Roger will be switching out his C-8 for an M16. He'll work on customizing the grip on the new gun for himself Tech-Use 34: 1d100 ⇒ 19 He'll requisition a Flak Vest and a Helmet. Trade out his Photo-visor for a Rebreather. ...not sure what to use the +1 rarity on, if anyone needs something you can borrow it.
Roger sniggers as Pete mentions Teflon "Despite Pete's unorthodox suggestion of using a heat conducting material to dissipate heat, I do agree with him that we need better protection. Our weapons have so far seemed adequate to kill these aliens, but we have been fielding ourselves against vehicle mounted weaponry and need better protection." He pauses a bit and looks deep in thought "The aliens seem remarkably skilled at spotting traps. He set up 20 traps and after they fell into 1 and knew there were traps they didn't fall into 1 more, even when running back to their ship. I think people did well this mission, but there is perhaps still some warzone learning to be done for us."
Personally, I'd say just come back with equal XP. In Xcom you play the whole team, so it's not a big deal if one or two people are underpowered, you've still got the characters you love in there. But I'd worry that people here would lose interest if they are playing at a lower level. Also it would mean they'd be more likely to die again.
Anna White-Campbell wrote:
haha! give me some credit
SWAT Gunner Jack wrote:
My bad! I totally forgot about Jack's mooseburger commets In that case he'll suggest the name "Robot King" https://www.youtube.com/watch?v=sNJmfuEWR8w
SWAT Gunner Jack wrote:
Roger may be the only one that looks forward to Powerline's mad flying. Roger would be worried about Lema, but he has full faith in Anna, which lets him breathe more easily. He has been in wars before and knows that you let the professionals take care of their jobs. He'd literally kick anyone out of the cockpit criticizing his flying ...although doubtfully even Powerline would be able to get up if Roger was flying.
Thanks for bringing this Kickstarter to our attention Jack. Regarding call signs, Roger isn't being funny. Roger's demeanour is 'lateral thinker', so I try to go for a bit of the 'unconventional' in his ideas. 'Tea time' is perhaps the most obvious, very 'English' but also dictating as Mark is their leader, because when it is 'tea time' we obey it and stop what we were doing. Jack is a big tough American, what is bigger and more beloved than the American burger? Peanut butter was invented by an African American, and is one of the most beloved food in America. Roger may not always agree with Pete, but he still likes him. 'Bones' is simply a reference to Star Trek the original series, McCoy is cool as hell, as is Anna. I hope none took offence to the names Roger suggested, Roger is simply a little bit of an oddball :D
"It may have been scrambled in communication when Pete said he was in love and wanted to tap me. But as a trained physician you may notice a burning hole that shouldn't be there." Wounds 10/11 As they close in on the town "Best keep people inside while we deactivate the demo charges. We don't want home-sick kids turning themselves into said giblets"
Roger checks on Lema once they're back, making sure she's not dead. To Mark he replies "I should be fine, quite injured but I'll live" Turning to Anna: "Make sure Pete and I don't die, otherwise you'll need to carry Lema and that's even worse than Pete's yapping" After they enter the base Roger heads out with Pete to dismantle the explosives Ashley watching their backs I assume
Roger shoots the other alien coming out of the force field (not the one Mark shot). Pistol
BS 58: 1d100 ⇒ 9 2 hits Damage 1: 1d10 + 3 ⇒ (4) + 3 = 7
oh and since the first hit was a leg shot, the second one is too, that little gecko is going nowhere
The headshot had no negative effects on the alien? Pinning Test
Since he can only take a half-action, it's a standard attack on the same one as he shot before.
Dmg: 1d10 + 3 ⇒ (8) + 3 = 11 Hit location: 1d100 ⇒ 55 Body very much hoping for another headshot, or arm, or leg ...anything other than body
Roger moves forward and fires single shot half-action move, standard attack action from his pistol at the other alien carrying Lema not the one Pete is shooting at BS 33, custom grip +5, single shot +10, red dot +10, range +0
Stealth 40: 1d100 ⇒ 36 moving silently + silenced pistol dmg: 1d10 + 3 ⇒ (2) + 3 = 5 hit location: 1d100 ⇒ 10 headshot! Awkward location of Stealth roll in this post is because I rolled it before I remembered to do the dmg roll and didn't want to mess with anything by moving rolls around
As the Slim Jims make their retreat Roger scans for any sign of them or anything unusual. awareness 30: 1d100 ⇒ 30 If there's nothing out of the ordinary to be seen...
"Pete, I suggest we check out traps we know have been sprung ASAP before they recover every scrap of evidence. After that we should check out the others, as well as disabling them before some villagers stumble into them. It would be good to get at least Lema and Ashley to cover us."
That was weird as hell. Then I watched more
BTW anybody else feel like we should leave some cash for those people if we end up blowing up their houses? In probably wouldn't take too much to make it up for "jungle people", I doubt they're making a lot. ...or do we just World Police out of there?
Anna White-Campbell wrote: "Watch out for Nocturnal Predators guys, wouldnt want to get done in by a giant cat. They might be up in the trees so look up from time to time." If this is a bear again I say we just turn ourselves into a bear-hunting team Roger hides behind the house N of the 2-story house, while Lema behind the house E of the 2-story house. Keeping an eye on the houses rigged with explosives (Lema can see the SEE one that Roger can't) and the NNW path. Roger uses his photo-visorstealth 40: 1d100 ⇒ 2 "I am the night"
Browman wrote:
We're not telling them we're rigging them with explosives. We'll tell them they are most likely to be attacked and that these invaders are very destructive ;) ...we will however be installing monitoring equipment so they can't enter it. the demo charges will be remote activated so they won't accidentally activate them To Mark "The tripwires are good, they are set at random throughout the forest and particularly when they are nearing this clearing. We made a map of where they are so we can remove them once we leave" @Browman do we need to make rolls for the traps or do we just have enough time to set them up properly?
Am I right to assume there are no proper structures such as bridges or anything of the like nearby? We've got remote controlled detonators for the demo charges, right? "I would suggest rigging the houses on the NW, NEE, SWW, SEE corners with explosives on the insides that would collapse them. They are the closest to the forest and would most likely be used as cover. We could take out anyone using it remotely." "Anna, could you tell the families there that they are in the most danger so we'd like to relocate them for the night. Ask them to move their most valuable stuff as well since the 'invaders' are known to ruin what they can" whispering to her "We'll blame any collateral damage on the aliens" "I don't like to do it like this, but since they are irrational and aren't taking our advice to keep them alive, this is what needs to be done"
"I have a feeling we're going to see something new guys, very new. The Geckos yeah he's hoping it will stick we've seen are only about 150cm tall and the kids talk about someone very tall. Even to a kid 150cm is not even the size of a teenager. We can expect anything we've learned last mission to be unlearned today" While setting up tripwires with Pete he starts up a discussion about knives, to cool his head and keep his mind on the mission, as he knows Pete is into them as well. "So, Gerber? A fading empire pretending to be German workmanship? or are theu just making "tactical" knives to sell them to the shit-munchers while keeping their other ranges still top level?" are the lines in the map paths? if so we'll make sure to put some tripwires around them as well as some on them. What is the large clearing nearby?
In about 12 hours I'll need to make a 2 day trip where I'll be incommunicado. So just bot me while I'm gone. If we arrive before there's an attack I'm hoping to lay tripwire grenades and have demo charges on any structure they might need to use, or one that would make good cover for them, then blow it up while they use it. Otherwise it's the same as before, hide, shoot with silenced pistol if hidden, otherwise c-8, rush in with David the Bowie when I can.
Damn Paizo never said anything had been added to "Discussion" >.< @Anna: hehe I was worried people missed my little joke about David the Bowie :D Roger's Demeanour is "Lateral thinker" so I try to have him approach things a bit differently. I agree with Jack, I think this is a great group composition, we have about 2-3 people capable of most things and a specialist for all "odd jobs". Furthermore, the players are very nice (already knew Browman was) and people cooperate quite nicely. I doubted we'd get our hands on a working UFO on day 1. We'd end up with a doomsday weapon at the end of week 1 :D @Pete why take Parry if you have Dodge? Don't we just get 1 reaction a round of EITHER dodge or Parry? Something different in Only War from the rest of the WH40K RPGs? I'll do my XP in about 4-5 hours, at work now
"I say we load up on some explosives, I could set up some booby traps if we arrive ahead of them. We could make some tripwire grenades and some demo charges on a bridge or some structures perhaps." Could we grab a bag to take with us that we wouldn't carry on our person (not taking up slots). Maybe 10-20 frag grenades, 5 smoke and 5 demo charges. We could set up traps with those and stow in the transport or a building what we don't set up Roger goes to the quartermaster to see what he can get
After Pete's tirade Roger slowly nods "That's fine and all, just put the team first Pete" Looking at the rest of the team "Are we fine on equipment? I could distribute my grenades to people if we want to take some demo charges. Pete and I know how to set those up. I have no idea what we're going up against though" Can I take some trip wires as a free-slot? In case we want to set up some grenade traps. Would that perhaps be a part of my combi-tool?"
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