Shoot the orb then Roll to the side.
You quickly aim at the orb (9+3) shoot it, then roll away. The bullet slightly damages the sphere, but it doesn't seem to impair it in any way.
Well, I guess there's only one thing left to do.
Aim for the left middle of the building, and blast one more hole!
I'm having too much fun with this.
You reposition the turret and fire at the building. (7+3) Your aim is slightly off, and you hit the top edge of the building instead of the central wall.
+1 to Siege Engineering
Use the butt of my rifle to bash the door open.
You slam your rifle against the door, (7) accomplishing nothing.
large orb rises from the ground, crackling with electricity.
Tesla coil?
Continue down the south Hallway...still looking for traps of course!
You proceed down the hall. (?) You locate no traps.
Hey Derm, would you like to Coordinate this move?
If so,
I'll toss a grenade in the room and pull Derm back out into the hallway before he does anything stupid like stay in the room full of turrets and lightning death.
If not,
Ill meet up with Fredrick and check the doors thickness. If its a standard metal or wooden door, Ill shoot the lock out. If its a tough security door I'll keep an eye on the right end of the hallway.
YOu head over to Frederick and look at the lock. It is a standard deadbolt. (5+4) You shoot at it and damage the lock.
Go back and fire at a turret, trying to keep as out of the way of the turret fire as possible
You creep over to the turrets and aim at one. (11+4) Your shot hits one turret, but ricochets off the outer casing.
No traps... Riiiiiiight... Cover me guys, I'm going in.
Proceed slowly and cautiously towards the steel doors. Prepare to fire at any traps or sensors I see.
You walk over to the doors. (?) You take a deep breath as you approach. Nothing happens.
Stay out of the sciencist room's doorway, but near it. Provide fire support (avoiding friendly fire at all costs).
You move to back up Derm, (11+3) firing at one of the inside turrets. Two shots miss, another two ricochet, but the other four embed themselves in the turret and destroy it's firing mechanism.
+3 to RiflesCOver the others, if there is anyone under fire, shoot at the agressor with 18 bullets
You notice that there seems to be a lot of shooting going on near one particular room, so you wander over to help. (8+2) You see the automated turrets and fire at them, (11)(11)(7)(7), hitting both with a barrage of bullets , destroying one and damaging the other.
+2 to Heavy WeaponryThe damaged turret shoots at Aesith. (6) Perhaps due to a damaged firing mechanism, or maybe just luck, but none of the shots hit him.
Two machines on the ground also fire at Aesith. (9)(15) One shot hits him in the arm, another right in the chest. His arm is broken, though oddly enough the shell that hit his chest sort of disintegrated.
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
x133 10mm Rounds
x20 .32 Cal Rounds
x1.75 Tubes of Disinfectant
x2 Bandage Packs (4)
Status:
Healthy
Skills:
4/40 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
x224 .8mm Rounds
Status:
Healthy
Skills:
31/40 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
x27 .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:
Moderately Wounded
Broken Right Arm(-4 Accuracy)
Skills:
5/20 Skilled Heavy Weapons
Enduring
Inventory:
Sanguine Minigun(8mm)
Sanguine 'Juggernaught' Composite Armor
196 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