Crossed Signals: Outpost F279 Approach

Into the Breach: The 110th begins their operation.

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Egan Grey
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [83] = 83
JIC: 1d20: [17] = 17 , 1d100: [63] = 63

Seeing the two remaining armor clad things moving towards him, Egan continues to blast away trying to ensure they cannot escape from their due punishment as the Doc's words crackled over the comms.
Combat
Initiative: 1d20+3: [14]+3 = 17
APM - 9

Action 1 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [1]+11 = 12 Damage - 1d6*10: [1]*10 = 10
Action 2 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [14]+11 = 25 Damage - 1d6*10: [6]*10 = 60
Action 3 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [14]+11 = 25 Damage - 1d6*10: [4]*10 = 40
Action 4 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [6]+11 = 17 Damage - 1d6*10: [3]*10 = 30
Action 5 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [10]+11 = 21 Damage - 1d6*10: [2]*10 = 20
Action 6 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [3]+11 = 14 Damage - 1d6*10: [3]*10 = 30
Action 7 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [10]+11 = 21 Damage - 1d6*10: [5]*10 = 50
Action 8 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [3]+11 = 14 Damage - 1d6*10: [1]*10 = 10
Action 9 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [8]+11 = 19 Damage - 1d6*10: [5]*10 = 50

Parries if needed(/w Shield) - 1d20+14: [11]+14 = 25 , 1d20+14: [17]+14 = 31 , 1d20+14: [15]+14 = 29 , 1d20+14: [16]+14 = 30 , 1d20+14: [15]+14 = 29 , 1d20+14: [11]+14 = 25 , 1d20+14: [4]+14 = 18 , 1d20+14: [14]+14 = 28 , 1d20+14: [5]+14 = 19

Dodges as needed - 1d20+13: [20]+13 = 33 , 1d20+13: [2]+13 = 15 , 1d20+13: [19]+13 = 32 , 1d20+13: [1]+13 = 14 , 1d20+13: [14]+13 = 27 , 1d20+13: [14]+13 = 27 , 1d20+13: [2]+13 = 15 , 1d20+13: [1]+13 = 14 , 1d20+13: [3]+13 = 16

Save V Magic if needed - 1d20+5: [7]+5 = 12 , 1d20+5: [14]+5 = 19 , 1d20+5: [10]+5 = 15 , 1d20+5: [10]+5 = 15 , 1d20+5: [15]+5 = 20 , 1d20+5: [4]+5 = 9 , 1d20+5: [18]+5 = 23 , 1d20+5: [4]+5 = 9 , 1d20+5: [11]+5 = 16

Contingency: If the two armored ones are destroyed, Egan will begin hunting the remaining monsters, moving to engage as required.
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
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Culter
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Re: Crossed Signals: Outpost F279 Approach

Post by Culter »

Perception: 1d100: [88] = 88 / 49%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: 1d20: [3] = 3 / 1d100: [46] = 46

Conditions:
An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!
| Electrical Aura [26 MDC | 10m:00s]

Skills:
Military Tactics: 1d100: [42] = 42 / 55% (Are they operating with some sort of unit cohesion or as individuals)

Post:

Culter narrows his eyes at the bizarre armor that is being used on the enemies and scowls. "They're using the bizarre armor spell!" Culter calls out over his radio before activating his aura and focusing fire while above. These things are intelligent enough to cast such spells, yet look truly alien. The Spawn of something worse, perhaps? Culter muses in his head and has no qualms firing at the corpses of the former soldiers. They can't be at peace used as a meat suit. He decides and follows the order, reigning fire to clear the field.

