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Author Topic: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 11 Took a While  (Read 51559 times)

GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 7)
« Reply #120 on: January 18, 2013, 07:44:15 am »

If any living guards are in sight, snipe them.

If not, stow* my sniper rifle, draw my sidearm, and carefully advance to a position where I would be able to snipe more hostiles.

*Not being sure exactly what future-snipers do with their future-guns when they're carrying them around, I'll go with this. Sling it over their backs, maybe.
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miauw62

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 7)
« Reply #121 on: January 18, 2013, 11:23:49 am »

((We should send Chronomancer a PM.))

Examine the building marked in bright green on the map, look for an enterance. Throw a smoke 'nade and use it's cover to go to the enterance, have Able follow me.
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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)- First Injury. (Turn 8)
« Reply #122 on: January 19, 2013, 01:40:47 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.
[5+1] Easily leaping the tall fence with a burst of mobility, you charge straight towards the blue building. [3v3], [1v1], [6v5] Your shots spray the building wildly with your rifle, the shots sending every guard on your side of the building into cover, though one of your shots does connect, [5+1v3] tearing through the guard and dropping him out of sight. Slamming up against the wall of the building, magazine emptied, you draw your sidearm as you stow your rifle and [4+1v1] slam a guard popping his head up to meet you in the face, the tazer's charge running through him and sending him to the floor, stunned.

Trying to get at the others in the building, [6+1] you swing yourself over the windowsill, ignoring the shattered glass as you land in a combat crouch, one of your feet having landed on the tazed guards neck, breaking it. You and the other guard in the room stare at each other for a second before opening up. [2+1v4] Your shots go annoyingly wide, trying to catch flame to the concrete walls but failing, as his bullet clips you in the side, [6+1v4] bouncing off as you dance to the side, diving over a bed and taking aim once more.

[4+1v3] Your shots collide with the guard, the incindiary bullets [4v2] cracking open the thin chestplate and setting him aflame as they tear through him. As the noise from the gunfight dies down, you survey the room as you reload your primary with another magazine of AP cartridges. You're standing in a room full of bunk beds, with what appears to be a bathroom to one side and a door to the right.
Spoiler: Map (click to show/hide)

Keep going! Try to get into the compound as quickly as possible!
[6] You make a mad dash to the gate, sliding into cover as shots fly by from the airfield and comm tower building.

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.

[4+2] You smash the shaken man's face and head with your heavy boot before searching all three bodies. [2] unfortunately, you don't find any grenades. Then, charging the rec yard, you see nobody. At least, until you start taking fire from the barracks. [3-1v3] While most of the shots glance off or are absorbed by the armor as you make your wild charge to the barracks, one hits you square in the chest. [4+1+2v3], the impact slowing you but not stopping you as your thick body armor takes the hit. [5-1v3] Closing enough to be effective, you point your gun at the barracks in the general direction of your offenders and hold down the trigger, firing from the hip as you stride forward. While most of your shots simply force the guards to duck, you see one guard stand as a bullet hits, [5v6] the impact of the small explosion sending him to the ground unhurt as the shot glances off.

Climb over the fence. Open fire on any guards I see.
[6+1] Practically leaping over the fence, you swing yourself up onto the fence and jump, grabbing onto the lip of the tower and swinging yourself up before taking aim at the guards nearby. [6+1v1] You hit two guards in building with the comm tower, [5+2v6], [6+2v5] your shots taking down each one in a burst of flame as the bullets do their grim job.

heal my arm. Then cover Stark
[5+1] You heal your arm, but you do such a thorough job that by the time you're done, Stark has already cleared the room.

If any living guards are in sight, snipe them.

If not, stow* my sniper rifle, draw my sidearm, and carefully advance to a position where I would be able to snipe more hostiles.

*Not being sure exactly what future-snipers do with their future-guns when they're carrying them around, I'll go with this. Sling it over their backs, maybe.
[6] As any guards you can see are preoccupied with Stark at the moment, you decide to move. Stowing your rifle, you draw your machine pistol and move closer, setting up somewhat outside the camp, north of the downed tower. However, they seem to have noticed you.

((We should send Chronomancer a PM.))

