Turn 1. Weapons-n-Confeds.Make for the armory, search.
[2]: You only make it to the lookout.
Secret roll: [3]. You hear something, but you don't know what it is.
I head to the armory and pick up the heaviest weapon I can lay my hands on.
[3]: You only make it to the lookout.
Secret roll:[6]. You hear Roaring, somewhere, like a meteor, but not one.
Look around the Lookout area, see if I see any mounted weapons or hardpoints for them, Then head to the armory and check around for any good equipment, like body armor.
[5]: You find a anti-ship weapon, hot damn! It's stationary, but damn, it could put a sizable hole in a normal ship.
Search roll:[3]. You find a pistol. Meh.
Secret roll:[5-2=3]. Something is making a lot of noise outside.
Adjust action:
Head into the armory and get supplies.
[6]: You get to the armory alright, but
stun yourself by hitting a wall.
Secret roll:[5-2=3]. Something is making a lot of noise outside. Damn kids. Wait, those don't sound like kids...
I will head to the armory and begin my search for some weapons. I will also search for turret drones to place at the slots in the Lookout for defense.
[5]. You make it to the armory,
knowing what you want.
Search roll:[3+1=4]. Darn, that's one nice looking Battle rifle, ooh, and grenades! You
burden yourself though.
Making it back roll:[3-1=2]. You are too distracted by your new weaponry to get anywhere.
Secret roll:[4-2=2]. You hear nothing.
Find a scope for my pistol, before checking the qauters out.
[4]: You find the
bestest scope EVA!Making it back roll:[6]. You hit a wall and,
stun yourself, though you do make it there.
Secret roll:[4-2=2]. You are oblivious to anything.
Go to living quarters and catch a nap.
Sorry for delay!
[4]: You think of sleeping, but then you hear something.
Secret roll:[4+1=5]. Holy shit, The Confeds are dropping their troops all over the place. There must be thousands of them! Damn! Anti-aircraft fire is erupting all over the area!
ENTER WITH +1 TO ROLL!
Cheddarius=4+1=5. You enter in the armory.
Batista=2+1=3. You enter in the lookout.
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: stunned.
In the armory.
Medic.
Role: Medic.
Armament: One SMG, one Pistol with sight, Nine Medkits.
Health: stunned.
In the lookout.
Medic.
Role: Medic.
Armament: One SMG, one Pistol, 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. One battlerifle.
Health: burdened.
In the armory.
Gunner.
Role: Heavy anti-infantry support.
Armament: One Portable Minigun, one Shotgun.
Health: Normal.
In the armory.
Standard.
Role: Blah.
Armament: One Battlerifle, one SMG.
Health: Normal.
In the lookout.
Standard.
Role: Blah.
Armament: One Battlerifle, one SMG.
Health: Normal.
In the lookout.
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.