Battle 3 Round 16Once again, individual actions and rolls. hope you guys don't mind too much.
Platoon: 1
Designation: Sn005
Unit type: Grunt
Health: Perfect
Status: Normal
Inventory: Gun, Gum, Helmet, Military backpack, Goggles
Character points: (not) Darwin's finest; Just along for the Drag
Rank: Private
Finish him off and move on to the next tower
(4) you hit another guy in the same tower. He is wounded as well. Looks like there are three or four in each tower.
(5) the tower goes quiet. You hear some shuffling around up there.
((You should totally give me a CP for that hammy gloat.))
Platoon 4
Designation: OcE006
Unit type: point man
Health: Serious Wound (right leg) [Treated], Left Arm Severed [Treated], Serious Wound (left leg)
Status: None
Inventory: Lascarbine[hot, hard, heavy, raging, spewing unidentified liquids, and full of death], Fancy shmancy pointman sensor helmet, Scout knife, backpack full of arbitrary shit, One hovercraft
Achievements: Mission complete: Antibrick takedown
Classes unlocked: grunt, heavy grunt, soldier, grenadier, point man, shooter, assault gunner, pyro,
Character points: Honor, From Matilda, I MEANT TO DO THAT, Sergeant in Training, Generous
Character traits: None
Life kills: 3
Total kills: 19
Total deaths: 5
K/D ratio: 3.8
Rank: Corporal
Find a nice supplies cabinet on level 2 to "secure". Hide in there along with captives and grunts.
Platoon 4
Designation: OGnt001
Unit type: Grunt
Health: Serious Wound (right leg)
Status: concussion: 1 in 6 chance of passing out each round.
Inventory: Gun, Helmet, Pack, Gum, Bagpipes
Rank: Private
Lose consciousness.
Platoon 4
Designation: OGnt002
Unit type: Grunt
Health: Maiming (left leg)
Status: None
Inventory: Gun, Helmet, Pack, Gum
Rank: Private
Get out space-phone and slack off.
Sure, sure. CP: "that was a bit much, don't you think?" A note will also be added to your permanent record.
(3)(3)(1) You begin herding your captives toward floor 2. It's an awkward shuffle and you and the Grunts have a moment of confusion where no one is sure what anyone else is doing. In the end, you get everyone in a line, with Grunt 1 at the front, you at the back and grunt 2 going down the wrong corridor.
(1)(1)(5)Which is the perfect moment for the captives to counterattack. You and Grunt 1 are overwhelmed and shot down. Grunt 2, being in the wrong corridor, escapes for this round. his fate will remain unknown.
Platoon 1
Designation: KH010 Lancer
Unit type: Elite Cavalry
Health: fine
Status: Having a spot of fun flying
Inventory: Electrolance, shoggoth gun, Flying mount (Space Pteranodon (armored)), gum
Character points: Hates bugs, first aid, Mutilate corpse, Mount THIS
destroy the guard towers through ramming if my mount would be fine if not just shoot them
Your mount wouldn't be okay with that. She's a Space Pteranodon, not a Space Triceretops. Sheesh. (4) you fire your gun. a series of holes appears in the side of the (6) southernmost tower. A spray of fragments flies out the other side of said tower. The tower does not collapse, but you are pretty sure it has been neutralized.
(3)your mount takes a shot. The armor absorbs the blow, but you are going to need to land for a round for the mount to reorient. Otherwise you'll start taking penalties to a flight roll.
Platoon:4
Designation: Yo009
Unit type: Heavy Grunt
Health: Heavy Mained(Arm)
Inventory:Heavy Gun, Heavy helmet , Heavy Backpack, Heavy Gum
Achievement: Mission: Anti-Brick weapon
Classes unlocked: grunt, heavy grunt, soldier, grenadier, point man, shooter, assault gunner,
Rank: Corporal
Take dead noise and throw it at unopenable door to open.
Dead noise ... Oh, I never gave you much of a description of the abomination. Wait a minute .. .are you making fun of me? Urge to murder rising ...
(2) you lift the beast high over your head, roar, rush forward, and throw with all your might. The thing hits with a wet thud and bounces off.
Got any more bright ideas, heavy? (you do know that your weapon is not broken, right?)
Pork003
Platoon: 3
Wounds: None
Health: Perfect
Stuff: DMR, backpack, Gum
Skills: Shooter
(I assume being Shooter means I get like a carbine for medium range combat.)
Wait in Pod.
Yeah, basically. You get a slight advantage to shoot rolls, especially from good positions like cover or high ground. Not so much from point blank range though.