Examine the building marked in bright green on the map, look for an enterance. Throw a smoke 'nade and use it's cover to go to the enterance, have Able follow me.
[2] Unfortunately, your hand slips on the throw, and it lands right by your position, obscuring your view. [5+2v5], [5v5] Luckily, the both of you make it across the gap despite the bullets from the far tower. You then find yourself in a brightly lit building, with furnaces, ore-crushers, and all sorts of machinery are all around you. There are narrow catwalks leading over and under machinery in the massive building, and you could swear you hear movement not to far away...

Guards' Turn (Camp, Barracks by Jared): [6] The guards recover from the initial shock of the charge and show themselves once more to fire at Jared. [6v4-1] The shots from both guards hit unerringly, [4+2+1v2], [2+2+1v3] but Jared shrugs them off as his armor does its job once again, closing even more.

Guards' Turn (Camp, Northwest): [5] The guards to the north of the building take a shot at Simon's position in the hills with a grenade launcher, [4v5+2] but Simon sees the grenade coming and rolls out of the way of the blast, shrapnel tearing through the air where he was a second ago.

Guards' Turn (Officce/Gate Area): [4] The guards return fire now, [1v1+1], [1v4] but their aim goes wide as they shoot off long bursts.

Guards' Turn (Southeast): [3] The guards start moving about.

((I checked, and Chrono hasn't been on since the 8th.))
Spoiler: Objectives and Map (click to show/hide)
Spoiler: Character Sheets (click to show/hide)
« Last Edit: January 19, 2013, 01:33:27 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.

Unholy_Pariah

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 8)
« Reply #123 on: January 19, 2013, 02:06:32 am »

clear the bathroom then reload my pistol and loot the guards ammo and grenades before moving out and hunting down the remaining guards
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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.

miauw62

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 8)
« Reply #124 on: January 19, 2013, 05:51:41 am »

Scan around the room for other a control room and head in there. Try to fuck up the machines when we find the control room.
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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.

mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 8)
« Reply #125 on: January 19, 2013, 07:26:33 am »

Open fire as I storm the building, if the bullets fail then batter them to death with the butt of the gun or my fists and feet.
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Xardalas

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 8)
« Reply #126 on: January 19, 2013, 08:48:09 am »

Zadii smirks as he watches the guards go down. Checking his clip before moving on. He tries to enter into the building the Comm's Dish is in. Figuring that if the Dish is onto of the roof...then controls must be inside somewhere.

Check current clip. Reload if less then twelve rounds remain. Cautiously enter building wih my rifle at the ready.
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Persus13

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 8)
« Reply #127 on: January 19, 2013, 09:50:03 am »

(shouldn't stark be on the small map?)

Janus runs towards Stark's position and gets in the room he is in. Then he stabs the guards to make sure their dead, looks for any grenades or explosives on them, and follows Stark.
« Last Edit: January 19, 2013, 01:49:52 pm by Persus13 »
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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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Greenstarfanatic

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 8)
« Reply #128 on: January 19, 2013, 11:17:46 am »

"I'm in. I'll try to disable the Communications, as I'm right here."
Try to find the nearest cover with a dead guard. Strip his body, taking his gun and clothes for now, and put them over top of mine. Then, jog casually into the Com Tower.
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Hey, don't forget about research boy sitting right here!

Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- First Injury. (Turn 8)
« Reply #129 on: January 19, 2013, 11:50:50 am »

(shouldn't stark be on the small map?)

Yeah, he should, and I forgot to move Simon. I'll probably fix it.

EDIT: Maps fixed.
« Last Edit: January 19, 2013, 01:33:58 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)- First Injury. (Turn 8)
« Reply #130 on: January 19, 2013, 09:49:27 pm »

If the guards are in sidearm range, roast them.

If not, locate some sort of feature to rest the sniper rifle on (less accurate when help outside of TF2, etc) and snipe the guards who are shooting at me.
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[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.

Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- This is getting messy. (Turn 9)
« Reply #131 on: January 20, 2013, 05:25:37 pm »

clear the bathroom then reload my pistol and loot the guards ammo and grenades before moving out and hunting down the remaining guards
[6] Finding the bathroom empty, you reload your pistol and start to search the guard, to find that he's carrying almost a full loadout. Grabbing three magazines of regular ammo and two sidearm clips, along with two grenades, you move out into the next room, encumbered by your new load. [6-1] Entering the room, you find yourself staring at two guards, just as surprised as you by each others' sudden appearance. Luckily, you get the drop on them, [1v3], [6v4] your wild automatic fire pinging off of one's armor even as the other guard [2+1v2] Takes a hit straight in the chest, dropping his gun from the painful hit just as the other guard manages to shake off her initial surprise, and opens fire at you, [1v0] the shots just hitting you as the extra weight from the looted gear slows you down. [4+1+1v3] Luckily, your armor takes the hit for you just in time for you to open up once again, [5v1], [5v2] almost emptying your magazine into the two guards [2+1v2], [5+1v4] the bullets tearing them apart as they drop to the floor.
Spoiler: Map (click to show/hide)

Scan around the room for other a control room and head in there. Try to fuck up the machines when we find the control room.
[2] While you can't see any control rooms of any sort nearby, you walk forward a bit to check- and almost run right into a cowering miner. He slowly edges away from you as you and Able move to either side of him, keeping an eye on the door. Panicked, he starts babbling. "Please don't shoot- I'm not a soldier- only a miner- I'll cooperate."

Open fire as I storm the building, if the bullets fail then batter them to death with the butt of the gun or my fists and feet.
[2v4] As your next burst at the building fails, you make it your business to get up close and personal to the guards. [4v2-1], [6v5-1] The guards keep up a steady stream of fire at you as you run over the open ground, [1+2+1v4+1], [5+2+1v1], one bullet making its way through your armor by the expedient of an already damaged portion, taking a small chunk out of your side. However, your charge doesn't slow, and you close to the windows, and [6-1] leap through it, crashing into the building, the guards scrambling away from you. [6-1+2v4], [5-1+2v6], [5-1+2v3] Charging the guard to your left, you punch him in the face, [2+2v1] your armored fist smashing through his visor and into his face, the impact sending him flying into the wall behind him where he slides to the ground at the same time you turn to face the other two in a hail of poorly-aimed, panicked automatic fire, aiming your gun at them and holding down the trigger as explosive shots fill the air. [4-1+1v3], [6-1+1v1] Your shots hit both of the two remaining guards in the room, [5+1v6], [3+1+2v6] the sheer impact from the shots blowing them across the room, but also away from danger.

[3, 5] While one of the guards drops his weapon in the maelstrom of bullets, the other hits the ground, rifle still in hand, and opens up at you once again in a desperate spray of bullets, [2-1v6] over half the remaining bullets in his magazine impacting you. [6+1+2v1] Luckily, your armor holds up once again, and as he frantically tries to reload, you fill the air with explosive death once again [1-1+1v1-1], [4-1+1v4-1] Your bullets finding a bit more purchase this time as the two guards each take a few hits. [5+1v4], [2+1v4] The guard that had dropped his gun takes a bullet straight to the middle of the chest, his armor collapsing inward from the explosion and his chest practically erupting from the hammer blow of the concentrated explosion. The other guard's armor withstands the impacts, however, and while she's practically blown into the floor, she frantically reaches for her sidearm...

Mesor is lightly wounded!
Spoiler: Map (click to show/hide)

Zadii smirks as he watches the guards go down. Checking his clip before moving on. He tries to enter into the building the Comm's Dish is in. Figuring that if the Dish is onto of the roof...then controls must be inside somewhere.

Check current clip. Reload if less then twelve rounds remain. Cautiously enter building wih my rifle at the ready.
[2] As you have 19 rounds remaining in the magazine, you refrain from reloading, and [4+1] Jump down from the tower, landing in a low roll towards the building even as bullets start to fly through the air around you, [3+1v5] one shot hitting you as you roll to your feet [6+2v6] and glancing off your thick armor. Slamming up against the wall as you reach the building, [5+1] you swing yourself through the nearby windowsill, crashing into a guard and landing, tangled, in a sprawl on the ground. [3+1+1v1] You elbow him in the chest, [5+1v5] and there's an audible crack as several ribs snap and the armor caves in under the blow, though he's still struggling. The other guard in the room starts shooting at you as you struggle up, [4+1v5] the bullets glancing off your armor and driving you back down to the ground, where you find yourself looking at the downed guard's sidearm. [2+1v4] The bullets dig straight into your armor, the short range making them feel like hammer blows as [1+2v2+1] They lodge themselves in the ceramic.

