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Author Topic: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 11 Took a While  (Read 51457 times)

Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 4)
« Reply #90 on: January 14, 2013, 10:18:43 pm »

(( What material is the tower made out of?
Also is it a whole tower so 4 walls all the way up with an inside staircase? Or just a bunch of metal struts with a winding staircase and one room on top? ))

The Towers: Two-story tall four-walled metal constructions, with the walls going up to the waist of an average human at the top. There are not roofs, and the door is on the side facing the compound, leading to a spiraling staircase that goes up.
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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 4)
« Reply #91 on: January 14, 2013, 10:22:22 pm »

(( Thanks, ok my plan should work assuming I don't crush myself. ))

Rip the fence open, place 1 anti vehicle mine and 1 anti personnel mine at the base of the tower each on a different corner on the side closest to the fence, back out the hole and move to a safe distance then shoot one of the mines to trigger them both, shoot anbody who survives the explosion and the fall with explosive rounds.

(( Think this will make a good enough distraction? ))
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Greenstarfanatic

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 4)
« Reply #92 on: January 14, 2013, 11:39:07 pm »

"We may be in a bit of trouble. I'll see if I can distract them long enough for Zadii and Able to get to a safe distance."

Continue picking off the guards on the South-West tower.
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Xardalas

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 4)
« Reply #93 on: January 15, 2013, 04:46:47 am »

"I swear, the fucking gods just hate me right now!" Cursing his shitty luck as he notices that the guards have caught sight of him. Not willng to risk sprinting across he ground in plain sight of the guards, he looks for cover nearby him

Take cover from the guards. Open fire. Three round bursts. Aim for the chest.
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miauw62

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 4)
« Reply #94 on: January 15, 2013, 01:54:33 pm »

"Alright Able, are you ready to FUCK SHIT UP?"
Go inside, run to the southeast tower and shoot a grenade up the staircase, then duck for cover so the grenade doesn't hit me.
« Last Edit: January 15, 2013, 01:57:27 pm by miauw62 »
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Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #95 on: January 15, 2013, 05:42:52 pm »

Continue moving South.
[4] You move down past Stark's position, and are getting closer to the gate.

Snipe some of the northwestern guards.

"Hey, how's it going outside my sights? Need support somewhere?"
[4+1+1+1vUnaware] Taking aim at the guards by the Northwest corner, you start dropping them from the towers, taking out three of them with shots going straight through their armor, and moving onto the men in the general area, dropping six more, including an enemy sniper marksman.

remain in cover, reaction shots
[6v3] Still in cover, you duck out to fire at your attackers by the corner tower base. [3+2v4] Hitting one of the guards, your shots hit his arm, forcing him to drop his weapon, while you take the opportunity to take a shot at another, [4+2v6] forcing him back behind the tower as your bullets tear through the thin armor.

(( Thanks, ok my plan should work assuming I don't crush myself. ))

Rip the fence open, place 1 anti vehicle mine and 1 anti personnel mine at the base of the tower each on a different corner on the side closest to the fence, back out the hole and move to a safe distance then shoot one of the mines to trigger them both, shoot anbody who survives the explosion and the fall with explosive rounds.

(( Think this will make a good enough distraction? ))

[5+2] Uprooting the entire section of fence by the tower with barely any effort, you  carefully lean the fence against the tower, and drop your mines, ducking back to your cover as you ready the remote detonators for the two mines. [2] The guards by the base of the tower don't notice, and as the guard at the top of the tower was just killed by Simon, they don't notice. Until you detonate the mines, that is.

The blast rips through the night, the anti-personnel mine tearing through the guard by the base, leaving him dead just as the anti-vehicle mine blows, killing the other guard by the base and the massive force of the blast sending the tower toppling slowly to the side ((west)), where it smashes into the ground, smashing into a guard joining the fight.

"We may be in a bit of trouble. I'll see if I can distract them long enough for Zadii and Able to get to a safe distance."

Continue picking off the guards on the South-West tower.
[2+1+1+1] You manage to get two as they pop out from behind the metal tower walls, and another by the base of the tower.

"I swear, the fucking gods just hate me right now!" Cursing his shitty luck as he notices that the guards have caught sight of him. Not willng to risk sprinting across he ground in plain sight of the guards, he looks for cover nearby him

Take cover from the guards. Open fire. Three round bursts. Aim for the chest.
[2] While there isn't really any good spot for you to hide nearby, you drop to the ground and open fire on the guards around the gate. [1+1v4], [6+1v4] While your first three-round burst misses the guard, your other burst slams directly into the chest of the other guard, [6v4] your incendiary rounds slamming through his body armor and setting his corpse ablaze.

"Alright Able, are you ready to FUCK SHIT UP?"
Go inside, run to the southeast tower and shoot a grenade up the staircase, then duck for cover so the grenade doesn't hit me.
[6] Running up closer to the tower, you shoot the grenade in a perfect arc towards the tower, where it lands to a startled yell, quickly cut off by an explosion and a limp body falling off the top of the tower. The guards are rather startled by the occurrence, and are now scanning the area by the tower in a rather panicked fashion.

Quote from: Chronomancer
Doomblade runs a turn!
[6] Able moves up closer to the rail entry into the camp, by Tory.

Guards' Turn (Northwest): [2] They can't see Simon in the darkness.

Guards' Turn (Gate area): [6] They see Zadii, and open fire. [3v4] The shots fly over his head.

Guards' Turn (Southwest): [1] They're too scared of Elron to pop their heads out to look right now.

((Since Chrono hasn't been on since the 8th, last time I checked, I decided to go run a turn for him that goes along with that he would do. Also, you guys will be seeing more bonuses like the ones I promised in the char sheet. Thank you for sticking with me for the process getting into a groove with this system.

Also, GWG, there's another bonus- a bipod one- that you may be able to use. People- check your char sheets for your attachment bonuses, several which will be useful once you're inside the camp. And yes, there are more guards inside the buildings.

One more thing- I've now started tracking dead guards on the camp map, and you'll see the downed tower there as well. The red squares are dead/downed guards.))
Spoiler: Objectives and Map (click to show/hide)
Spoiler: Character Sheets (click to show/hide)
« Last Edit: January 15, 2013, 05:47:33 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.

GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #96 on: January 15, 2013, 05:59:57 pm »

Snipe gate guards.

"Keep up the good work, pals..."
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mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #97 on: January 15, 2013, 06:09:55 pm »

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. ))
« Last Edit: January 15, 2013, 06:27:28 pm by mesor »
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Greenstarfanatic

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #98 on: January 15, 2013, 06:14:11 pm »

Keep sniping. Help get rid of the guards at the gate.
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Persus13

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #99 on: January 15, 2013, 06:16:22 pm »

(i have no idea what to do.)

Sneak up to side of North west tower. Throw a smoke grenade if spotted.
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mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #100 on: January 15, 2013, 06:28:25 pm »

(( If you find the rail cars do not destroy them all, I'm going to need 1 of them later.
Also if you find any explosives keep hold of them for me. ))
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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 5)
« Reply #101 on: January 15, 2013, 06:34:28 pm »

run for cover closer to the tower, throw a frag if its still occupied then shoot thw survivors
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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.

GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #102 on: January 15, 2013, 06:36:46 pm »

Snipe gate guards.

"Keep up the good work, pals..."
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Parsely

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #103 on: January 15, 2013, 07:43:00 pm »

((Wow, so far you guys are kicking ass.. :o))
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Xardalas

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Re: Roll to be an Interstellar Mercenary (8/8)- Mission 1 is a go. (Turn 5)
« Reply #104 on: January 15, 2013, 08:38:29 pm »

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.
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