Turn 4: A turn for the... slightly better?
Grunt Team:Take Cover!
(11)(11)(11)(8)(12)(10)(14)(5)(15)
Most of the wounded soldiers get behind trees, or a mound of dirt, or something that can protect them from the enemy bullets. One stands out in the open and bleeds, though. I guess he's a little slow. The sergeant both gets behind cover and manages to nail one of the enemy soldiers, matrix-style. He collapses in a heap.
Get Them!
(7)(7)(10)(11)(2)(5)(3)(8)(10)(14)(12)(14)(15)(8)(9)(6)
3 soldiers fire on the moving Patch, but only one hits. Patch is slightly wounded, but far from dead. The other 7 fire on the one guy standing out in the open. He dies, obviously. Two of the other soldiers wake up, but the other 4... still sleeping. In fact, I think they might be comatose.
Tell the Sergent it'd be best to gather his men together and find cover for the wounded and then rush off to Dragnars position and drag him away and heal that nasty case of missing piece of skull.
You get up and begin to rush off toward Alex's position is, but suddenly realize you don't know where he is. (4) All your actions managed to do was draw some of the enemy's fire...
Sniper Team:Shoot the people in the artillery, kill them ALL MUHAHAHAHAHA
...
follow with jarate
Almost... almost... Just a little to the left... There! (16+2=18) You line up the perfect shot and pull the trigger. Boom! Boom! Boom! Triple Headshot! Two of the gunners and one of the sentries fall over, dead.
+8 to SharpshootingYou then decide to hurl a jar of piss at them. It lands a couple hundred meters short. Apparently your sniper rifle can shoot farther than you can hurl a jar. Who knew?
Stealth Team:Return fire on the soldiers, make sure to take cover behind whatever may shield me from some of their bullets.
You return fire, shooting one of the soldiers who snuck up on you in the chest. (9) He falls over, dead.
+1 to Riflesuh...Bleed? Heal myself through sheer willpower?
Hmm... nope, not happening. It's too bad that Patch is the only medic in the entire war, right?
Forget capturing these guys! Kill them!
(7-2=5)(11-2=9)
One of the sentries shoots at Roderick. He hits him in the chest, moderately wounding him. The other one is far too distracted by the 3 people who jest fell over, dead, to do anything.
Heavy Team: Off the wounded one with the knife. I'm not exactly made of ammo.
With a great yell you charge up and plunge your knife into the wounded soldier. (10) *Splut* You pierce one of his arteries. He dies...
+2 to KnivesLob a grenade into the south camp, if possible. If not, continue firing on the enemy patrol.
South camp is a little too far away from that. Plus, you know, there is uhh... trees in the way. So you can't exactly aim. Huh, I wonder if that's why the artillery haven't fired upon you guys. Oh well.
You elect to shoot the remaining soldier instead. (10) You hit him, and he is wounded.
+2 to PistolsI will weave through the trees and make my way around behind the largest group of enemy troops, shooting any enemies I come across. I also keep an eye out for our stranded stealth team
Feeling the situation here is under control, you decide to go reinforce another group. The artillery camp is closer, and the stealth group called for help earlier... and you haven't heard anything since. You go to check it out.
You find your team-mates under fire and decide to lend a hand. (8+2=10) You shoot the other wounded one, and he falls.
+2 to PistolsSurrender!
Wounded? Check. Outnumbered? Check. Surrounded? Check. O...kay. He throws his gun down and begs for mercy. Apparently enemies don't like dying, either.
Grunt Team:
Sergeant:
Status:
Healthy
Inventory:
Byor© Semiautomatic Pistol(10mm)
Trench Knife
Concealable Vest
x37 10mm Ammunition
Private x12:
Status:
2 Dead Soldiers
4 Fallen Soldier
6 Wounded Soldiers
Inventory:
Byor© Sport Hunting Rifle(10mm)
Trench Knife
x19 10mm Ammunition
Status:
Moderately Wounded
Skills:
3/20 Skilled Medic
0/10 Scouting
Inventory:
Byor© Semiautomatic Pistol(10mm)
Trench Knife
Medic Kit:
- Tube of disinfectant
- x2 Bandages
- Medical brace
x40 10mm Rounds
Heavy Team:
Status:
Healthy
Skills:
0/20 Skilled Grenadier
0/10 Mechanic
4/5 Unskilled Pistolier
3/5 Unskilled Trapper
Inventory:
x2 Frag Grenades
Byor© Semiautomatic Pistol (10mm)
Trench Knife
x19 10mm Rounds
Status:
Healthy
Skills:
8/20 Skilled Pistolier
0/10 Mechanic
Inventory:
x2 Byor© Semiautomatic Pistol (10mm)
Trench Knife
Concealable Vest
Cigarette Pack
x78 10mm Rounds
Status:
Lightly Wounded
Skills:
0/20 Skilled Rifleman
0/10 Shocktrooper
2/5 Unskilled Meleer
Inventory:
Byor© Compact SMG(10mm)
Trench Knife
Tactical Vest
52x 10mm Rounds
Sniper Group:
Status:
Healthy
Skills:
10/20 Skilled Sharpshooter
0/10 Observer
4/5 Unskilled Camouflager
Inventory:
Stoic© Sniper Rifle (.303 Cal)
Byor© Semiautomatic Pistol (10mm)
Trench Knife
x38 .303 Cal Rounds
x20 10mm Rounds
Stealth Group:
Status:
Moderately Wounded
Skills:
0/20 Skilled Siege Operator
0/10 Brawler
4/5 Rifleman
Inventory:
3 Frag Grenades
Byor© Sport Hunting Rifle(10mm)
Trench Knife
x58 10mm Rounds
Status:
Critically Wounded
Skills:
0/20 Skilled Sneaker
0/10 Lockpicker
2/5 Pistolier
Inventory:
Byor© Semiautomatic Pistol (10mm)
Trench Knife
Concealable Vest
Stun Grenade
Cigarette Pack
Lockpick
x79 10mm Rounds
Southern Camp:
2 Dead Soldiers
4 Fallen Soldiers
1 Wounded Soldier
9 Healthy Soldiers
4 Sleeping Soldiers
Artillery Camp:
2 Dead Soldiers
1 Fallen Soldier
1 Healthy Soldier
2 Dead Artillery Gunners
14 Healthy Artillery Gunners
Northern Scouting Party:
4 Dead Soldiers
1 Fallen Soldier
1 Healthy Soldier(Surrendered)