I snipe that southern guy.
You take careful aim this time at the guard, (5+4) but you find it difficult to hit a moving target, and your bullet hits the runner in his back instead of his head.
Snipe two healthy guards.
You aim at the group of guards (15+2)(5+2) and fire off two shots. One bullet hits dead-on, slaying the man instantly, while the other flies off to the right somewhere.
Grumble and Re-aim, taking care to hit the turret this time!
Also, where did patch go?
You adjust the aim on your mortar and fire another round. (9+3) The shell doesn't hit the gun directly, but it is close enough for the resulting explosion to destroy it.
+2 to Siege EngineeringDunno, but I could use the enemy shooting at anyone but me.
Patch up my new wounds.
You hit the ground and desperately try to heal your wounds faster than you take them. (14+2) Fueled by some sort of adrenaline-driven frenzy, you fix up all of your wounds.
+6 to MedicineTry my hand at being a field medic. It can't be that hard, right?! Help Frelock with his wounds.
You go to help Frelock with his remaining injuries, but find he is already healed. (9) Instead, you go help Aesith and heal him.
+1 to MedicineWe need to stop that southern guy! He's running for help and we are too exposed here! CHARGE!!!
Sprint to the southern large gun, firing on the way with my pistol. A full clip.
You fire at the runner (12-2)(7-2)(9-2) though you only hit him once. Luckily, that bullet happened to puncture his lung, and he collapses to the ground.
+1 to PistolsShoot 4 bullets at the fleeing one, unless he is dead in which case i fire another 12 bullet burst at the enemy position
You fire another burst at the main host (4+2)(5+2)(14+2) sending bullets spraying everywhere but finally regaining control on the gun and firing directly at the guards. You kill one and further wound another.
+2 to Heavy WeaponryI've got a strategy! chaaaaarge! (we should of really done this one with stealth...)
I zig-zag my way to Alexi's position and follow him, with the intent to help him take the turret, firing my shotgun at anyone I see on the wall
You run towards Alexi and as you pass the guards, shoot your shotgun at them. (5+2) You have trouble aiming the gun and the recoil catches you off guard.
Stop for a moment and fire off 3 rounds at the runner and continue running to the large turret tower regardless of whether I hit.
You shoot at the dying runner (13+2)(8+2)(14+2) finishing him off.
The guards fire at the small group of Alexi, Desmond and James as they run past, {1/4} but only the healthy one can accurately target them. {0/1} To make things worse for the guards, the bullet hits James' composite armor and ricochets right off.
The southwestern turret turns to face the group as they run towards it. (14) It's bullets fly true; Alexi and Desmond are wounded, and the powerful rounds even pierce James' juggernaught armor.
Status:
Healthy
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:
Heavily WoundedAbilities:
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)
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:
14/40 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
x3 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
x116 .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
x34 .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: Moderately Wounded
Skills:
1/20 Skilled Tactician
0/20 Skilled Shotgunner
Inventory:
Veld-2 Combat Shotgun
Combat Knife
Combat Helmet
Tactical Vest
x2 Pulse Grenades
x29 Shotgun Shells
Status:
Healthy
Skills:
2/20 Skilled Heavy Weapons
Enduring
Inventory:
Sanguine Minigun(8mm)
Sanguine 'Juggernaught' Composite Armor
216 8mm Rounds
Status:
Heavily Wounded
Skills:
0/20 Skilled Shotgunner
0/10 Shocktrooper
2/5 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
Map: