Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

What should I do?

Start a new game. And end this one.
- 5 (83.3%)
Start a new game. And continue this one.
- 0 (0%)
Continue this game. But don't make a new game.
- 1 (16.7%)

Total Members Voted: 6


Pages: 1 2 3 [4] 5 6 ... 20

Author Topic: Future Squad RTD (End.)  (Read 21728 times)

Nimitz

  • Bay Watcher
  • Danger Close
    • View Profile
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #45 on: May 12, 2010, 02:12:50 am »

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.
Logged

Maldevious

  • Bay Watcher
    • View Profile
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #46 on: May 12, 2010, 07:19:50 am »

Hmm... sounds like trouble. I take cover near the opening and prepare my super laser to fire!
Logged

Jiharo

  • Bay Watcher
  • Adequate Lurker
    • View Profile
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #47 on: May 12, 2010, 08:03:06 am »

I follow Maldevious and try to protect him while he is preparing his super laser, unless my decision is overridden by Leader.
Logged
All your goblin bone bolts, suddenly rising up in vengeance...
I wonder ... is it smart amunition or dumb amunition?

Paranatural

  • Bay Watcher
    • View Profile
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #48 on: May 12, 2010, 08:03:46 am »

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.
Logged
The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.

Batista

  • Bay Watcher
  • On the Devil's Dance Floor
    • View Profile
Re: Future Squad RTD (Turn 0 (2) The entrance.)
« Reply #49 on: May 12, 2010, 08:49:27 am »

Er, could I be a medic or sniper, not a standard?
...

Fine. You can be a extra, pick your favorite.

Darn my niceness. ::)

I asked first!

Can I be sniper then?

I go to the armory, pick up a weapon and head backo the lookout.
« Last Edit: May 12, 2010, 08:53:54 am by Batista »
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #50 on: May 12, 2010, 10:09:32 am »

I grab the battle rifle, then run out to the lookout and start blasting at Confederacy troops

Someone should man that anti-air rifle if schle doesn't have a decent gun!
« Last Edit: May 12, 2010, 10:29:32 am by Cheddarius »
Logged

ExKirby

  • Bay Watcher
  • A Jump On The Daily Comic Bandwagon.
    • View Profile
    • ExKirby's Generic Randomness
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #51 on: May 12, 2010, 10:22:39 am »

Call in an Arty barrage if possible, otherwise shoot.
Logged
Derm would be a Half-Minute Hero boss. YOU HAVE 30 SECONDS TO FUCK HIM UP OR HE DOES IT TO THE ENTIRE WORLD!

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #52 on: May 12, 2010, 10:30:05 am »

On second thought, battlerifles basically suck.
I sling the battlerifle over my back, then man the turret, blasting at approaching enemy dropships.
Logged

Jiharo

  • Bay Watcher
  • Adequate Lurker
    • View Profile
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #53 on: May 12, 2010, 11:31:52 am »

you have to hold onto the spaceport, if you don't, the confeds will use it to land their main force.
Is it specified in orders what would be worse: losing spaceport to enemy or destroying it so they couldn't use it? Or is second option a completely unfeasible idea?
Logged
All your goblin bone bolts, suddenly rising up in vengeance...
I wonder ... is it smart amunition or dumb amunition?

RedWarrior0

  • Bay Watcher
  • she/her
    • View Profile
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #54 on: May 12, 2010, 02:01:23 pm »

Get some extra stuff and shoot the SoBs.
Logged

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Future Squad RTD (Turn 1. Weapons-n-Confeds.)
« Reply #55 on: May 12, 2010, 02:31:48 pm »

Hmm... sounds like trouble. I take cover near the opening and prepare my super laser to fire!
...You do know that the super laser is an anti-tank weapon not an anti-infantry weapon right? :P

On second thought, battlerifles basically suck.
I sling the battlerifle over my back, then man the turret, blasting at approaching enemy dropships.
They have their uses, they get +1 to aiming, SMG's get -1 to aiming but +1 to damage.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Future Squad RTD (Turn 2. Failtrain.)
« Reply #56 on: May 12, 2010, 03:05:40 pm »

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.



Quote from: ExKirby
Leader.
Role: Commanding the squad.
Armament: One Battlerifle, one SMG.
Health: Normal.

In the lookout.

Quote from: RedWarrior0
Sniper.
Role: Sniper support.
Armament: One Sniperrifle, one SMG.
Health: Grenade rack on self.

In the armory.

Quote from: nuker w
Medic.
Role: Medic.
Armament: One SMG, one Pistol with sight, Nine Medkits.
Health: Shocked.

In the lookout.

Quote from: Cheddarius
Medic.
Role: Medic.
Armament: One SMG, one Pistol, one Battlerifle, Nine Medkits.
Health: Normal.

In the armory.

Quote from: Maldevious
Heavy weapons.
Role: Anti-tank support.
Armament: One Battlerifle, one Super Laser.
Health: Normal.

In the lookout.

Quote from: Nimitz
Mechanic.
Role: Does whatever a Mechanic does.
Armament: One Shotgun, one SMG. 3 Grenades.
Health: Normal.

In the lookout.

Quote from: Paranatural
Gunner.
Role: Heavy anti-infantry support.
Armament: One Portable Minigun, one Shotgun, one pistol.
Health: Normal.

In the lookout, on the anti-ship turret.

Quote from: Jiharo
Standard.
Role: Blah.
Armament: One Battlerifle, one SMG.
Health: stunned.

In the lookout.

Quote from: Batista
Sniper.
Role: Sniper support.
Armament: One Sniperrifle, one SMG.
Health: Normal.

In the armory.



Areas:
Spoiler: Bunker (click to show/hide)
« Last Edit: May 12, 2010, 03:12:25 pm by Tarran »
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Paranatural

  • Bay Watcher
    • View Profile
Re: Future Squad RTD (Turn 2. Failtrain.)
« Reply #57 on: May 12, 2010, 03:09:16 pm »

Get out of the anti-ship gun and set myself up where it looks like I'll have the best field of fire for any dropships that might make it through. Spin up my barrels and prepare to unleash hell.

P.S. Where's that pistol? It might come in handy at some point.
« Last Edit: May 12, 2010, 03:57:36 pm by Paranatural »
Logged
The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Future Squad RTD (Turn 2. Failtrain.)
« Reply #58 on: May 12, 2010, 03:11:28 pm »

P.S. Where's that pistol? It might come in handy at some point.
It was having a coffee break. Its back now though.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Jiharo

  • Bay Watcher
  • Adequate Lurker
    • View Profile
Re: Future Squad RTD (Turn 2. Failtrain.)
« Reply #59 on: May 12, 2010, 03:21:46 pm »

Stand up using rifle as a cane.
Logged
All your goblin bone bolts, suddenly rising up in vengeance...
I wonder ... is it smart amunition or dumb amunition?
Pages: 1 2 3 [4] 5 6 ... 20