@#%%$&%%$. Maldevious... You're taking too long for my taste.
Also: Me-thinks I should have separated the guys from the first dropship from the guys from the second one. I'll refer to the guys from the second dropship with a "(2)".
Turn 17. Another one bites the dust... Death...Try to wake up and get out
[4]: OH SH- GET OUT!
Leave [5-1=4]: You rush to the exit, there are three ways you can go:
West: Spaceport (not a good idea).
North: Forest.
East: Down the road, further into rebel territory. You should go in this direction.
South: Back into the bunker.
Heal self.
Heal [1]: You cut your wounds... FFFFFFF-
Bleed [6]: The bleeding stops somewhat.
If I go down, my final words will be: "Please listen, if all else fails and everything gets flipped and turned upside down, move with your uncle and auntie to Bel-Air."
"Please listen, if all else fails and everything gets flipped and turned upside down, move with your uncle and auntie to Bel-Air."Bleed (I'm praying the RNG doesn't kill you...)[5][1] (Sigh...): Despite bleeding only slightly, you've lost too much blood, you die... Gone to the little battlefield in the sky.
Shoot the Confed Lieutenant and Confed Corporal 1, blow 'em away, then pack up my minigun and make for the entrance/exit
[3]: PEW PEW!
Aim [6]: You spray and pray!
Luck [4]: You hit several guys.
Damage
[4+2=6][4+2=6][3+2=5][5+2=7][5+2=7] (WOW): The Sergeant (2), And Private 1 (2) Die instantly. The Sniper (2), and Lieutenant (2) are critically wounded. And the Medic is turned into Confed paste.
Para, you are single handedly the most dangerous person on this planet.
Carry Batista to exit. (If he dies, drop him.)
He's dead...
Leave [1]: You run west, oops. Those Confeds seem angry at you.
MOVE MOVE MOVE!
Leave [6-1=5]: You rush out to the east.
Bleed [3]: You're not exactly feeling too good.
Time to split!
Leave [6]: You rush out into the forest.
NPC rolls.Friendly.Enemy.Kill Jiharo!
[3]: He fires.
Aim [3+1=4]: Jiharo is hit in the chest.
Damage [2]: He laughs at the feeble attempt on his life!
Jiharo must die!
[6]: He fires recklessly!
Luck [1]: He hits The Lieutenant in the head.
Damage [2]: Yet he does no damage.
KILL THE REBELS!
[6]: He fires recklessly!
Luck [6]: His shots go wild inside the bunker!
Luck [5]: Para is hit in the head!
Damage [4]: Para falls to the ground...
Keep the pressure on...
[1]: He bleeds a lot.
Survival [5]: I ain't afraid of no blood!
Hurk.
[1]: He dies.
Screw this, I'm running!
[6]: He runs as fast as he can, and trips.
Trip damage [5]: He splits his head open on a rock...
SHOOT JIHARO!
[2]: He is sitting, considering his life choices...
JIHARO! TIME TO DIE!
[6]: He fires randomly!
Luck [1]: And hits Corporal 1 (2) in the head.
Damage [2]: To no effect.
Finish this so I can go home...
[2]: He cries.
Hurk.
[5]: The bastard can still fire!
Aim [1+2=3]: He hits Jiharo in the left leg.
Damage [5]:
...He blows Jiharo's left leg off!Bleed [2]: He's not looking too good. He's quite pale.
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.
About 0.1 miles east of the bunker.
Medic.
Role: Medic.
Armament: One SMG, one Pistol with sight, one sniperrifle, six Medkits.
Health: Burdened (-1 to movement rolls). Knocked out.
Bunker entrance.
Medic.
Role: Medic.
Armament: One Battlerifle, seven Medkits.
Health: Mangled chest wound.
In the lookout.
Heavy weapons.
Role: Anti-tank support.
Armament: One Battlerifle, one super laser, three grenades.
Health: Normal.
Outside, somewhere in the forest.
Gunner.
Role: Heavy anti-infantry support.
Armament: One minigun (set up) One Shotgun, one pistol, one Ballistic vest.
Health: Bad head wound.
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. No left leg.
Outside the bunker. In the front right.
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: 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 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: Pale. Bad chest wound.
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. Batista lays dead here.
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.
West: Spaceport.
North: Forest.
East: Down the road, further into rebel territory.
South: Back into the bunker.
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.
Wow, so many guys died this round...
I think I've got it all correct, feel free to tell me if I messed up somewhere.