Keep aleart for danger, if team moves stay with them
Thinking that things are about to go wrong at any minute now, you do your best to stay on your guard. (?) Though, a nap does sound pretty good right now...
Go around to meet up with the group, how they went in.
Shooting the hole there was wholely impractical.
You leave the turret and head inside. (5) At least, you try to. In actuality, you trip on the stairs going up.
>_>
Go forward and try to talk to the metal men. Listen to what they have to say. Tell them we could use help dismantling the base, if they want to help. Also tell them rescue will be coming, so it's up to them. If attacked, retreat up the North hallway where we can bottleneck them...
You start walking forward to talk to the people in the room, but then you see Cheddarius aiming at the scientists now. This makes you even more angry, and you shoot at him again. (12+2) This time your shot is much more accurate, and at the rather close range inflict heavy damage on him.
+4 to ShotgunsGo exploring to the end of the EW hallway
You head down the hallway and look around. (
You don't see anything of interest, other than a few more doors.
shoot the tesla coil again.
Whats the status of the scientist room?
It seems like they should have been firing at us.
You aim at the electric sphere again, (6+4) shooting in it's general vicinity. This shot seems to penetrate deeper than the first one, and disables the device.
Restore order. Everybody who shoots at someone not from the team who isn't clearly attacking them gets to know the butt of my rifle.
You try to get everyone to calm down, (10) focusing on stopping people from shooting other people. (
Cheddarius fails to shoot the scientists due to your intervention, and also possible due to being full of shotgun pellets.
I will proceed to inspect the right end of the main hallway. Weapon drawn and ready for any traps/ambushes
You also head down the hallway. (9) Several doors, not much of note.
Keep watching these mechanical men. Shoot them if they ttry to attack. Keep a safe distance from them at all times.
Wary of the mechanical men, you stare at them while keeping your distance. One of them gets out of his bed and walks several steps forward, then stops. You intrinsically know he is your friend.
Go back and shoot the scientists, keeping out of range of the turret by staying in the hall.
You try to shoot the scientists, (2) but all you manage to do is bleed.
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
x3 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
0/10 Medic
4/5 Unskilled Scout
2/5 Unskilled Melee
2/5 Unskilled Persuader
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:
32/40 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:
Heavily Wounded
Moderate Bleeding
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
x26 .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:
Lightly Wounded
Skills:
1/20 Skilled Tactician
5/20 Skilled Shotgunner
3/5 Unskilled Observer
Inventory:
Veld-2 Combat Shotgun
Combat Knife
Combat Helmet
Tactical Vest
x2 Pulse Grenades
x26 Shotgun Shells
Status:
Splinted Right Arm(-1 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