lake. You hide in a thick stand of brush by the thinning trees. You can see every guard in all the guard towers on the west side of the compound, and the gate itself. You can also see their guns- relatively standard issue rifles for the enemy, Synthetic Systems General Assault Rifles.

((Chrono, I treated your action as an 'aid action', due to the fact that it just made sense.))
Spoiler: Objectives and Map (click to show/hide)
Spoiler: Character Sheets (click to show/hide)
« Last Edit: January 06, 2013, 09:49:40 pm by Doomblade187 »
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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.

mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #62 on: January 06, 2013, 09:56:41 pm »

Advance to the closest covered position near the camp.
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GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #63 on: January 06, 2013, 10:12:15 pm »

Cover Jared, keep on recon.
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Greenstarfanatic

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #64 on: January 06, 2013, 10:16:56 pm »

Elron picks up his communicator.
"I'm in position. I'm going to start attacking. Tory, Able, be ready just in case they realize it's coming from our direction."
Begin sniping once everyone is in a safe position. Somewhere where they won't be seen if guards turn their heads. Zoom in to a decent view, and try to kill them quickly and efficiently.
« Last Edit: January 06, 2013, 11:05:32 pm by Greenstarfanatic »
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GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #65 on: January 06, 2013, 10:20:10 pm »

"Well, don't go killing and alerting them until more people are in a comfortable range. We're not a team of two snipers--we're two snipers and all those other fools."
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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 2)
« Reply #66 on: January 06, 2013, 10:30:16 pm »

Shit...

try to remain unseen, if spotted run over the cresy of the hill and out of the guards line of fire.
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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.

Xardalas

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #67 on: January 07, 2013, 03:44:47 am »

"Hmm...Doesn't seem to much of a change in the patrols. Figures, no way in hell it'd be that convient." With a soft sigh Zadii moves from the tree's to the Sniper group.

Move to the Tory, ELron, Able group to provide medium range fire support if the soldiers try to advance on them.
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miauw62

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #68 on: January 07, 2013, 12:09:00 pm »

"I'd wait with that if I were you. We'll want to sneak up to these guys first. What if we go to the rails and hide there, and the others try to hide beside the main gate. Then the snipers open fire, and when the guards come out to check out what's happening, we all storm inside from both entrances. Sounds good?"

Mike will wait for approval of his team, and if they do, move as close to the railway entrance as possible without being seen.

((But seriously, starting to shoot stuff RIGHT NAO is probably a bad idea.))
« Last Edit: January 07, 2013, 12:19:45 pm by miauw62 »
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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.

Persus13

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #69 on: January 07, 2013, 06:04:25 pm »

Follow Jared
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Chronomancer

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #70 on: January 08, 2013, 08:31:26 pm »

>Agree with Tory, and try to sneak to the rails
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Parsely

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #71 on: January 08, 2013, 09:17:50 pm »

Any spots left?
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Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #72 on: January 08, 2013, 09:39:19 pm »

Next mission, yes. Chronomancer?
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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 2)
« Reply #73 on: January 08, 2013, 10:38:43 pm »

Chronomancer posted,
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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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Parsely

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 2)
« Reply #74 on: January 08, 2013, 11:02:36 pm »

Name: Havel Opus
Gender: Male
Description: A massive dark-skinned man with short-cropped blonde hair and a heavy Germanic accent when speaking English. Tends to be very quiet, though he is much more receptive to conversation when amongst compassionate or kind-hearted individuals. Despite his introverted nature, he is very adamant about maintaining strong relationships with those he is close to, and enjoys team environments, often encouraging situations in which he can work together with others to achieve a common goal. Very open-minded and enjoys listening to the opinions of others, saying that it, "helps me maintain a healthy perspective". Becomes significantly depressed when alone, often resorting to a rather childish habit of talking of to himself in such situations.
This consultant has witnessed some rather disturbing mental patterns when subject is isolated. Recommend further background research and a transfer to one of the "squad" divisions.
--- Dr. Lively


Str: 4
Agi: 2
End: 4
Int: 4
Cha: 1

Equipment
SSBR (Synthetic Systems Battle Rifle):
Ammo Types:
Armor Penetrating (AP) and Stun (S)
Configuration:
Barrel - Long, Sights - Reflex-Sight and 4x Infared Scope

GAP (General Armories Pistol):
Sights - Reflex and Infrared 0x

GASG (General Armories Smoke Grenade)
SSAVM (Synthetic Systems Anti-Vehicle Mine)
MBA (Mercicorps Body Armor): Heavy

(might I replace either my grenade ((or both my items, considering what I'm asking for ._.)) with a mortar? if not, thats just fine)
« Last Edit: April 21, 2013, 05:55:27 pm by GUNINANRUNIN »
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