Battle 3 Round 17Once 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
Request a 'nade and toss it into the tower.
(1) you bounce one off the side of the tower! incoming!
(1) welp, that was a decidedly stupid way to die.
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
Land on the other side of the phymad from the functioning towers. If I see any Other Guystm shoot them
(3) you land successfully. Your Space Pteranodon nibbles at some entrails. Ain't no one left alive out here.
... sooooooo. Gonna name that mount? Or give it a designation?
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
Open north door check if our allies are there before shooting
(1) you kick the door hard, and nearly break your foot. Gonna take more than that to open that one.
(2) a stack of whatever is stored in this room falls on you, pinning you. You aren't maimed, just pinned.
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
(Nah, my Heavy just doesn't have it in him to remember or recognize what the thing is.)
Unopenable door can't be open, take new dead noise weapon in to noise pen.
(6) hey, look at that. Your new noise weapon also makes a handy stepstool. You can probably reach the little trap door at the top of the noise pen if you stretch a little.
Unit number: Re004
Platoon 1
Name:
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: physically capable, mentally not so much
Character points: Nothing to see here.
Character traits: Nothing to see here.
Unlocked classes: Grunt.
"KiLLINg PLeopoiaejse I kailLl Yu hA."
Enter ziggurat, charge up to floor 3 while smearing gum all over my face.
Also, I don't want to be an asshat, but would providing suppressing fire and saving my fellow grunts be CP worthy?
If you are consistent with it, sure. You can have the CP: Support. That will go toward unlocking some auxiliary classes, I guess.
(2)You run up to the third floor and drop your artificial gum flavored chewing resin on the floor.
(5) and join the two grunts hiding behind the wall.
Platoon:3
Designation: HC007
Unit type:
Health:Factory Conditions
Status:Factory Conditions
Inventory:
Rank: Corporal
Classes: Grunt, Electrolaser Heavy Grunt.
CP: "
Charge Limping Lurch of the Light Brigade."
((Spawn as whatever my last CP unlocked, probably some sort of light cavalry.)) Address Grunt 021. "We did a fine thing there grunt, a fine thing; But we left one of our own behind, and we never leave our own behind. Prepare to move out! We ride for Grunt 002!
The second number is the counter, the third is the grunt command designation.
CP:"Charge Limping Lurch of the Light Brigade."
((Assumedly he received the same CP as I did, since he was in the same charge. Spawn as an identical, albeit lower ranking version of HC007. ))
Be addressed. Be inspired. Remember Grunt 002 fondly.
You two spawn as low level shock troops. You get one armor level each, with spikes which will help in melee combat and prevent unwanted hugs and compliments. HC is still a slightly better version than the grunt. (4)(5) you inspire and he is inspired. heck, you each get a +1 on your next attack action.
Pork003
Platoon: 3
Wounds: None
Health: Fresh as a Daisy
Stuff: DMR, backpack, chewed gum
Skills: Shooter
Grumble to myself, head towards base. Whisper rude remark about seargent under breath.
(6) you grumble like an infantryman being sent to certain death by an asshole he hates and for a cause he knows nothing about. The Sergeant appears unimpressed.
You arrive at the ziggurat and stand in the open field yelling curses at the swamp. and the swamp things crawling up out of the ground.
(2) one of the monsters decides that the noisy grouch should just shut the fuck up and die already, and proceeds to attempt to make that happen. It tears one of your legs off and starts beating you with it.
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
With that taken care of, take a moment to rip one of that thing's teeth out with... well, I'm sure there's something I can use in the backpack. Then shoot up the door.
You get the tooth, no problem. (3) you put some holes in the door near where you assume a latch might be. Did it work?
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
That guy probably knows what's going on here, so follow those instructions.
You and a third grunt join Shushy McQuiet the fuck downface near the wall. you hear the sounds of The Other Guys
TM in the hall around the corner. Sounds like they know you are there. Or at least suspect that you are.
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
So, after this battle wraps up, I am going to take a little time to get this game organized. I will work my way through the thread, recording all the CPs, equipment, and classes, as well as some miscellaneous stuff. I'll make a second OP, and link it in the first OP. It will be the same game, but somewhat overhauled so it's slightly more comprehensible and so that you guys can get a clearer sense of progression, which I think is lacking at this point. This process will likely take a week or two. While I am doing that, fel free to use the thread for rp amongst yourselves, or asking questions or making comments. I'll probably reply.
And thanks for joining me on these adventures!