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Greed of the Nations - Modern Combat R2D

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Post  mastery910 Tue Apr 12, 2011 2:50 pm

I already changed mine...
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Post  FLAMELASHER Tue Apr 12, 2011 3:20 pm

Ok, which NPC will you take over and what is your action?
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Post  mastery910 Wed Apr 13, 2011 5:33 am

flamelasher, are you talking to me? I already gave the info in a previous post...
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Post  FLAMELASHER Wed Apr 13, 2011 5:05 pm

FLAMELASHER wrote:Almost forgot.

3: One SAS member is shot and falls down behind cover.
5+3=8: One SAS member tries to cover another, but takes a shot in the leg while doing so.
14+3=17 and 8+3=11: Two SAS members pull off a sucsessful flank and bring down 6 Paras.
12+2=15: The Captain gets out a flashbang and throws it at the rearguard Paras to allow 2 SAS men to flank.

SITREP:

Same, but 9 Paras are alive

Which of these guys are you?
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Post  mastery910 Wed Apr 13, 2011 6:44 pm

... I really can't see the choices...
... You know what I give up. I don't want to do this anymore, for the love of science...
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Post  FLAMELASHER Wed Apr 13, 2011 7:22 pm

Basically, the choices are.

SAS Man in flank spot
SAS Man with bullet in leg
SAS Man dying

Dont give up!
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Post  mastery910 Wed Apr 13, 2011 8:32 pm

Ok, now it's clear. I'll take the one who is not injured (I guess). The one flanking Smile
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Post  FLAMELASHER Wed Apr 13, 2011 8:46 pm

Ok. Also, you might want an MP5K or a pistol for a sidearm.
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Post  mastery910 Thu Apr 14, 2011 6:55 am

OK, I'll add ye olde silenced 9mm pistol.
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Post  FLAMELASHER Thu Apr 14, 2011 7:24 am

So, the Browning?
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Post  mastery910 Thu Apr 14, 2011 10:51 am

guess so...
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Post  FLAMELASHER Thu Apr 14, 2011 11:17 am

Ok. Action?
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Post  mastery910 Thu Apr 14, 2011 2:01 pm

Give a covering fire with my Browning so the rest can get healed up.
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Post  FLAMELASHER Thu Apr 14, 2011 4:05 pm

Listy?
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Post  8680 Fri Apr 15, 2011 10:16 pm

List:
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Post  FLAMELASHER Fri Apr 15, 2011 10:52 pm

Johnson Deeds: 3+3=6: As your rifle's clip runs out, you release it and raise your Browning High Power as the rifle swings to you side on it's straps and fire... Or you try to. It jams for the first few shots, and then you have to eject the clip and reload.

Aeryn Pierre: 10: Crouching behind an ammo crate, you blindly fire over it to hold the Paras back while you look around for Grayson's LAW. And you see it, on the other side of the room.

Fred Baker: 4: Blackness.

Shot in Leg: - 7 to movement
Unconscious: Cannot move until revived or until 5-in game hours pass
Bleeding: Will kill in 6 turns if not healed


Grayson: 8: You get a bandage from your medkit and try to cover your bleeding side with it, and do so, but very badly. Thankfully, Grayson finishes the job.

EFFECTS

Burnt Back: -4 to all actions, heals in 3 turns

Arthur Bonnington: 20: You see the Paras are suppressed, and hastily use your medkit to pluck out the bullets in your leg and cover the holes with bandages, perfectly healing yourself. As an afterthought, you properly heal Grayson's side.

Jessica Williams: 15+3=18-8=10: Grabbing a Riot Shield, you sprint over to Fred and get out your medkit, and pluck out most of the bullets and cover the holes while your shield absorbs the fire but dents badly.

SAS Rifleman 1: 14+3=17: You see Johnson's pistol Jam and slide in front of him, hurling a Flashbang to stop him being gunned down. As an added bonus, the flashbangs hits a Paratrooper on the head and knocks him out.

SAS Rifleman 1: 20+3=8-3=12: Struggling up to your feet, you lay your gun on a box and fire like mad, bringing down a few paras but wasting a lot of ammo.

SAS Medic 1: 5+3=8: Seeing a teammate shot, you swoop over to him and slap a bandage on his chest as he gets up, covering half the wound.

SAS Captain 1: 11+3=14: Noticing your Medic run at on of your Riflemen, you slide in front and absorb a few shots with your Riot Shield, and it takes little damage.

SITREP

Fred Baker is unconscious and wounded, but stable for now
One of the SAS Riflemen is wounded, but being healed
The 3 conscious Paras have surrendered
You have won the battle with no deaths
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Post  mastery910 Sat Apr 16, 2011 6:42 am

Use javelin to shoot down jet if I can spot it. If can't spot it just take javelin and ammo


Last edited by mastery910 on Sun Apr 17, 2011 1:28 pm; edited 3 times in total
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Post  FoolishBalloon Sat Apr 16, 2011 7:31 am

sleep
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Post  Frogger5 Sat Apr 16, 2011 8:06 am

Get a drink.
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Post  8680 Sat Apr 16, 2011 9:22 am

Where and what are the aircraft the paratroopers jumped from?
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Post  Rulyon Sat Apr 16, 2011 9:42 am

Minor: Recover my dropped weapon. Confiscate Frogger's grenades with a glare.

Major: Make the surrendered paratroopers tell us everything they know about the plans to attack the base. [Interrogation]

Just kidding Frogger! :-)
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Post  AerynPierre Sat Apr 16, 2011 10:03 am

Well I was gonna interrogate them, but got beat to it.

Major: Collect an SA80, some ammunitions, grenades from the bodies of the slain paratroopers. After being satisfied with my haul, start dragging the bodies into a pile.


Last edited by AerynPierre on Sat Apr 16, 2011 8:57 pm; edited 1 time in total
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Post  FLAMELASHER Sat Apr 16, 2011 3:15 pm

Their weapons:

SA80 Assault Rifles
Javelin Hand-held SAMs
and
Browning High Powers

Their gear:

Medkits
Grenades
Used Parachutes
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Post  mastery910 Sat Apr 16, 2011 4:06 pm

Flamelasher, could you add that to the bottom of the rolls next time? Kthxbai :3
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Post  AerynPierre Sat Apr 16, 2011 6:00 pm

Can I edit to picking up an sa80, ammo, and grenades? Or do I need to do it my next turn?
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