Combat:
APM: 7
Initiative: 1d20+5: [20]+5 = 25
Auto-Dodge: 1d20+2: [15]+2 = 17 | 1d20+2: [5]+2 = 7 | 1d20+2: [10]+2 = 12 | 1d20+2: [16]+2 = 18 | 1d20+2: [16]+2 = 18 | 1d20+2: [14]+2 = 16 | 1d20+2: [18]+2 = 20

A1: Activate Electrical Aura [26 MDC | 10m:00s]
A2: Fire with CR-404. Strike: 1d20+7: [15]+7 = 22 | DMG: 1d4*10: [2]*10 = 20
A3: Fire with CR-404. Strike: 1d20+7: [12]+7 = 19 | DMG: 1d4*10: [2]*10 = 20
A4: Fire with CR-404. Strike: 1d20+7: [6]+7 = 13 | DMG: 1d4*10: [4]*10 = 40
A5: Fire with CR-404. Strike: 1d20+7: [11]+7 = 18 | DMG: 1d4*10: [3]*10 = 30
A6: Fire with CR-404. Strike: 1d20+7: [13]+7 = 20 | DMG: 1d4*10: [4]*10 = 40
A7: Fire with CR-404. Strike: 1d20+7: [1]+7 = 8 | DMG: 1d4*10: [1]*10 = 10

Contingency:
If the immediate threat is amply neutralized, Culter will extend his electrical senses to see if he can't sense any active power sources.
Please Do Not PM This Account, PM Underguard Instead

Everett Culter (40-4th) || EP Ledger | Other PCs: Ronan Deshe (Spook Squad) | Scythe (Phase World: Galactic Rogues) | Theron Wymond (PFRPG B)| Harbinger (Phase World: Void Reavers)
Constant Stats and Abilities
Active Abilities:
I.S.P.: 163/163 || H.P.: 31/31 || S.D.C.: 38/38

Callsigns: Plasma, The Electrician

Impervious to Electricity: Completely immune to electricity, magical or others (lightning, etc). Energy, Lasers, Plasma and Particle Beams as well as other Energy sources do half-dmg. Magical energy, other than electrical, does full.

Active Gear:
Worn: Smiling Jack Samas | Coalition Gear sheet

Saving Throw Bonuses
Coma/Death: 2%
Magic (varies): N/A
Lethal Poison (14+):
Non-Lethal Poison (16+): N/A
Insanity (12+): +2
Psionics (10+): +3
Horror Factor (varies): +6
Possession (varies): +2
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Olive
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Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [52] = 52 / 74%
JiC d100: 1d100: [47] = 47 ; JiC d20: 1d20: [15] = 15
APM: 6
Initiative: 1d20+6: [7]+6 = 13
Drummond Leighton wrote:"Headed your way Olive!"
Olive doesn't respond at first, a bit too tied up with staggering back into shooting form after taking those hits. I was expecting these damned things to split up, but not this many to come this way! It isn't until she begins squeezing off bursts at the nearest worm beast to her as she darts inside of the doorway nearby to use as cover that she can respond to the cyborg. "Appreciated! Focusing on your targets!

She match targets with the 'borg, their combined firepower already proven to be more effective at stripping the things' shields away and downing them before they can cast their abhorrent magic again.

Action 1: Fire burst at the target Drummond is firing at, move into the doorway to her side and use the wall as cover. Strike: 1d20+3: [7]+3 = 10 ; Damage: 6d6: [6, 2, 6, 6, 6, 4] = 30 M.D.

Action 2: Continue to focus fire with her teammate. Strike: 1d20+3: [17]+3 = 20 ; Damage: 6d6: [3, 5, 5, 2, 3, 4] = 22 M.D.

Action 3: Continue to focus fire with her teammate. Strike: 1d20+3: [2]+3 = 5 ; Damage: 6d6: [2, 4, 2, 3, 4, 1] = 16 M.D.

Action 4: Continue to focus fire with her teammate. Strike: 1d20+3: [10]+3 = 13 ; Damage: 6d6: [4, 1, 1, 5, 4, 4] = 19 M.D.

Action 5: Continue to focus fire with her teammate. Strike: 1d20+3: [4]+3 = 7 ; Damage: 6d6: [5, 5, 6, 6, 5, 2] = 29 M.D.

Action 6: Continue to focus fire with her teammate. Strike: 1d20+3: [10]+3 = 13 ; Damage: 6d6: [6, 5, 6, 3, 5, 5] = 30 M.D.

