Turn 6. Friendly fire.Hunker down and shoot any confeds I see.
[4]: Hey, hey! There's one!
Aim [2]: Your shots go wild.
Look for enemies and point them out for my comrades.
[1] You stumble.
Continue fire.
[5]: "I'M A CAN OF WHOP ASS AND YOU ARE GOING TO DIE!" (+1 to aim roll)
Aim [3+1+1=5]: Aiming for the head! (+1 to damage roll)
Damage [1+1=2]: He must have a thick scull to survive that.
Anyways, I fire at the guy who's firing at us.
[5]: Pew pew! (+1 to aim roll)
Aim [2+1+1=4]: On target.
Damage [5]: You kill him! +1 for Cheddarius!
Well shit. I got a little too excited there, it seems. Oh well. "Keep up the fire! Do not let a singe confederate breach the perimeter!"
I continue to defend the bunker from the lookout.
[4]: You search for a target for your SMG, though you cannot see anyone.
Search [3]: You think you see something.
Aim [3-1=2], luck [2] (Two rolls because you can't really see them): You fire, and you miss, damn.
I take my time to try and pick out a confederate officer and shoot at him.
[6]: Not being able to see any officers, or anyone for that matter, you fire randomly.
Luck [1]: You shoot a friendly...
Get back into the bunker and starr shooting Confeds
Run [5]: You are so quiet, that no-one notices you got back in! (No-one targets you until you fire yourself)
[1]: You fire at your feet...
Damage [4]: However you suffer no damage. (Note: rolls to damage self are counted as rolls to
not damage self)
BOOM, HEADSHOT!
[3] That bush seems like it's moving.
Spot [2]: Uhhh, fire anyway!
Luck [1]: Goddammit, you shot a friendly too.
Yea, yea ok ok, Look for gear to block the doors/windows again
[4]: You find several tables.
Bonus luck roll (Just for kicks) [3]: That's all though.
NPC rolls.Friendly.Anti-aircraft roll:[4]: They sit around and wait, since there is no-one to shoot.
Enemy.Droppod roll:[3]: A minor sixth wave comes.
???1 [3]: You hear more noises.
???2 [5]: They fire at Cheddarius!
Aim [1]: Those idiots shoot some of their friends.
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 lookout..
Medic.
Role: Medic.
Armament: One SMG, one Pistol with sight, Nine Medkits.
Health: Normal.
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, 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 (Set up) Portable Minigun, one Shotgun, one pistol, one Ballistic vest.
Health: Normal.
In the lookout, on a set up Minigun.
Standard.
Role: Blah.
Armament: One Battlerifle, one SMG.
Health: Normal.
In the lookout.
Sniper.
Role: Sniper support.
Armament: One Sniperrifle, 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. 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.
Currently there is nothing of note outside.
Wow, three friendly fires in one turn.
And Cheddarius, you are damn lucky.