Grabbing for his gun as [6-2+1v2] more shots glance off your armor, [4+1+1v2] you forcibly turn his gun back towards him, [4+1v6] his wrist snapping as you try to pull the trigger, his arm jerking in pain and throwing your shot off, the bullets slamming into the concrete by his head. Drawing your knife, [5+1+1v3], you [4+1+1v4] slam the blade into his chest just as you notice something pressing against your head. [2-2+1v4] The shots from the guard's assault rifle slam into your helmet like a jackhammer, [1+2+1v2+1] your armor barely holding under the impacts. Picking up your forgotten rifle, you aim somewhere above you and hold the trigger [2+1v5] the wild shots forcing her to take a step back as you empty your magazine into the ceiling. She levels her rifle again...

Zadii is stunned!

(shouldn't stark be on the small map?)

Janus runs towards Stark's position and gets in the room he is in. Then he stabs the guards to make sure their dead, looks for any grenades or explosives on them, and follows Stark.
[2+1] Rushing out from behind the tower, you start your run towards the building but quickly come under fire. [3+1v6], [3-1+1v1] Several shots glance off of your armor as you [1+1] stumble and get your foot caught on the windowsill as you jump over, sprawling onto the ground long enough to hear the firefight in the next room fade.
Spoiler: Map (click to show/hide)

"I'm in. I'll try to disable the Communications, as I'm right here."
Try to find the nearest cover with a dead guard. Strip his body, taking his gun and clothes for now, and put them over top of mine. Then, jog casually into the Com Tower.
[2] As the only guards nearby have gaping holes in their armor, you refrain from grabbing them, instead choosing his rifle, making sure that it has a fresh magazine. Holding it at the ready, you jog into the building under the comm tower, casually opening the door and [1+2] staring at a guard holding an assault rifle. [6v2] You get the first shot, [4v2] your bullets slamming into her and [2v3] knocking her back as her armor holds, her bullets flying towards you. [5v6] You take a hit, [6v3+1] the bullet cracking right through your armor and slamming into your right side. [2] You stumble back from the pain, but as she readies another shot, a machine pistol is pressed to her head. [6+1v1] [1+1v2] The bullets from Zadii's weapon slam into her as she jerks her head away, blindly pointing her rifle in his direction and [2v5+1] completely missing him as she stumbles up against a wall.

Elron is wounded!

If the guards are in sidearm range, roast them.

If not, locate some sort of feature to rest the sniper rifle on (less accurate when help outside of TF2, etc) and snipe the guards who are shooting at me.
[6+1+1+1+1v2] Quickly deploying your bipod, you deal out unerring headshots to the guard with the grenade launcher, the guard beside him, and yet another guard before running out of targets to shoot.

Guards' Turn (Camp, Barracks with Jared): [1] The remaining guard fumbles with her sidearm as Jared stalks over, lifts his foot, and [3+2-1v4-2], [2+2v4] Presses down on her helmet, which starts to crack just as the gun skitters out of her panicked hands. [3+2] Jared puts his weight on the foot, and there's a loud, sickening crunch as her visor fails and Jared's boot is covered in blood, bone, and brains. Stepping back, he checks his ammo- 37 bullets left in the magazine.

Guards' Turn (Camp, Northwest): [2] No new guards appear for Simon to shoot at.

Guards' Turn (Southeast): [3] Tory and Able [5,4] swear they can hear footsteps somewhere in the building...

((Any feedback on my GMing is welcome.))
Spoiler: Objectives and Map (click to show/hide)
Spoiler: Character Sheets (click to show/hide)
« Last Edit: January 21, 2013, 09:40:56 am 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)- This is getting messy. (Turn 9)
« Reply #132 on: January 20, 2013, 05:36:39 pm »

Reload my MG then draw my pistol and search the building and bodies for ammo and explosives, if I encounter any guards shoot them or if this fails use the blade and my fists to kill them.
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GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- This is getting messy. (Turn 9)
« Reply #133 on: January 20, 2013, 05:39:01 pm »

"Wow. Did you see that? Oh, good, my helmet's camera was on."

Reload with grenade rounds. Check for more targets.
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[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.

mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- This is getting messy. (Turn 9)
« Reply #134 on: January 20, 2013, 05:52:56 pm »

(( Sniping may be a little OP. ))
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