Turn 8. We medics here. NOW!Oh, oops.
Nuker: Heal Red.
Cheddarius: Drop SMG and pistol. Shoot at incoming.
Nuker [3]: You attempt to heal Red.
Heal [2]: You don't help at all.
Ched [5]: You drop your SMG and pistol. And use your Battlerifle. You do so in a expert manner. (+1 to aim roll)
Aim [2+1+1=4]: You aim 5's heart!
Damage [4]: You severely damage his chest. He's not getting up.
Anyway, I attempt to go to Lookout and shoot bad guys.
Return [5]: You avoid the grenades of doom. And manage to pick three up too.
[3]: 2 is his unlucky number.
Aim [6+1=7]: You aim at his legs.
Damage [4]: You mangle his legs but he's still firing back!
Fire again.
[5]: 4's going down. (+1 to aim roll)
Aim [4+1+1=6]: Going for a legshot.
Damage [2]: He feels a slight tickle on his legs.
MORE FIRE.
[4]: Since all Maldevious can do apparently is give 4 a tickle, you decide to give it a go yourself.
Aim [2+1]: Aim for the arms.
Damage [3]: He's bleeding slightly.
Finish Him! *Aims at 1's head* FATALITY!!!
[4]: FINISH HIM!
Aim [5+2=7]: Going for a armshot.
Damage [5]: YOU BLOW HIS ARMS OFF!
Bleed roll [1]: You are going pale. You need a medic,
NOW!Start shooting bad guys
Return [4]: You escape the grenades of doom.
[6-1=5]: You are going to kill 5. (+1 to aim)
Aim [1+1=2]: Your shots go wild.
Mow them down with my minigun.
[3]: 2 looks like he should die, so you attack him.
Aim [2+1=3]: Poor aiming by you.
Damage [5+2=7]: You do manage to reduce his body to a bloody pulp though.
NPC rolls.Friendly.Anti-aircraft roll:[5]: They utterly destroy the seventh wave.
Enemy.Droppod roll:[3]: A minor eighth wave comes.
OH GOD MY HEAD, ARMS AND LEGS! ARGH I NEED A GODDAMN MEDIC.
Survival [1]: He dies.
Ouch! Fire!
[6]: He fires randomly too!
Luck [6]: He hits nuker w in the right arm.
Damage [4]: He goes down in pain.
Hurk.
Survival [5]: He manages to stay alive. Not only that, but he fires back!
Aim [3]: Going for ExKirby's left arm.
Damage [6]: He gets wounded slightly.
PEW PEW!
Bombardment [5]: The Confeds got tired of losing their troopers, and have resorted to bombarding anti-aircraft batteries. They wipe out all your anti-aircraft batteries.
Leader.
Role: Commanding the squad.
Armament: One Battlerifle, one SMG.
Health: Bleeding slightly from left arm.
In the lookout.
Sniper.
Role: Sniper support.
Armament: One Sniperrifle, one SMG.
Health: Bleeding from left arm. Pale.
In the lookout..
Medic.
Role: Medic.
Armament: One SMG, one Pistol with sight, Nine Medkits.
Health: Bleeding from right arm.
In the lookout.
Medic.
Role: Medic.
Armament: One Battlerifle, one Shotgun, three grenades, Nine Medkits.
Health: Normal.
In the lookout.
Heavy weapons.
Role: Anti-tank support.
Armament: One Battlerifle, one super laser.
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, three grenades, one telescope, 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! One SMG and one Pistol lie on the floor.
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.
Please tell me that I remembered everything.
Also, just found out I forgot to make Cheddarius's status say burdened last turn, no reason to change that because it doesn't affect this turn at all.