Turn 2. Failtrain.Send out an alarm and request for help before folowing commanders orders
[2-1=1]: Fumble fumble fumble...
ZAP. Ouch.Now this just won't do. Since the battle rifle is slowing me down, I'll hand it over to Cheddarius. He needs the firepower. I'll keep those grenades, though. Now I'll head back to the Lookout and watch the entrance.
[4]:You give it to him. You are no longer burdened.
Move roll:[5]:You make it back like a pro.
Hmm... sounds like trouble. I take cover near the opening and prepare my super laser to fire!
[6]:You do make it there, but have no time to prepare your Super laser.
I follow Maldevious and try to protect him while he is preparing his super laser, unless my decision is overridden by Leader.
[1]:FAIL. You face-plant on the floor,
stunning yourself.I take the pistol, then I run out to the lookout again, and point Maldevious at the Anti-Ship Weapon. He he won't take it, then I will, and shoot down any enemy craft that come into range/sight. If it's too late for all that I'll get my minigun ready, in a defensive position.
[6]: You get the pistol and leave the room. You realize that if Maldevious is going to use his Super laser against
infantry you don't want him to use that weapon. you get on the gun, then realize, you can't see any ships! They're all in orbit!
I asked first!
Can I be sniper then?
I go to the armory, pick up a weapon and head backo the lookout.
... FINE, this is the
last time I'm going to let this slip though.
You suddenly notice that your Battlerifle has turned into a Sniperrifle. Huh.
[5]: You enter the armory,
knowing what you want.Search roll:[5+1=6]:You manage to find a Super laser! Though it seems to be stuck!
Call in an Arty barrage if possible, otherwise shoot.
[1]:You realize that you don't want to get shocked like nuker w. So you just try to shoot at someone, and fail at doing that because your weapon's safety was on.
On second thought, battlerifles basically suck.
I sling the battlerifle over my back, then man the turret, blasting at approaching enemy dropships.
[2]:You sling the Battlerifle onto your back. But fail to do anything else.
Get some extra stuff and shoot the SoBs.
[2-1=1]:You manage to drop a grenade rack onto yourself, thank god they didn't blow up. But you still have to get this rack off of you.
NPC rolls.Friendly.Anti-aircraft roll:[5]: They utterly wipe out the first wave.
Enemy.Droppod roll:[5]: They just won't stop coming though.
Leader.
Role: Commanding the squad.
Armament: One Battlerifle, one SMG.
Health: Normal.
In the lookout.
Sniper.
Role: Sniper support.
Armament: One Sniperrifle, one SMG.
Health: Grenade rack on self.
In the armory.
Medic.
Role: Medic.
Armament: One SMG, one Pistol with sight, Nine Medkits.
Health: Shocked.
In the lookout.
Medic.
Role: Medic.
Armament: One SMG, one Pistol, one Battlerifle, Nine Medkits.
Health: Normal.
In the armory.
Heavy weapons.
Role: Anti-tank support.
Armament: One Battlerifle, one Super Laser.
Health: Normal.
In the lookout.
Mechanic.
Role: Does whatever a Mechanic does.
Armament: One Shotgun, one SMG. 3 Grenades.
Health: Normal.
In the lookout.
Gunner.
Role: Heavy anti-infantry support.
Armament: One Portable Minigun, one Shotgun, one pistol.
Health: Normal.
In the lookout, on the anti-ship turret.
Standard.
Role: Blah.
Armament: One Battlerifle, one SMG.
Health: stunned.
In the lookout.
Sniper.
Role: Sniper support.
Armament: One Sniperrifle, one SMG.
Health: Normal.
In the armory.
Areas:
Lookout. The main feature of the bunker, a horizontal open space allows you to see directly to the Spaceport. Connected to entrance, armory, living quarters and the fuel depot. It has a FREAKING ANTI-SHIP WEAPON!
Fuel Depot. It has fuel, get the hell out of it, it's not safe.
Living quarters. You haven't explored it yet.
Armory. Weapons, roll on searching.
Entrance. A small room with slots from the Lookout for defense. The only way out of the bunker.