Point My revolver at the (Scientists?).
"Gentelmen. It appears that we have a slight... problem. You see, It appears that Me and My companions do not have a map, List of personel, and Security trap locations for this complex. In about seven minutes, we might just have two more casualties than neccesary. Of course, Solving one problem might just solve the other." Smile. "So how about we solve that problem, eh?" Prod gun in air.
You casually threaten the scientists, knowing these noncombatants wouldn't possibly challenge you, right? Right? (5) Wrong. They seem completely unimpressed by your speech, and one of them quickly pulls out a remote and pushes a few buttons. Sections of the walls slide back to reveal more automated turrets, and a large orb rises from the ground, crackling with electricity.
Blow a hole in the upper left hand corner.
You aim the turret just so you can blow a hole in the upper right part of the building. (7+3) The shell lands on the wall and explodes, creating a small hole in the corner of the room. Not a terribly impressive shot, but it should suffice.
+1 to Siege Engineering. Proceed to the right hand turn and look down the right corridor for traps and sensors.
You head down the hall until you reach the branching corridor, then peer down. (?) You don't see any traps or sensors, just some wide steel doors at the far end.
Fire at the sensor Zako found, and any new ones found this turn.
As Zako points out the sensor, you take quick aim and shoot at it. (9+4) The bullet strikes the mechanism, disabling it.
Enter computer room, search it carefully for any info that might help our planning. And valueables.
You head for the computer room, (15) but quickly realize that walking inside would mean almost certain death. You wisely stay outside of the room.
Check out door on other side of hallway; lead with grenades.
You slam into the opposite door, (7) but it doesn't open.
Go to cheddarius and back him up, watching his for traps and enemies.
You head over to Cheddarius. (?) You also find no traps or enemies.
Im heading in with everyone else.
You walk into the building. (16) Your acute senses quickly take in everything that is happening(+2 to next turn's roll).
Advance slowly, keeping alert
You advance, (10) but then notice that Derm seems to have wandered into a hostile situation.
Several of the automated turrets shoot at Derm. (6)(4)(13) The one opposite him lands two hits, but the others miss by a wide margin
Status:
Healthy
Skills:
2/40 Expert Grenadier
0/20 Skilled Pistolier
4/20 Skilled Medic
5/10 Trapper
3/10 Siege Engineer
3/10 Rifleman
0/10 Mechanic
0/10 Escape Artist
Inventory:
G.N. Hunting Rifle(.32 Cal)
G.N. Revolver(.32 Cal)
Byor© Semiautomatic Pistol (10mm)
Trench Knife
Bulletproof Vest
x4 Frag Grenades
x2 Napalm Grenades
Sheer Grenade
x16 10mm Rounds
x22 .32 Cal Rounds
Tube of Disinfectant
Half-Empty Tube of Medical Sealant
Status:
Healthy
Abilities:
GunslingerSkills:
Legendary Pistolier7/10 Observer
1/10 Mechanic
0/10 Stealth
0/10 Grenadier
Inventory:
x2 Byor
© Semiautomatic Pistol (10mm)
x2 G.N. Micropistols (.32 Cal)
x5 Frag Grenades
x1 Napalm Grenade
x2 Trench Knife
Concealable Vest
Lockpick
x134 10mm Rounds
x20 .32 Cal Rounds
x1.75 Tubes of Disinfectant
x2 Bandage Packs (4)
Status:
Healthy
Skills:
1/40 Expert Rifleman
5/20 Skilled Pistolier
0/10 Negotiator
4/5 Unskilled Scout
2/5 Unskilled Melee
2/5 Unskilled Persuader
3/5 Unskilled Medic
1/5 Unskilled Intimidator
Inventory:
Veld-2 Autogun (8mm)
G.N. Revolver (.32 Cal)
Military Sabre
Trench Knife
Tactical Headgear
Tactical Vest
x3 Tinfoil Hats
Bandage Pack(5)
Tube of Disinfectant
x232 .8mm Rounds
Status:
Healthy
Skills:
28/40 Expert Siege Engineer
0/10 Brawler
0/10 Tracker
1/10 Rifleman
0/10 Grenadier
2/5 Unskilled Pistolier
1/5 Unskilled Sneaker
Inventory(Burdened):
Byor© Sport Hunting Rifle(10mm)
Byor© Semiautomatic Pistol (10mm)
G.N. Mortar
Grenade Launcher
Trench Knife
Concealable Vest
x53 10mm Rounds
x2 Mortar Shells
x10 Frag Grenades
Pewter Locket
Status:
Moderately Wounded
Skills:
Legendary Sharpshooter
9/20 Skilled Observer
0/20 Skilled Camoflauge
0/10 Sneaker
2/5 Unskilled Thrower
Inventory:
G.N. Covert Sniper Rifle (.303 Cal)
G.N. Revolver (.32 Cal)
Trench Knife
Bulletproof Vest
x112 .303 Cal Rounds
x20 .32 Cal Rounds
Status:
Healthy
Skills:
Legendary Sharpshooter
0/10 Siege Engineer
3/5 Unskilled Stealth
3/5 Unskilled Observation
2/5 Unskilled Grenadier
1/5 Unskilled Pistolier
Inventory:
G.N. Sniper Rifle (.308 Cal)
G.N. Revolver (.32 Cal)
Trench Knife
Tactical Vest
x28 .308 Cal Rounds
x57 .32 Cal Rounds
x1 Frag Grenades
x2 Tubes of Disinfectant
2 Bandage Packs
2 Medical Braces
2 Tubes of Medical Sealant
3 Cigarette Packs
3 Packs of Nicotine Gum
4 Boxes of Mints
Status:
Moderately Wounded
Skills:
1/20 Skilled Tactician
1/20 Skilled Shotgunner
3/5 Unskilled Observer
Inventory:
Veld-2 Combat Shotgun
Combat Knife
Combat Helmet
Tactical Vest
x2 Pulse Grenades
x27 Shotgun Shells
Status:
Healthy
Skills:
5/20 Skilled Heavy Weapons
Enduring
Inventory:
Sanguine Minigun(8mm)
Sanguine 'Juggernaught' Composite Armor
204 8mm Rounds
Status:
Infected
Skills:
1/20 Skilled Shotgunner
0/10 Shocktrooper
1/10 Observer
2/5 Unskilled Pistolier
Inventory:
Veld-2 Combat Shotgun
G.N. Revoler
Combat Knife
Combat Helmet
Sanguine 'Juggernaught' Composite Armor
Syringe of Morphine
x39 Shotgun Shells
x40 .32 Rounds