Batista is on AI then.
Turn 17. RUN BEFORE IT'S TOO LATE!Drop my grenades and my shotgun. Anyone has permission to use these.
Heal Batista.
You drop your weapons.
[2]: Err, Batista looks bad, though you don't want to get your cloths dirty.
Bleed [3]: Urgh, you're feeling kind of bad right now...
Fine. Don't heal Cheddarius... shoot some enemy guy.
[2]: You stare angrily at the Confed Lieutenant. Nothing happens.
My awesomeness having been established, I go to my minigun and unleash hell on the bastards who shot Batista and Cheddarius
[3]: "Let me turret you suck at it, don't get mad, we all know it" (cookie for knowing the reference).
Aim [5]: Your shots are somehow all headshots (+1 damage).
Damage [1+2+1=4]: The second Corporal and the Sergeant die.
Throw grenade at enemy group in front of bunker.
[3]: "FIRE IN THE HOLE!"
Aim [6]: Behind them.
Damage [2]: They seem to be largely unimpressed.
Heal ched, THEN yell at my self to pick the sniper up
You attempt to leave.
[1-1=0]: You hit a wall, hard, you KO'd yourself.
Hurk.
Bleed [1][4]: You barely cling onto life... You are faint.
Get out there and put pressure on Batista's wound!
[6-1=5]: You charge out of the armory and put pressure on Batista's wound!
Pressure [3]: Your feeble attempts don't help.
NPC rolls.Friendly.Talky.
"I repeat, get out of there!"
Enemy.Eight more Confeds show up from the dropship.SHHOOOOTTT!
[5]: FIRE (+1 to aim)!
Aim [2+1+1=4]: He hits Ched in the chest!
Damage [3]: Ched shouts again!
TOUGHEN UP! FRIENDS ARE DIEING!
[2]: He's still crying.
ATTEMPT TO KICK SOME ASS!
[6]: He fires recklessly!
Luck [6]: He hits ExKirby in the left arm.
Damage [3]: ExKirby grabs the wounds!
Disappear
No clones.
KILL THE REBELS!
[6]: He fires recklessly!
Luck [2]: Of course, he misses.
Keep the pressure on...
[2]: He fails, and starts bleeding again.
Bleed [3]: He looks like he's getting numb.
Leader.
Role: Commanding the squad.
Armament: One Battlerifle, one super laser, one SMG.
Health: Stunned (-1 to most rolls next turn). Bleeding from left arm.
In the armory.
Medic.
Role: Medic.
Armament: One SMG, one Pistol with sight, one sniperrifle, six Medkits.
Health: Burdened (-1 to movement rolls). Knocked out.
In the armory.
Medic.
Role: Medic.
Armament: One Battlerifle, seven Medkits.
Health: Bad chest wound.
In the lookout.
Heavy weapons.
Role: Anti-tank support.
Armament: One Battlerifle, one super laser, three grenades.
Health: Normal.
In the lookout.
Gunner.
Role: Heavy anti-infantry support.
Armament: One minigun (set up) One Shotgun, one pistol, one Ballistic vest.
Health: Normal.
In the lookout, on the minigun.
Standard.
Role: Blah.
Armament: One Battlerifle, two grenades, one telescope, one SMG.
Health: Wounded left arm. Wounded right arm.
In the lookout.
Sniper.
Role: Sniper support.
Armament: One Sniperrifle, one SMG.
Health: Horrendous head wound. Faint.
In the lookout.
Enemy.
Armament: One Battlerifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One SMG, nine med kits, one Pistol.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One Battlerifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One Battlerifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One Sniperrifle, one SMG.
Health: No right arm (bleeding).
Outside the bunker. In the front.
Enemy.
Armament: One Battlerifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One SMG, nine med kits, one Pistol.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One Battlerifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One Battlerifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One Battlerifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One Battlerifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One Battlerifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
Enemy.
Armament: One Sniperrifle, one SMG.
Health: Normal.
Outside the bunker. In the front.
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, one shotgun, three grenades 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. RedWarrior lays dead here.
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.
Weapon types:
SMG, -1 to aiming (Rather small), +1 to damage (Shoots lots of bullets in a turn's length).
Battlerifle, +1 to aiming (Has a minor scope).
Sniperrifle, +2 to aiming (Major scope), cannot be used in close combat.
Pistol, -1 to aiming (small) Can be pulled out quickly (free action, though putting away your other weapon still costs a turn), best backup weapon if you get disarmed.
Shotgun, Auto success on aiming (Scatters), +1 to damage, worthless in long range combat.
Super laser, Can damage vehicles, Takes two turns to cool down after firing.
Minigun -1 to aiming, +2 to damage, -1 damage instead against any decently armored troops, overheats after 3 turns of continual use (Each turn you wait decreases the cool down counter by a turn). Deploying removes the -1 to aiming, but you are, of course, stationary until you un-deploy it.
3 or more weapons leads to burden.
7 or more grenades leads to burden.
2 or more vests leads to burden.
10 or more med kits leads to burden.
RUN! RUN NOW!
Also: Setting down a rule for burdenness:
3 or more weapons leads to burden.
7 or more grenades leads to burden.
2 or more vests leads to burden.
10 or more med kits leads to burden.
This is to prevent me from screwing up.