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Greed of the Nations - Modern Combat R2D

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JackBarber
AerynPierre
Frogger5
FoolishBalloon
Rulyon
ShadoWKilleR
FLAMELASHER
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Post  JackBarber Tue Mar 29, 2011 6:50 pm

FLAMELASHER wrote:You can dual wield pistols (maybe even Automatic Handguns like some Glocks and the Skorpion)
Skorpions are actually SMGs... (Even if it is a handgun)
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Post  FLAMELASHER Tue Mar 29, 2011 6:52 pm

Then let's begin!


Taking your chosen weapons from the shelves, you place them and some other useful items such as rations into your rucksacks. Then you rush to the hangar, hearing the wail of aircraft in the distance.

One of the other SAS members speaks: "I listened to their comms. They're gonnna try to seize the base to keep all the tech in one piece."

The captain hears: "Do we stay and fight, and risk death, or fly away, risking Eurofighter strikes?" he mutters as though to himself.

PLAYERS

Arthur Bonnington (Frogger5)
Inventory:
Spoiler:

Aeryn Pierre (AerynPierre)
Inventory:
Spoiler:

Grayson (Rulyon)
Inventory
Spoiler:

Fred Baker (FoolishBalloon)
Inventory:
Spoiler:

Up to you what you do. Obviously, other options are allowed (like drive off in jeep or walk off, risking airstrikes, or surrender)
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Post  Frogger5 Tue Mar 29, 2011 7:31 pm

Major: Try to establish a defensive perimeter of the building, noting good sniping spots, likely enemy entrance points, etc.

Minor: Ask around if anyone has a pilot, or helicopter license. (we are the SAS after all).
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Post  Rulyon Tue Mar 29, 2011 8:51 pm

"I'm not a pilot. Hell, I'm better at makin' 'em explode. But if you wanna stay an' fight... I think we'd do better to jus' blow up any sensitive tech or information we don't want'em to have and get the he'll out if here. The only thing staying to fight will get us is increased risk of death, because even if we stay and fight we'll still have to face those strike bombers when we leave. Might as well minimze the chances they have to attack us."

If it is decided to stay and fight anyway:

Major Action: Gather the remaining Claymore mines from the armory and set up a few trap for the enemy. Plant the Claymores in locations that would require the enemy to take about ten steps inside before they trigger them, so they have enough time to let their guard down in regards to booby traps.

"Everyone hide until the Claymores go off or it's obvious they avoided it. Then we can gas them while they're surprised then open a torrent of lead on 'em."
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Post  Frogger5 Tue Mar 29, 2011 9:02 pm

Personally, I'm inclined to get the hell outer there in the safest way possible. Discussion?
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Post  AerynPierre Tue Mar 29, 2011 9:07 pm

It seems to me that the wisest course of action would be to sabotage the base, then make a break for it. With a unit our size, our best options would be guerrilla warfare. Esp if we managed to sneak around and find their command and control. All out battle, we are sure to be wiped out sooner rather than later. Don't forget, we are SAS...frontal assault is not what we are trained for.
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Post  Rulyon Tue Mar 29, 2011 11:27 pm

Seems the consensus then is to leave. Edited in my action fir leaving.(underlined)

Rulyon wrote:"I'm not a pilot. Hell, I'm better at makin' 'em explode. But if you wanna stay an' fight... I think we'd do better to jus' blow up any sensitive tech or information we don't want'em to have and get the hell out of here. The only thing staying to fight will get us is increased risk of death, because even if we stay and fight we'll still have to face those strike bombers when we leave. Might as well minimze the chances they have to attack us."


If it's agreed to run:

Major Action: Use the remaining explosives from the armory to sabotage the base's vital tech.


If it is decided to stay and fight anyway:

Major Action: Gather the remaining Claymore mines from the armory and set up a few trap for the enemy. Plant the Claymores in locations that would require the enemy to take about ten steps inside before they trigger them, so they have enough time to let their guard down in regards to booby traps.

"Everyone hide until the Claymores go off or it's obvious they avoided it. Then we can gas them while they're surprised then open a torrent of lead on 'em."
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Post  AerynPierre Tue Mar 29, 2011 11:36 pm

Major: Assists Grayson in planting claymores if he wishes it. Then goes over to a doorway opposite of the helicopter landing pad to survey their surroundings in that direction.

Minor: Tell Arthur I've been taught by his father to fly small two person choppers, but has never flown anything bigger. Comments that they were more likely to get themselves blown out of the sky in a single salvo than do anything else any good going that route.
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Post  FoolishBalloon Wed Mar 30, 2011 9:28 am

if I see an enemy - Shoot him. If there are many enemies - Throw anything explosive at them. Put all my power in aiming, none at dodging (Tat should give me better accuracy, right???)
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Post  8680 Wed Mar 30, 2011 12:17 pm

I'll play, despite concerns about the political subtext.

