Turn 3. Failship.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.
[6]:You get out and set up your gun, then you realize it's unlikely you will be able to hit the drop pods, and you are likely to only dent dropships. So you wait until they hit the ground.
Stand up using rifle as a cane.
[1-1=0 Ouch.]:You fall again, this time knocking yourself out.
Shake my self a bit before standing up and trying again
[1-1=0 Wait, what?]:You spasm, shocking yourself again, ouch.
After determining that this wave consists of only infantry, I stow my super laser and locate a target to fire on with my battle rifle.
[6]:You drop your laser, you can't seem to find it anymore, darn. But you get your Battlerifle and look for a target.
Search:[4]:You quickly realize that the only targets are in the air, but that won't stop you!
Aim:[1-1+1=1]:You give up, there's no way you are going to hit them.
Get the damn rack off me. Head to a in-bunker fortification and shoot.
[4]:You get it off of you.
Movement:[2]:All the grenades on the floor prevent you from moving.
Thank you!
Unstuck the Super Laser and hand it to the Heavvy Wepons Guy. "You owe me one man."
If we have any long range anti vehicle weapons, I'll man those, otherwise use my sniper to shoot at any incoming vehicles.
Ask the eingeneer to make a explosive ammunition mod to my sniper
[1]: You get it. But you drop the laser, and can't seem to find it anymore.
There are no long range anti-vehicle weapons.
You think about explosive ammunition, but then realize that it's insanely dangerous in so many ways.
Make bullet rain.
[3]:There's no way you are going to hit those pods, might as well wait.
Head to the lookout and start blasting enemies with my battle rifle
[6]:These pods are going to die!
Aim roll:[5-1+1=5]:Perfect hit on one of the pods!
Damage:[3]:It's trailing smoke!
Hold position at the Lookout and open fire at anyone who tries to make their way into the entrance. I will use my SMG for this.
"Lots of contacts, people. This is gonna be tough."
[3]:You move to the entrance, and say "Lots of contacts, people. This is gonna be tough.". Though that's all that happens.
NPC rolls.Friendly.Anti-aircraft roll:[5]: They utterly wipe out the second wave too, they're taking all the kills!
Enemy.Droppod roll:[3]: The third wave seems a bit smaller than the first and second waves.
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: Normal.
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 lookout.
Heavy weapons.
Role: Anti-tank support.
Armament: One Battlerifle.
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 (Set up) Portable Minigun, one Shotgun, one pistol.
Health: Normal.
In the lookout, set up Minigun.
Standard.
Role: Blah.
Armament: One Battlerifle, one SMG.
Health: Knocked out.
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! One Super laser is hiding in this room somewhere.
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. One Super laser is hiding in this room somewhere.
Entrance. A small room with slots from the Lookout for defense. The only way out of the bunker.