Parries as needed: 1d20+10: [16]+10 = 26 ; 1d20+10: [8]+10 = 18 ; 1d20+10: [5]+10 = 15 ; 1d20+10: [5]+10 = 15 ; 1d20+10: [10]+10 = 20 ; 1d20+10: [18]+10 = 28


Dodges if being attacked by ranged attacks: 1d20+10: [3]+10 = 13 ; 1d20+10: [1]+10 = 11 ; 1d20+10: [17]+10 = 27 ; 1d20+10: [12]+10 = 22 ; 1d20+10: [18]+10 = 28 ; 1d20+10: [6]+10 = 16


Bonus vs Magic: +4
Bonus vs HF: +0
1d20: [7] = 7 ; 1d20: [7] = 7 ; 1d20: [13] = 13 ; 1d20: [7] = 7 ; 1d20: [10] = 10 ; 1d20: [13] = 13 ; 1d20: [4] = 4 ; 1d20: [5] = 5 ; 1d20: [2] = 2 ; 1d20: [17] = 17
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 42/48
H.P.: 32/32
S.D.C.: 107/107


CA-6EX
M.D.C. by Location
  • Helmet: 100/100
  • Left Arm: 100/100
  • Right Arm: 100/100
  • Left Leg: 120/120
  • Right Leg: 120/120
  • Main Body: 168/200



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 3/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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CS High Command
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals
  • Date: January 25, 110 PA
    Time: 19:26 by end of post.
    Temp: 19°, partly cloudy, but not snowing; Ground has a about 3 inches of snow, less in the field
    Weather: Mostly Cloudy, Only a light dusting of snow and plenty of ice
    Ley Line info: None within 5 miles.
    Location: Inside the compound, between the garage and the armory
It doesn't take long for the team to finish disabling the creatures remaining. no more than 39 seconds after contact, all of the enemy are down. As the group gathers and disposes of the bodies, they are struck by the desolate silence that follows the battle. In the distance an ek calls breaking the silence. Using the left over plasma grenades of the bodies are eliminated in a blaze of flame, after a few samples are taken.

Gathering together, the group assesses the situation. The most obvious detail, now that they aren't fighting is the large trail of slime that came over the walls and went through the front doors of the central building. It's dried in places, but it's noticeable at this close range in ways that it wouldn't from high altitude. Whatever was responsible for breaking the gates down, did so from the inside and then went inside the main building.

The barracks buildings to the south also show signs of conflict as well, not to mention the destruction of the front entrance to the main central building. So the squad now must decide how to procede.
ImageImage

"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Drummond Leighton
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Joined: Sat Jan 27, 2018 7:36 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [78] = 78 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [1] = 1 , 1d100: [85] = 85
Sensors
Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sensor
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Sensory Equipment - 60% vs 1d100: [72] = 72 |Use sensors


With the last of the worms dead, he goes over to Olive, "You okay? No injuries?" His concern sounds genuine. It's too bad the cost for bionics is so high, cyborg Dog Boys could be a really effective. If she had been seriously injured I'd hate to be given the order to put her down. Mane's got that eye, maybe Doc would save her life with bionics if no other option was available.

Drum replaces the plasma cannister for his C-29 "Hellfire" Heavy Plasma Cannon and re-clamps it to his back. The empty cannister goes into his pack.

"I think we need to press our advantage Doc, we need to get in there and clear these things out of there. Say the word, and I'll take point."
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Olive
Posts: 31
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [100] = 100 / 74%
JiC d100: 1d100: [20] = 20 ; JiC d20: 1d20: [3] = 3
Drummond Leighton wrote:With the last of the worms dead, he goes over to Olive, "You okay? No injuries?" His concern sounds genuine.
The doggirl perks up at the care in the cyborg's voice, doing her best to suppress the more enthusiastic response she wants to give. "I'm all good! Just took a good couple of hits to the armor. Ordnance Training was way harder than burning out these things," she says, emphasizing the last word with a good bit of disgust. Course, I'd gladly go through training a dozen more times. Can't say I'd say the same about this mission, though I'm glad I can be of help here!