Name : Jessica Williams
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Post  AerynPierre Wed Mar 30, 2011 12:22 pm

Seem we have a pilot...am I right Jessica?
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Post  8680 Wed Mar 30, 2011 12:34 pm

Well... my specialty isn't in the list, so it'll probably have to be approved first, but... this is the Special Air Service, we should have someone who knows how to fly a tank.
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Post  FLAMELASHER Wed Mar 30, 2011 12:39 pm

Accepted, but no flying tanks.
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Post  FoolishBalloon Wed Mar 30, 2011 12:48 pm

FLAMELASHER wrote:but no flying tanks.

What if we place claymore under a tank? Then it'll fly Very Happy
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Post  FLAMELASHER Wed Mar 30, 2011 12:49 pm

Try it on an enemy tank near a cliff. Twisted Evil
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Post  FoolishBalloon Wed Mar 30, 2011 12:51 pm

Good idea Very Happy Just hope that the tank won't land on my head... Luckily, I have a SAS super helmet, so I won't die Wink
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Post  FLAMELASHER Wed Mar 30, 2011 1:05 pm

You will. Tanks weigh nearly as much as an elephant.
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Post  AerynPierre Wed Mar 30, 2011 1:08 pm

Tanks weigh much more than that...seeing with how our enemies are Russian or countries that buy Russian weaponry, a tank would weigh about 50 tons.
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Post  FoolishBalloon Wed Mar 30, 2011 1:09 pm

nah, i don't think i'll die. You know how strong the helmets are Cool
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Post  AerynPierre Wed Mar 30, 2011 1:10 pm

No Foolish, you wouldn't JUST die. You would be be pulverized, smashed flat. Helmet or no
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Post  8680 Wed Mar 30, 2011 1:15 pm

...I was joking about flying a tank, and there're better things anyway.

Minor : Grab some flash drives and copy any important data onto them, then once that's done...
Major : Infect any computers we're not taking with us with preprepared viruses.
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Post  AerynPierre Wed Mar 30, 2011 1:27 pm

Is that everybody?
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Post  8680 Wed Mar 30, 2011 1:42 pm

Unless someone joins, quits, or changes their action...

Frogger5 (Arthur Bonnington) wrote:Major : Try to establish a defensive perimeter of the building, noting good sniping spots, likely enemy entrance points, etc.
Minor : Ask around if anyone has a pilot, or helicopter license. (we are the SAS after all).
8680 wrote:Minor : Grab some flash drives and copy any important data onto them, then once that's done...
Major : Infect any computers we're not taking with us with preprepared viruses.
Rulyon (Grayson) wrote:"I'm not a pilot. Hell, I'm better at makin' 'em explode. But if you wanna stay an' fight... I think we'd do better to jus' blow up any sensitive tech or information we don't want'em to have and get the hell out of here. The only thing staying to fight will get us is increased risk of death, because even if we stay and fight we'll still have to face those strike bombers when we leave. Might as well minimze the chances they have to attack us."
If it's agreed to run:
Major : Use the remaining explosives from the armory to sabotage the base's vital tech.
If it is decided to stay and fight anyway:
Major : Gather the remaining Claymore mines from the armory and set up a few trap for the enemy. Plant the Claymores in locations that would require the enemy to take about ten steps inside before they trigger them, so they have enough time to let their guard down in regards to booby traps.
"Everyone hide until the Claymores go off or it's obvious they avoided it. Then we can gas them while they're surprised then open a torrent of lead on 'em."
AerynPierre (Aeryn Pierre) wrote:Major : Assists Grayson in planting claymores if he wishes it. Then goes over to a doorway opposite of the helicopter landing pad to survey their surroundings in that direction.
Minor : Tell Arthur I've been taught by his father to fly small two person choppers, but has never flown anything bigger. Comments that they were more likely to get themselves blown out of the sky in a single salvo than do anything else any good going that route.
FoolishBalloon (Fred Baker) wrote:if I see an enemy - Shoot him. If there are many enemies - Throw anything explosive at them. Put all my power in aiming, none at dodging (Tat should give me better accuracy, right???)
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Post  FLAMELASHER Wed Mar 30, 2011 2:27 pm

AerynPierre wrote:Tanks weigh much more than that...seeing with how our enemies are Russian or countries that buy Russian weaponry, a tank would weigh about 50 tons.

Russians are fighting the UN. THe UN is after your heads.
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Post  FLAMELASHER Wed Mar 30, 2011 2:32 pm

Arthur Bonnington (Frogger): (No roll needed) You see a good control tower for sniping from, and pinpoint the location enemies will come from, which is a main hangar door, but also see a side door on the left they could sneak in through.

"Anyone got a pilot licence?"

Jessica Williams (8680): 8 - You quickly copy most of the info then wipe the rest. Then remember: You forgot the override codes data!

Grayson (Rulyon): 9 - You blow up all the tech.

Aeryn Pierre: 1+3=4 - You fumble and drop the claymores all over the floor, and tell the others about your pilot skills.

Fred Baker: The enemies have yet to arrive.
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