Mission 1, Turn 3: Go.
Throw my smoke, away from where I or anyone else is hiding, then start sniping, prioritising the gunners.
[4+1] You throw a smoke grenade towards the far east end of the south wall, past any of your comrades, where it explodes in a dull burst of grey smoke closely followed by a steady stream of smoke outwards, creating a large smokescreen where nobody's hiding.
[4+4] [5v2] [3+3] [1v4] As the more easterly guard opens up with a long burst on the position, you take a shot at the closer target first, who's searching the forest around you for targets. Your shots tears through his helmet and out the other side, the blood spraying as he falls. The closer target eliminated, you move to clear out the farther target, who, though he didn't hear your shot, shifts at just the wrong instant, causing your bullet to dig a furrow through the top-back of his helmet, staggering him but causing him no real harm.
((It's not really about pulling this off - we can, no problem. But tactics! Fucking tactics! We could have at least tried ))
"..."
Deidra slaps her palm onto visor with a sign as bullets go wild.
"Georgia? Thank you sincerely for messing up."
Well, there is no time for curses now.
"I'll take out those near corner."
Action: snipe guars from the nearest (or farthest, if someone tries to take my targets) machine gun and make sure that those close to them have their share of fun too.
[3+4] [1v5] [1+3] [1v1] You take not one, but two shots at the guards at the wall corner. Unfortunately, while both hit, the AP rounds chew through armor alone, and while the second shot does knock down your second opponent, you don't actually take out any guards.
(( The tactics were you all try to walk up to the wall covered in heavy machineguns manned by people with IR goggles. They'd have seen you before you got close given that to them your going to literally glow like neon signs. ))
Target the people on machineguns that are pointing in the direction of the team first then work my way along the wall, use explosive rounds for the extra shock value. Priority is to protect Nunzillor.
(( What happened to my suppressor lol? ))
[3+4] [4v3] [1+3] [2v2] Seeing as how Jack is down to the south, you take two shots- one at the southwest corner, and one at the south of the western wall (the D1 guard). While the first shot has the rather... distinctive result of punching a hole through the man's shoulder, the force of the shot sending the man's right arm flying off into the air and leaving a messy crater on the right side of the man's body.
Predictably, he topples screaming to the ground, just as you second shot goes off and hits your second target in the upper back as he leans over, peering down the barrel of his mounted gun. Your shot, while not penetrating his body, shoots right across his back and sends him toppling over the side of the wall to the ground,
[3] where he lands with a crunch, out but not dead.
(I had you fire using AP rounds because it takes a turn to switch due to gun tech. I figured you wanted to fire this turn.)
((AAR is rockets, right? Also, whats my range on them?))
"Right, who shot and why? I mean really. Do you WANT to get us all killed?
Fucking hell. Now what are we gonna do? I bet there are already gunships inbound..."
Chuck a frag at a turret is in range, otherwise load the rocket clip and get ready to hit some MG positions.
Magazines switched, weapon adapting. You'll be ready to fire next turn. For the time being, you take careful aim at that lovely MG position nearby. +1 to hit on next shot.
((PewdsRocks... What the hell, dude? If you're gonna fuck up, at least don't put your teammates at risk. We should try to work together on this, not go lone wolf. Right now you're more of a liability to us than really helping. Coordinating the assault could've taken out more guards than one dumbass sniper trying to play Rambo.))
"Son of'a fuck! Who opened fire?!? If I live through this their ass is mine! At least their a diversion... Screw it, let's go!"
open fire on the machine on the wall, to provide suppressive fire. Have our demo guy get up close to blow a hole once the MG is taken out.
((We have a demo guy... Right? Someone picked big explosive stuff?))
[4+2] [5v5] [5+1] [2v5] Your suppressive fire does exactly that to the guards on the west wall- suppress them with close calls.
"Surprise is gone, opening up."
Shoot the guards on my section of wall.
[5+2] [5v6] [6+1] [3v1] You open up on the two guards that your teammates are after, the northern one simply taking your bullet in his chestplate while the closer, guard in the middle of the wall takes a bullet very similarly, except that a bullet that goes through armor and lands in the gut is generally more painful than a bullet that stops in the armor. As such, he's not feeling very good at the moment.
((Did I miss you last turn? Sorry if I did.))
((Nah, I just didn't post an action for the first turn.))
Try to find some cover and determine how many enemies there are nearest to me.
Take cover should I find it and wait up for the rest of my team to catch up, if they're not there already. Fire on my opponents with my regular bullets should they start shooting.
