Coordinate our actions to provide overlapping suppressing fire on the turret and enemy personnel.
Also, hand my 2 pulse grenades to Roderick (Tehstefan), he can use them on the turret.
You try to direct the flow of battle to provide an advantage to your team, (8+2) but you find it difficult to gain control in the chaos, and only marginally help the group.
+1 to TacticsMOve forward to group a, and unleash a 12 bullet burst at the enemy position
You walk forward while spinning up your minigun, then steady yourself as you unleash a quick burst (7+2)(10+2)(12+2) You have difficulty controlling the large weapon at first, but you quickly correct your aim. One guard falls before you and two more are wounded.
+2 to Heavy Weapons Move east a bit then Rapid-snipe three people in the head.
You quickly advance to a better position and try to shoot people as fast as you can. (7)(6)(9) You fire all three shots, but because you didn't have time to aim you only hit one guard in the shoulder, wounding him.
Show that turret what the might of Roderick can do!
You adjust your mortar and fire at the turret (5+3) but your aim is off, and the shell lands quite a bit off to the right, hitting the deck. Pooey; you didn't even manage to wound one of the guards.
Fire at the guards. Take out as many as I can.
You fire at the guards as well, (12+2)(13+2) only you take a fraction of a second to aim. You hit one guard right in the forehead and kill him instantly, though the other shot hits the guard in the face; it does significant damage, but doesn't kill him.
Kneel & draw one pistol, then aim and fire 3 rounds at the head of the nearest enemy and then run like hell down the path towards the large turret tower.
You fire off three quick shots (6+3)(12+3)(12+3) killing a guard and wounding two others. You then sprint down the path towards the tower.
TAKE COVER!!! When in cover, return fire with my revolver.
You leap for cover, but there isn't much to hide behind unless you wanted to dive into the murk, in which case a crocodile would probably eat you. (11-1)(4-1)(7-1) You fire your revolver, but only manage to wound one guard.
+1 to Pistols
Move forward to the rest of the group and whip out that semiautomatic rifle thing to fire a full salvo at that pesky autoturret.
You advance on the turret and fire at it. (6+3)(7+3) The bullets mostly fly at the turret, but they also mostly ricochet off. The turret is damaged, but not disabled.
+1 to RiflesGet down and heal myself.
You quickly duck and apply medical sealant to your worst wounds. (7+2) You partially them.
+1 to MedicineThe guards return fire on the group, {3/7} but are apparently shaken by the retaliatory attacks, and their aim shows it. {3/3} By sheer chance, the bullets that do hit, hit in the worst places possible.
One of the guards takes off running to the south.
The turret continues firing a stream of bullets, (8-1) but it's aiming system seems to have been damaged by Errol's attack, and most of the shots miss.
Status:
Heavily Wounded
Skills:
0/40 Expert Grenadier
0/20 Skilled Pistolier
1/20 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
x5 Frag Grenades
x2 Napalm Grenades
Sheer Grenade
x16 10mm Rounds
x22 .32 Cal Rounds
x2 Tubes of Disinfectant
Tube of Medical Sealant
Status:
Lightly Wounded
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
x1 Cigarette Pack {9}
x2 Cigarette Pack
x134 10mm Rounds
x20 .32 Cal Rounds
x2 Tubes of Disinfectant
x2 Bandage Packs(5)
Bloody Garange National Army uniform
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
1/5 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:
12/40 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
x4 Mortar Shells
x10 Frag Grenades
Pewter Locket
Status:
Healthy
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
x117 .303 Cal Rounds
x20 .32 Cal Rounds
Status:
Healthy
Skills:
Legendary Sharpshooter
0/10 Siege Engineer
2/5 Unskilled Grenadier
1/5 Unskilled Pistolier
Inventory:
G.N. Sniper Rifle (.308 Cal)
G.N. Revolver (.32 Cal)
Trench Knife
Tactical Vest
x36 .308 Cal Rounds
x57 .32 Cal Rounds
x1 Frag Grenades
x3 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: Healthy
Skills:
1/20 Skilled Tactician
0/20 Skilled Shotgunner
Inventory:
Veld-2 Combat Shotgun
Combat Knife
Combat Helmet
Tactical Vest
x2 Pulse Grenades
x30 Shotgun Shells
Status:
Lightly Wounded
Skills:
2/20 Skilled Heavy Weapons
Enduring
Inventory:
Sanguine Minigun(8mm)
Sanguine 'Juggernaught' Composite Armor
228 8mm Rounds
Status:
Lightly Wounded
Skills:
0/20 Skilled Shotgunner
0/10 Shocktrooper
1/5 Unskilled Pistolier
Inventory:
Veld-2 Combat Shotgun
G.N. Revoler
Combat Knife
Combat Helmet
Sanguine 'Juggernaught' Composite Armor
Syringe of Morphine
x40 Shotgun Shells
x40 .32 Rounds
Damn, you guys really need Patch back. Or better rolls. One of the two would surely help.