Your sergeant is looking at you with an impatient frown. You know this because he is shouting at you. "GRUNT! WHAT ARE YOU WAITING FOR, AN IN-VI-TA-TION? THIS IS NOT SOME FANCY DINNER! GET OUT THERE AND GET SHOOTING! THIS IS MY IMPATIENT FROWN. DO NOT MAKE ME SHOW YOU MY UNHAPPY FROWN!"
Platoon: 3
Designation: Hat010
Unit type: Assault Gunner
Health: Maimed [arm]
status: -
inventory: submachine gun, helmet, backpack, gum.
character points: The ten yard stare, Wrangler
character traits: -
achievements: Mission complete: Antibrick takedown.
rank: private
Spray some laser fire into the den. Don't want anything coming up behind as I'm working on the door. Also make a mental note to rip out one of that thing's teeth as a souvenir if I live through this.
(2) you shoot some holes in the wall near the den. You crouch down and peer in. Looks unoccupied.
Zii009, platoon 3 "Gunbane"
Unit Type: Soldier
Inventory: gun, helmet, military backpack, military headset, Body armor, experimental serum, armor piercing rifle.
Status: Serious Wound
Character Trait: Mutant, fear of heights, Jumping legs (jump straight up about twenty feet, or forward about fifty)
Achievements: Friendly Fire: Victim
Go to floor -1 in case they need your Mutant legs to kill these Mutant animals and to steal the Mutant drugs
(4) You find the stairs down. They are guarded by a metal gate. You make short work of the gate, and the second gate, and are in. Well, that was absurdly easy. You are in an open area surrounded by empty cages, with a long hallway between the cages leading to the back of the room, where another, more substantial door is located. There are similar doors on each of the other walls, including the one behind the stairwell. (so, one big heavy door on each wall, north, south, east, and west.)
Unit number: Re003
Platoon 1
Name: You don't get a name, private! No go out there and shoot The Other GuyTM!
Inventory: Standard issue Semi-Auto Rifle, pack of Deelishus™ chewing gum, Mark III Coalition Force Infantry Helmet, military backpack with MREs, extra fatigues, and the basic grunt gear.
Status: Ready to kick some ass
Character points: Nothing to see here.
Character traits: Nothing to see here.
Unlocked classes: Grunt.
"Err... I guess I'll follow you then. Onwards, comrade!"
Attempt to shoot a few guys in the guard tower.
(2) Your shots either miss, or ricochet off the rather flimsy armor siding of the tower. "Just testing the material. Looks, uh, looks normal."
(1) Crossfire! The middle tower, having been relatively unopposed for a while now, gets a lucky shot and kills you.
Platoon:1
Designation:Zr009
Unit type: Heavy Grunt
Health: Healthy
Inventory:Gun. Shotgun. Helmet. Armor. Backpack. Gum. Playing cards.
Character Points: "Honor", "Follows Orders", "In the Shadow of Giants"
Character Traits: None
Rank: Corporal
Going up.
You arrive at floor three to see another Grunt (Grunt 2 from Oce's squad) crouched down at teh end of the hall, rifle ready. He makes frantic "shush and get down" Motions at you.
Platoon:3
Designation: HC006
Unit type:Electrolaser Heavy Grunt
Health:Maimed (left arm)
Status:More sturdily built than your average grunt.
Inventory: Electrolaser carbine, Electrolaser stub,
Rank: Corporal
Classes: Grunt, Electrolaser Heavy Grunt.
"Now is the time men! For Glory!!" Charge with my carbine in my right hand and wave my left stump menacingly when possible.
Charge! Scream warcries with renewed vigor!
Charge with a high pitched scream!
(6+1)(3+1)(4+1)
You overwhelm your foes! it is a bloodbath! Glory is had by the survivors! The survivors being: (1)(2)(6) Grunt 2, who was maimed in the leg near where genitals would otherwise be, had he not, like all the rest of you, been spawned in a gel.
You and Grunt 1 are dead though. How unfortunate. You get a CP, though: "
ChargeLimping Lurch of the Light Brigade."
Instructions:
Respawn wherever you like, up to wherever combat is happening. just not in places still held by The Other Guys
TMFloor -1 2 rooms of horrifying genetic abominations cleared. two of our heros remain locked in the horrifying abomination testing rooms
floor 0(aka outside) two guard towers on the west are still active, and some of the horrifying abominations from below are starting to leak out and eat grunts
Floor 1: Clear
Floor 2: Clear
Floor 3: recontested
Floor 4 clear
Floor 5 in enemy hands