[6v3] [2v3] [3v2] [6v2] You take two shots at the guards on the wall, starting with the closer guard as he ducks for cover, holding his gut in pain. You land a solid hit, but the angle proves bad and the bullet lodges in the now-cracked helmet. The guard further up the wall, while already in cover, pokes his head up to see if he can get a shot off at your team, but you put paid to him with a solid headshot, the bullet entering one side of the helmet but not exiting through the other. Rather, it tears a path through the man's brain before reflecting off the helmet and bouncing back to tear a second path of destruction.
Get along the wall and take out anyone who throws a funny look towards me. Report contacts and visuals along the way, and don't be stupid with my maneuvers. Prefer cover over firing.
((That's about as tactical as I'll get for now, I won't really throw out any radio comms unless someone addresses me so.))
With all the guards on the western side of the wall either dead of incapacitated, you receive no resistance.
Fire rockets at the turrets to the south, try to aim them so they blow a hole in the wall.
[5] [4]You send two rockets streaming towards the southwestern wall corner right behind each other, the impacts throwing a huge wave of sound and dust into the air. As the dust clears, you see the desired result- The ten foot high wall is now perforated by a giant gap in the wall, the machinegun post nonexistent and rubble littering the ground inside the perimeter in huge, rebar-studded chunks.
((Well, we don't really have a demo guy I think, but we have a couple people with rockets that might be able to punch a hole in the wall. I suggest they target the middle of the south wall for the breach, as the middle is where two machine guns are, and the corners only have one. We can still do the plan, but the guards are highly disciplined (or not enough time has passed since the shots?) and are not changing position to focus on the north or check on their wounded/dead. Since they cant be distracted into changing position, can we refocus sniping on the southern corners? Machine guns sound bad. Also... fuck.))
---
Jack jumps in surprise as he hears the shots and subsequent sounds of alarms from inside the battery. Huh... looks like they jumped the gun, so to speak. Jack eyed the machine gunners through the thin line of trees. "I feel that this doesn't have to change much," Jack relayed through the radio. "Let's refocus all efforts on the south, since the enemies are not changing position in response to northern fire. Still waiting on that breach, guys. Snipers: see any entrances into the underground facility?"
Edit: "Get rid of southern fire, poke a hole in the southern wall, stroll in through the hole, focus combined strength on enemies in the immediate interior, then without delay find a way into the underground portion of the battery. Quickly and in that order. Thoughts?"
Planned action is unchanged.
((Sorry for walls of text))
Seeing Cincinnatus put two rockets into the wall corner nearby, you decide to go for it. Dashing across the fifty-foot deforestation perimeter, you jump through the gap in the wall, as you get ready to throw a grenade to the top of the south wall.
[2+1] Unfortunately, it lands at the base of the wall, the guard at the top remaining untouched, though you continue to run.
Guards:
[5+1] The guards on the west wall can't do anything because they're pretty much all dead or knocked out, but the guards still alive turn to the outside, searching for snipers.
[5+1] [6] [3] The guards on the north wall spot Everett, and even as he lines up a shot on the machinegun posts, they start aiming at him.
[6v1+1] [5v1+1] Unfortunately, he notices too slowly, and by the time he's diving to the side, the bullets are already on their way. While only two bullet hit him, they do quite a bit of damage. The first punches right through his lower body, leaving a clean hole in the armor that quickly fills with blood and starts leaking out even as the armor's underlayer tries to bandage the wound. The second bullet lands square in the meat of the thigh, and while it doesn't go through, it does something that is fr more uncomfortable- it lodges in his freshly broken thighbone.
[1+1] The pain from the rough landing proves too much, and while he lands in a relatively safe location, he's out, his mind shut down from the overload of sensation.
Meanwhile, on the southern front, Jack continues his mad rush into the battery.
[5+1] [6+1v6] Even as he rolls into cover beside the closest point defense turret, the grenade lands not twenty feet away, fragments pinging off the housing of the smaller laser battery as the guard, while mostly intact, is thrown to the ground twenty feet away with a dozen small puncture wounds, having leapt away as the grenade landed. Luckily for Jack, he's unconscious. Unluckily for Jack, the others aren't.
Have fun, folks.
So. That was a turn. Apologies for the delay- I didn't realize we were missing Persus until it was a bit into the turn creation process, and as such has taken longer than I hope most turns take. It turns out that splitting work between two days throws off your memory of what's going on in the turn.
Character SheetCurrent Map (Orange ovals are live enemies. Red ovals are dead enemies/civilians. Blue ovals are incapacitated enemies/civilians. Yellow ovals are live civilians. Green rounded rectangles are players.)