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Should mooks get Endurance rolls?

Yes.
No.
Maybe.

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Author Topic: Roll to be an Interstellar Mercenary (8/8)- Mission 2, Turn 11 Took a While  (Read 51670 times)

Persus13

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 17)
« Reply #240 on: February 09, 2013, 03:03:56 pm »

Search for more explosives to destroy labor yard with
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Greenstarfanatic

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 17)
« Reply #241 on: February 09, 2013, 04:00:51 pm »

Toss the grenades in the nearest mine cart. Without pulling the pins, of course. Wait for others to get to site.
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mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 17)
« Reply #242 on: February 09, 2013, 04:26:24 pm »

Head to the storage unit, load up the cart with as much explosive as I can find, shoot any guards I see.
« Last Edit: February 09, 2013, 05:18:26 pm by mesor »
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Unholy_Pariah

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 17)
« Reply #243 on: February 09, 2013, 05:13:57 pm »

finish breaking stuff, shoot guards if i see them
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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)- Let it burn. (Turn 17)
« Reply #244 on: February 10, 2013, 04:59:00 am »

Search order processing for any guards while Stark breaks stuff.

((Oh, and the maps are VERY helpful to determine where you are. Could hardly do without them.))
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Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 18)
« Reply #245 on: February 12, 2013, 08:30:13 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.
Your sidearm at the ready, you make your way into the maze of the railyard- and walk up right behind three panicked guards. They don't notice you yet...

Search for more explosives to destroy labor yard with
Figuring that they must be hiding explosives in the bunker-like building, you make your way towards it. As you quickly cross the clearing between it and other equipment, though, bullets tear through the air. [2v6+1] Rolling to a corner of the building, you turn and return fire back at the guards, [6+1v2], [4+2v6] even as they duck back, the laser cutting through their armor, but not them.

However, as they run behind cover, they stumble back in panic as Simon, who crept into the camp, opens up with his secondary. [1+2v6] While he doesn't hit them, they do end up right in your sights once again, which you take advantage of. [5+1v6], [6+2v1] You and Simon open up at the same time, the guards back pedaling for cover even as the laser slices off edges of their armor and burning promethium melts through patches. [1+3v4] While neither of you do much damage, the trio of guards are now hiding behind a piece of equipment.

Toss the grenades in the nearest mine cart. Without pulling the pins, of course. Wait for others to get to site.
You start heading to the railyard.

Head to the storage unit, load up the cart with as much explosive as I can find, shoot any guards I see.
As walking through the gunfight, you try to open the door, but it appears to be locked. A pity.

finish breaking stuff, shoot guards if i see them
You finish slamming forklifts into pallets and control panels, leaving behind a quite thoroughly destroyed building- there's not much floorspace without debris.

Search order processing for any guards while Stark breaks stuff.

((Oh, and the maps are VERY helpful to determine where you are. Could hardly do without them.))
You find nobody.

((Feedback is always welcome. Anyway, do you guys think I should stop giving NPCs endurance rolls? (as in the mooks only- commanders and the like would still get them.) I feel it kind of makes the game a bit less enjoyable, but I want to hear from you guys.))
Spoiler: Objectives and Map (click to show/hide)
Spoiler: Character Sheets (click to show/hide)
« Last Edit: February 12, 2013, 08:43:25 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.
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Greenstarfanatic

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 18)
« Reply #246 on: February 12, 2013, 08:35:00 pm »

((Where Am I in the Compound?))
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mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 18)
« Reply #247 on: February 12, 2013, 08:36:13 pm »

Glare at the door with such strength that it falls down, if this fails kick it down.
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Persus13

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 18)
« Reply #248 on: February 12, 2013, 08:42:30 pm »

pull out katana. decapitate those 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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Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 18)
« Reply #249 on: February 12, 2013, 08:43:38 pm »

((Where Am I in the Compound?))
Image fixed.
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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)- Let it burn. (Turn 18)
« Reply #250 on: February 12, 2013, 08:51:07 pm »

finish breaking stuff, shoot guards if i see them
You finish slamming forklifts into pallets and control panels, leaving behind a quite thoroughly destroyed building- there's not much floorspace without debris.

Oh that's gold, i just got my forklift license 4 days ago.  ;D


head over to the rail yard and shoot any guards i see, destroy/disable any rail cars i can see that are not on the tracks or are stuck behind already destroyed/disabled rail cars.
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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.

mesor

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 18)
« Reply #251 on: February 12, 2013, 08:53:28 pm »

(( Don't destroy mine I need it. ))
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GreatWyrmGold

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 18)
« Reply #252 on: February 12, 2013, 09:12:24 pm »

They haven't noticed?

Flame the guards. With the flamethrower sidearm. Then, say some witty greeting having to do with fire.
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Doomblade187

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Re: Roll to be an Interstellar Mercenary (8/8)- Let it burn. (Turn 18)
« Reply #253 on: February 12, 2013, 09:15:19 pm »

They haven't noticed?

Flame the guards. With the flamethrower sidearm. Then, say some witty greeting having to do with fire.
They did notice. Read Persus's turn. You tried, but their endurance rolls negated the awesome hit rolls you made- I put up a poll asking if mooks should get a toughness roll, should they be just normal guards/soldiers.
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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 18)
« Reply #254 on: February 12, 2013, 09:24:22 pm »

Oh. Aw.

In that case, holster my sidearm and set up my rifle. Shoot anyone who pokes their head out.
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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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