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Should mooks get Endurance rolls?

Yes.
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Maybe.

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Author Topic: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 11 Took a While  (Read 51643 times)

miauw62

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Re: Roll to be an Interstellar Mercenary (8/8)- This is getting messy. (Turn 15)
« Reply #225 on: February 05, 2013, 11:39:53 am »

((Unholy, wanna head to order processing togheter after we finish this?))

Help Stark with disabling aircraft. Wait until Stark is at a safe distance, then shoot the spilled fuel with my incendiary rounds.
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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.

Unholy_Pariah

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Re: Roll to be an Interstellar Mercenary (8/8)- This is getting messy. (Turn 15)
« Reply #226 on: February 05, 2013, 04:22:17 pm »

Sure, just let me make my fireball
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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.

Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it Burn. (Turn 16)
« Reply #227 on: February 06, 2013, 09:15:19 pm »

press against the side of the building to figure out where the guards are.
[3+1] You stop short of the clearing by the building to check for guards, and you're pretty sure they're no more than ten feet away, on the other side of the machinery you're by.

Put Zadii Down as safely as possible at the Drop Site. Head back to the compound, still brandishing my sidearm.
You get moving.

shoot holes in all the aircraft fuel tanks and refueling tanks with my ap rounds, guide the others off the airfield then fire incendiary shots into the fuel spraying everywhere.

Do not fire until everyone is at a safe distance, me especially

[6] Fuel sprays everywhere, even on you, and you take a step back as you and Tory prepare to light up the airfield.

Continue south.
You reach the edge of the railyard fence. You see nobody around.

Continue to the railyard, search building I pass for explosives.
Still no explosives. They must be hiding from you.

((Unholy, wanna head to order processing togheter after we finish this?))

Help Stark with disabling aircraft. Wait until Stark is at a safe distance, then shoot the spilled fuel with my incendiary rounds.
[3] You contribute a bit more fuel to the party, and with both of you at a safe distance, you each draw your secondaries and light the fuel. The airfield goes up in a cascade of fire, easily half the field going up in flames. You, Stark, Able watch for a few seconds as a few neaby pieces of gear go up in flames from the heat, metal glowing and melting under the intense heat.

((Sorry for the update delay.))
Spoiler: Objectives and Map (click to show/hide)
Spoiler: Character Sheets (click to show/hide)
« Last Edit: February 06, 2013, 09:17:17 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)- Let it burn. (Turn 16)
« Reply #228 on: February 06, 2013, 09:22:21 pm »

Look for hostiles. If present, set up main weapon and shoot. If not present, enter camp.
Logged
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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.

Persus13

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 16)
« Reply #229 on: February 06, 2013, 09:29:31 pm »

(What happened to the mine exploding?)

Pull out laser. Charge in and laser any guards.
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Congratulations Persus, now you are forced to have the same personal text for an entire year!
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mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 16)
« Reply #230 on: February 06, 2013, 09:37:58 pm »

Take a rail cart and head for the mine itself following the tracks, look for a storage area along the way.
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Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 16)
« Reply #231 on: February 06, 2013, 10:08:54 pm »

(What happened to the mine exploding?)

Pull out laser. Charge in and laser any guards.

((What mine exploding? I only saw the airfield going up.))

EDIT: ((If you mean the ore plant, then yeah, that's down, but they still have other stuff.))
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)- Let it burn. (Turn 16)
« Reply #232 on: February 06, 2013, 10:10:01 pm »

(What happened to the mine exploding?)

Pull out laser. Charge in and laser any guards.

((What mine exploding? I only saw the airfield going up.))

EDIT: ((If you mean the ore plant, then yeah, that's down, but they still have other stuff.))

I meant the guys overloading the mine controls
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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

Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 16)
« Reply #233 on: February 06, 2013, 10:14:23 pm »

(What happened to the mine exploding?)

Pull out laser. Charge in and laser any guards.

((What mine exploding? I only saw the airfield going up.))

EDIT: ((If you mean the ore plant, then yeah, that's down, but they still have other stuff.))

I meant the guys overloading the mine controls
((... Those were the controls for the ore plant. The mine is, well, a mine.))
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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)- Let it burn. (Turn 16)
« Reply #234 on: February 06, 2013, 10:23:40 pm »

(( Gather any explosives you can and meet me at the mine, I have a plan for that.

I'm pretty sure a mining cart full of volatile explosives crashing off the rails at high speed will be enough to cave in the mine. ))
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Unholy_Pariah

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 16)
« Reply #235 on: February 06, 2013, 11:47:24 pm »

head over to order processing, loot for grenades and combustibles en route

If found distribute combustibles evenly through the processing plant

If not just break stuff.
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)- Let it burn. (Turn 16)
« Reply #236 on: February 07, 2013, 12:14:52 am »

On the way back to the camp, pick up anything flammable. Or Explosive. Or...Heavy. Carry it with me to the Mine.
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Hey, don't forget about research boy sitting right here!

miauw62

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 16)
« Reply #237 on: February 07, 2013, 10:31:43 am »

((Can't do without explosions.))
"Aah, this must be the best part about this job, except for the pay."
Head into Order Processing togheter with Stark, make sure no guards manage to sneak up on us.
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)- Let it burn. (Turn 17)
« Reply #238 on: February 09, 2013, 02:32:05 pm »

Look for hostiles. If present, set up main weapon and shoot. If not present, enter camp.
[2] As you don't see anyone, you [5+2] easily hop the fence and enter the railyard.

(What happened to the mine exploding?)

Pull out laser. Charge in and laser any guards.
[5+1v4] creeping around the corner, you surprise the two guards there as you charge, [1v2], [1v6] Your laser scoring deep lines across their armor but not doing any damage. [4] The guards hold their ground, but are too slow to react as you close further, drawing your sword once again and [5+1v1], [5+3v4] cleanly decapitating one before cutting the other in half with another swing of your blade. You retrieve your laser.

Take a rail cart and head for the mine itself following the tracks, look for a storage area along the way.
You find an undamaged railcar, but the only storage unit visible is deeper into the railyard.

head over to order processing, loot for grenades and combustibles en route

If found distribute combustibles evenly through the processing plant

If not just break stuff.

Entering order processing, walk into the front door. The few workers in the building scatter as soon as they see you, and you start unloading AP shells into the engines of the heavy-lifting gear. You get through about half of it.

On the way back to the camp, pick up anything flammable. Or Explosive. Or...Heavy. Carry it with me to the Mine.
[4+1] Who left these HE grenades lying around? You pick the brace of grenades up.

((Can't do without explosions.))
"Aah, this must be the best part about this job, except for the pay."
Head into Order Processing togheter with Stark, make sure no guards manage to sneak up on us.
[2] You keep your weapon ready, but see no guards.

((I'm putting up a poll. Also, please give me feedback on what could be better about the game/my GMing/etc. I'm trying to improve as a writer and a GM, so feedback is welcome.))
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.

GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 17)
« Reply #239 on: February 09, 2013, 02:59:40 pm »

"The party's over and I just arrived."

Draw sidearm. Quickly search camp for anything of note, take it if safe, head towards the drop zone. Rather, do as much of that as fits into one turn.
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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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