She shakes away thoughts of her previous squad, killed by the demon bears and leaving her to run, and regroups with the others. Unless asked, she keeps her input to herself, letting her betters decide on what to do next. If she does happen to be asked her opinion, she seems pleasantly surprised, mulling it over for a moment before saying, "The main facility is going to be difficult. We could clear out the barracks first and have a guard posted outside in case others try to come in, then when we're sure everything is clear we can take on the central building without worrying about posting a rear guard."
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 42/48
H.P.: 32/32
S.D.C.: 107/107


CA-6EX
M.D.C. by Location
  • Helmet: 100/100
  • Left Arm: 100/100
  • Right Arm: 100/100
  • Left Leg: 120/120
  • Right Leg: 120/120
  • Main Body: 168/200



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 3/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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Egan Grey
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [24] = 24
JIC: 1d20: [7] = 7 , 1d100: [32] = 32

With the active creatures dead, Egan extracts himself from the cover of the gateway he had been using before striding into the facility weapon still at the ready. Scanning the surroundings, the scout walks into the main courtyard and plants himself an equal distance from the main building doorway that the four armored worms came out of and the barracks which seem to have seen better days. "Something came over the walls and opened the base violently from within, it probably is a big boy. Maybe the master of these things, or it let the puppeteer and its friends in. Barracks has some visible damage."
-I guess a big worm could leave a trail of slime like that...- Egan directed his suits sensors over the barracks first before attempting to do the same to the main building in an effort to glean any information that might be useful to the group as they finished their cleanup and gathered back up to continue the push.
Skill Rolls
[Track: Animals – 80%, 1d100: [85] = 85 , FAIL] - To try and ID movement of animals / worm husks and where they have been frequenting the most
[Track Humans & Robots – 85%, 1d100: [98] = 98 , EPIC FAIL] - To try and ID movement of humans / worm husks and where they have been frequenting the most
[Intelligence – 71%, 1d100: [12] = 12 , PASS] - To try and place the creature that opened the doors in the enemies hierarchy
[Lore: Demons & Monsters – 95%, 1d100: [59] = 59 , PASS] - To try and ID the slime residue
[Detect Ambush - 55%, 1d100: [18] = 18 , PASS] - To scan the barracks and id the best places for the enemy to hide in
[Sensory Equipment - 45%, 1d100: [38] = 38 , PASS] - To use the suits sensors to try and gather information on the barrack building and whats inside
[Optic Systems - 45%, 1d100: [32] = 32 , PASS] - To use the suits sensors to try and gather information on the barrack building and whats inside
[Detect Ambush - 55%, 1d100: [55] = 55 , PASS] - To scan the Main Building and id the best places for the enemy to hide in
[Sensory Equipment - 45%, 1d100: [98] = 98 , EPIC FAIL] - To use the suits sensors to try and gather information on the Main building and whats inside
[Optic Systems - 45%, 1d100: [70] = 70 , FAIL] - To use the suits sensors to try and gather information on the Main building and whats inside
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
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James Howlett
Group Leader
Posts: 502
Joined: Fri Nov 06, 2009 7:38 am
Location: Group Leader (CS 110th)
Contact:

Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [9] = 9 /78%
Just in Case: 1d20: [2] = 2 ; 1d100: [85] = 85
Conditions: None.

James looks at the mess, and sighs. It is one of those ops.
Drummond Leighton wrote:"I think we need to press our advantage Doc, we need to get in there and clear these things out of there. Say the word, and I'll take point."
James listens. He is eager to prove himself, I will give him that. James thinks as other sound off.
Olive wrote:"The main facility is going to be difficult. We could clear out the barracks first and have a guard posted outside in case others try to come in, then when we're sure everything is clear we can take on the central building without worrying about posting a rear guard."
James shakes his head while thinking. Do not have the man power to leave guards everywhere. James thinks.
Egan Grey wrote:"Something came over the walls and opened the base violently from within, it probably is a big boy. Maybe the master of these things, or it let the puppeteer and its friends in. Barracks has some visible damage."
James nods, but doesn't immediately respond.

"First order of business, gather up, no sense in being split up. On the Barracks, I think we have dealt with whatever was inside already, and we know the main building is comprimised. We will go in as a team. Leighton, you are point, followed by Grey and Mane. Cutler, Olive you are next, Alekzander and myself will take the rear. We clear each room as we go, do not go running off. Any questions?" James radios to the team.

"Alekzander walk beside me, keep an eye out." James mentally commands his skelebot, as he takes position to the rear of the stack.
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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