Time for boom? I suggest we coordinate our two attacks-when the turret fires at the south door, we also breach the North door at the same time. Also, lets make sure everyone is in cover before we start firing off the turret...
Take cover in the large turret building, watching the southern door for enemies.
You walk over to the turret, and proceed inside. (7) you do not see any enemies.
Run over and heal up James
You jaunt over to James and start healing his wounds. (8+2) You extract the bullets and lessen the bleeding.
+1 to Medicine
I fire upon both F-Men.
also? Sigged
You take aim and fire at the two remaining guards. (9+2)(7+2) You hit both of them in the chest, and despite being a rather unimpressive shot it is enough to bring both of them down.
fire only a few bullets, keep enemies attention on me, let the snipers finish them off
You try to keep the enemy's attention (12+2) and fire a burst of bullets at them. It is only after doing so you realize they are already dead.
MEDIC!
Take cover in the Turret building.
I'm thinking we could use that large turret against the base itself. Check upstairs, and see if theres anyone there.
You run over to the turret building. (2+1) You fall into the swamp, and disgusting bog water gets into your wounds. It burns like hell, and they're probably infected now.
Climb up quietly and kill any enemy in the control box.
You head up the ladder (6) making a lot of noise before reaching the controls. Luckily for you, there is nobody inside.
Pull out my grenade launcher, and attempt to shoot the last two guards with it, using only one grenade.
You take aim at the dead corpses on the deck and grab your grenade launcher, (10) but decide mangling already mangled corpses probably isn't very productive.
Move with and a bit in front of the others at team big turret. Apply judicious amounts of boolit if the opponent shows himself.
You head over to the turret. (10) You arrive without incident.
Awww, my smoke grenade didn't do anything?
Choke and die
Wait for the others to breach the door and then move in, firing twice at the most powerful inside targets. If the others don't breach, just fire at the guards.
You run over to the door and wait for your teammates to open it. They don't. (15+2)(13+2) Instead you aim at the dead guards, pop each one in the head, and splatter cranial fluid everywhere.
Status:
Healthy
Skills:
0/40 Expert Grenadier
0/20 Skilled Pistolier
2/20 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
Tube of Disinfectant
Half-Empty Tube of Medical Sealant
Status:
Moderately 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
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:
16/40 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:
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
x112 .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
x30 .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
1/20 Skilled Shotgunner
Inventory:
Veld-2 Combat Shotgun
Combat Knife
Combat Helmet
Tactical Vest
x2 Pulse Grenades
x28 Shotgun Shells
Status:
Healthy
Skills:
5/20 Skilled Heavy Weapons
Enduring
Inventory:
Sanguine Minigun(8mm)
Sanguine 'Juggernaught' Composite Armor
204 8mm Rounds
Status:
Moderately Wounded
Infected
Skills:
1/20 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
x39 Shotgun Shells
x40 .32 Rounds