Mission start post following this one. Please do not post between this one and the mission intro. This post is merely to wrap up your last set of actions.Of course, if there are still loose ends, feel free to post those after the mission intro, along with any actions taken then.
Ask for some pills for battlefield testing I will recover my Mutant trait. Then go to do the correct paperwork.
Platoon: 3
Designation: Zii004 (+1)
Class: Grunt
Status: Healthy
Attributes: Sharp Vision, Lowlight Vision, Empathic awareness. (last 3 lives)
Inventory: Helmet, Laser carbine, Backpack (lunch (Egg Sandwich), extra socks, the Empire's Military Handbook, re-breathers and goggles), Imitation Artificial Chewing Resin Substitute, one favor (OS 002), 1 Special ration (+1 on action or death rolls for three turns).
Character points: Eye of the Storm 2/7
Okay, you get 3 pills. You know, if you had the Mutant Trait at the end of the old game, you can link me your last charsheet from there, and i might just add that back into your clone line.
You then proceed to stamp your mark onto a bunch of files and click on a lot of checkboxes. Your eyes cross and your vision blurs due to the tedium. The things you do for the Empire and for Glory ...
Can I lock in grenadier for my class I want to blow shit up Also visit the altar of space Jesus and pray for him to guide my throwing arm
Platoon 1:
Designation: KH003
Class: Grenadier
Status: healthy
Inventory: Helmet, laser carbine, backpack, Special ration, 3 Frag grenades, 1 EMP grenade, 2 smoke grenades
Kill tally:0/1/0
Death types: Space battle, Blasted
Grenadier locked in. Make a note of it in your sheet. If you get to khh8 in this mission, you will unlock the next tier. If you survive the mission with fewer deaths you will tget the next tier, and maybe a perk. You can make a note of that too, because i will forget I said it.
(5) Space Jesus smiles upon you. You have been granted 3 Space Blessings to your throws. Use them by stating "receive Space Blessing for this throw (x/3)." The Space Blessing may be a +1 to the roll, an auto success, additional damage, or some other effect, as determined by Space Jesus at the time of the action. I spuppose you can add Faith 1/7 to your sheet as well.
Find something to draw with and draw a flag onto a torn bed sheet
Infact I shall show you the flag of Fort FKDworth:
F is for fuck I'm dead again
K is for killing, which happens a lot
D ...well what that stands for should be obvious at this point. DEATH!
Platoon: platoon 3
Designation: FKD003 (SPZ003)
Class: Grunt
Status:Huddled in fort FKDworth
Inventory: helmet strapped to head, helmet strapped to helmet, laser carbine, laser carbine backpack, a knife
Kills: Heh
(1 CP torwards level up)
The Empire approves. you gain the CP Patriot: 1/5
Sorry I'm a little late to reply.
1) Engineer (I'm OS) and Chaplain.
2) Intel papers, extra helmet and backpack, snacks and beverages.
3) Faith 2/5, for thinking about the dart's safety for the officers' sake, and for pondering life after death while giving Hat001 IACRS for his last moments (apparently, he was only maimed down a leg). Squad 1/5, for fastening the other grunts' belongings for them in the Dart. Intel 1/?, for obtaining those papers.
4) Not really, other than maybe me surviving the entire mission after that first successful deployment.
Look for where I can hand things to officers, and hand in the intel papers and snacks. Also, get remaining intel papers from Hat. The intel means nothing if those Officers cannot recognize them as existing.
Platoon: 1
Designation: OS002 Deaths: 1
Class: Grunt
Status: Normal Gravity
Inventory: Helmet x2, Laser Carbine, Backpack x2, and Imitation Artificial Chewing Resin Substitute, Intel Papers, Snack Stack, Civilian Grade Beverages.
Markers: Faith 2/5, Squad 1/5, Intel 1/?
Kills: Minor 0/0
Standard 1/1
Major 0/0
You turn in your intel (and Hat's unless he declines). The Officers take it, bag it, and pass it on to someone to process. +1 to your intel CP. (3) The petty officer t owhom you hand the snacks gives you one Special Ration. Someone remind me what a special ration does, so I can put it in the OP.
Chaplain and Engineer unlocked. You can hang onto your faith CP, or exchange the two pips in it for Faith Actions. These actions will be special directives that you receive by Faith, which, if you attempt to complete, will likely result in something positive for your squad. You'll probably die in the process though.
Find a place where to train hand to hand or melee weapon combat.
Try to understand how to progress in my CP.
Platoon: 3
Designation: Rand003
Class: Grunt
Status: Healthy
inventory: Helmet, Laser carbine, 2 Backpacks, 2 Imitation Artificial Chewing Resin Substitute (Chewed), Imitation Artificial Chewing Resin Substitute (Unchewed), 1 midsized bottle of Real AlcoholTM, butcher's cleaver, 2 Special Rations.
Kill Tally: 0/1/0
CP: Living on the Edge (1/7)
You can Lock in the Brute Class as your next class unlock, and then, on mission, each time you attack in Melee, gain a point in Brute x/? Once that reaches whatever point I consider appropriate, you will unlock that class, regardless of deaths, mission success, etc. As for advancing in living on the edge, well, hmmm. HAndicapping yurself, within reason, in order to achieve specific goals might help. Or taking optional, risky goals, especially if acting on them involves potentially drawing a lot of attention to yourself, putting yourself in high risk (even for Grunts) situations, or the like. If you note that you are attempting to advance that CP wit han action, I will pay more attention.
A couple examples:
The squad has the goal of capturing a bunker. You take on the added goal of taking the commander alive, personally.
The squad wants to sneak past a gun emplacement. You attempt to hotwire a car and drive of to give the gun something to shoot at.
You attempt to trade with an enemy soldier.
You attempt to befriend the local wildlife.
examples that don't count:
your squad is trying to take a bunker. You rush at it ahead of the others. That's just normal Grunt madness and involves no skill or cunning.
you decide to do the next battle with fisticuffs only. This handicaps you, sure, but there is no end goal of value. Unless you were fighting Space Buddhist Monks or some shit.
(5) You create amusing sculptures, Gruntship Bracelets, and an Eight Foot Balancing Tower of Food Related Items. It spans three tables, and elicits a standing ovation from the other Grunts in the Mess Hall. An officer pauses in the doorway momentarily, head turned your way, face unreadable.
hehe
Platoon:
Designation: HC007
Unit type:Shocktrooper
Health:Factory Conditions
Status: Wizened, with a cool beard.
Inventory:Gun, gum, backpack, spiked armor, a platoon's worth of Gruntship bracelets.
Rank: Corporal
Classes: Grunt, Electrolaser Heavy Grunt, Shock trooper
Keep enough Gruntship bracelets to hand out to my new platoon on the next mission.
Being a corporal means I have the privilege of praying to even higher ranking officers than the average grunt. Do so. Include a Gruntship bracelet with the paperwork. I'm sure he would appreciate it.
You hang onto some bracelets. (1) your paperwork comes back stamped "insufficient and incomplete." The Bracelet does not return with it.
Go find some engineers and ask them if I get any options for modifying my vehicle. Like different mounted weapons or something?
Platoon: 2
Designation: OcE009
Class: Driver
Status: Healtherly
Inventory: helmet, backpack, carbine
Deaths: 2
Kills: 0/5/0
CP:
Driver (0/5)
Mech (0/9)
I believe the next mission will be a space one. So, you'll be operating a sort of cross between a spider crawler and a standard apc. A Space Grunt Transport Vessel. SPG-V. The Spaghetti V. It's use is to latch onto objects with low gravity (asteroids, ships, etc) and to move about on them. Or in them. Transferring from one space object to another involves a single launch roll, rather than flight rolls, as that would involve spaceflight, which I believe i excluded from the tier one class. Make sense? Acceptable, or do you have suggested modifications to that idea? PM me if you have thoughts before the next post, so as not to violate the "don't post here yet" guideline.
also, modifying the standard vehicle will require a roll, and will come with drawbacks, even if the roll succeeds.
Get a lecture on the actual uses and value of the micropulse tachometer and hyperally recombinant circuit board.
I will UNDERSTAND, for I am a highly intelligent Grunt, and refuse to be stupid.
Are you a technician or an Engineer?
The Engineer is willing to explain the use and function of one of them in exchange for the other.
For both, he will enroll you in either a technician or an engineer class, which will grant you a CP toward unlocking those classes.
Build up my inner RAGE!
DO what with the who, now? Did I miss something? (2) you attempt to lose at cards in order to get angry, but end up breaking even.
LOOK FOR THOSE FORMS!
You get some forms and begin filling them out. You get a CP: Prayer(officer), 1/7 record that in your charsheet.
Get the brain implants
Platoon: 3
Designation: BLD006
Class: Technician
Status: Tactical.
Inventory: helmet, laser carbine, backpack, 1 Imitation Artificial Chewing Resin Substitute, 1 Alcohol
Kill Tally: 0/0/0
Deaths: 4(+1?)
Alright. I'm rolling first for what the medicos are trying to put into your head, and second for the success. (19) Ultralinguistics. Huh. Well, it
could be useful. OR you could end up being C3PO. You monster. Let's roll. (6) You awaken form the surgery. The surgical machines are talking to you.It's hard to understand what they are saying, though, since they are all talking at once, and your new implant is parsing them simultaneously. After a few minutes of this, your still sleepy brain becomes overstimulated, and you have a panic attack. You are put back to sleep, and awaken later, in a darkened, quiet room. Your new implant is quite powerful - moreswo than yo ucan handle easily. Every time you use it to communicate with something you otehrwise wouldn't be able to communicate with, it hs a chance of overloading your mind in vrious ways. You gain the Attribute: Implant(Ultralinguistics: 6). This attribute will lat this entire mission. If at that point you wish to retain the implant, you may. If you choose, you may opt not to have the implant in a future clone this mission, but you will be unable to receive further implants for 5 lives.
Posting to watch, may join in the faaar future.
Welcome to the madness. I hope it is as entertaining for you as it is for me!