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[Archive]Greed of the Nations - Modern Combat R2D

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Post  Bigkahuna Wed Mar 07, 2012 6:31 pm

Title: Greed of the Nations
Author: FLAMELASHER


-On TV-

NEWS REPORT - 19TH DECEMBER, 2016

"Today, the UN forcefully invaded Serbia, Norway and Croatia in a shock move. When asked why, the spokesman said: "We need a unified world. We invited the countries to the UN, but they refused, and we need to take control of them through any means necessary." Russia, Macedonia and several other countries have declared war on the EU, and united into the NFI, Nations For Independance. This is the begging of World War 3, some say. Several forces around the EU have defected, including the French Naval Commandos, US Delta Force and rumors say even the British SAS. In other news, a man has been found tied under a bridge with 9 knives sticking in his arms, legs, chest and... OH FUCK, NFI BOMBERS!" -An explosion is heard and the TV Station goes static-

Your Captain turns off the TV, and you look around the room. It has white walls and one door, leading to a corridor containing an armory, bedrooms, gym, hangar and briefing room.

"So they know we have turned traitor. We need to get out of here fast." says the Captain.

He is fairly tall, with a scraggly black beard and wild, yet short, black hair. His eyes are brown, and full of sorrow and pain. He is wearing a SAS combat uniform, with no helmet.

"Get to the armory, take what you need, and meet in the hangar within 10 minutes. CLEAR?" he snaps.

"Sir, yes, Sir." you and the other SAS answer as one.

"THEN MOVE!" he shouts.

You all rush to the armory, and look at the available weapons:

10 C8 SFW Rifles (basic assault rifles, normal fire rate, normal range, can be used with any scope and underslung grenade launchers)
10 Heckler and Koch MP5s (machine guns, high fire rate, low range, can be used with any scope and underslung weapons and silencer)
5 Heckler and Koch MP5Ks (small machine guns, high fire rate, low range, can be used with any scope)
Browning High Power (a powerful, accurate pistol)
10 Sig Sauer P230s (concealable pistol with less power than other guns)
5 Remington 870s (shotgun with high power and good accuracy, but low breaching power, can be sawn off)
5 AW59 Sniper Rifles (anti-material rifle, extreme power and godly accuracy, but low fire rate)
5 M72 LAWs (light, disposable rocket launcher)
2 Arwen 37s (tear gas launcher)
40 G60 Stun Grenades (flashbangs)
40 M18A1 Claymores (powerful plastic explosive, directional sensor with short range)
10 Underslung M203s (underslung grenade launcher)
5 FIM-92 Stingers (shoulder held SAMs with lock on feature)
10,000 AR and SMG Rounds
2,500 Pistol Rounds
1000 Concealable Pistol Rounds
3 Rockets
60 Tear Gas Canisters
100 Grenade Launcher Grenades
25 Stinger Missiles
Helmets for your suits
Abseiling Gear
Torches
Knives
Lighters
Rations
Bottled Water
Maps
Compasses
Medical Kits
Flares
Radios

GAMEPLAY

The gameplay features weight limits, hostage situations and stealth along with firefights and sniping. You can carry up to 50 kg of equipment. You get a major and minor action, and have to work as a team to do well (+3 to rolls when working as a team). I roll a d20 to decide what happens.

CHARACTERS

There are 10 SAS troopers including the leader. All except the leader can be taken over and given personalities and looks other than a silent, follow all orders type man. When you quit, your character is NPC'ed until someone else takes control of them. When they die, the next character pops in when you work with others units.

APPLICATION

To apply, simply fill in this form.

Name -
Age -
Looks -
Personality -
Specialty - (Explosives, Automatics, Hanguns, Sniping, CQB, Communication, Lingutics, Medic or Intel)

Players

Rulyon
AerynPierre
FoolishBalloon
8680
mastery910

Dead

None

Removed

None
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Post  Bigkahuna Wed Mar 07, 2012 6:32 pm

Introduction

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  Bigkahuna Wed Mar 07, 2012 6:33 pm

Roll #1

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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Post  Bigkahuna Wed Mar 07, 2012 6:34 pm

Roll #2

Grayson (Rulyon): (9+3=12) You pull the rifle off of your armored back and climb the ladder to the platform of the watch tower, ready to take down any enemies bold enough to enter the hangar and attempt to take down Jessica.

Arthur Bonningtion (Frogger): (5) You place all the claymores at the entrances, then realize... You forgot to turn most on, and trying to activate them would trigger the one active one. You sigh and take a step back, then turn to face Jessica.

"Jessica, can you get any of these things working?" you ask.

"I could, but your damn mines will probably blow it up!" she replies angrily.

Jessica Williams (8680): (4) You look around after replying to Arthur, but find out that both entrances are mined. You get out your rifle anyway. The enemies might not notice the mines and charge anyway. You crouch near an entrance, rifle aimed at the grassy slope leading up to it.

Aeryn Pierre (Do I really need to say this?): (7) You go to take the unused claymores, but see there isn't any. Then you realize a problem in the improvised escape plan.

"I can't believe you fools are even talking about flying still. Where would we go they didn't know about? If we're gonna take a chopper or what not, we needa steal one of theirs so that they won't instantly identify who we are." you growl.

Before anyone can reply, bullets and grenades fill the room.

Fred Baker (Foolish): (Cool You are already in your base, and no enemies are in sight, and you get angry. Suddenly, you hurl grenades into the sky and watch as they rain down amidst your hail of bullets.


SAVING THROWS

Grayson (Rulyon): 1: A grenade lands near you and explodes, slashing your side and burning your back as two bullets rip through your leg.

EFFECTS:

Burnt Back: -4 to all actions, heals in 6 turns
Cut Side: -2 to all actions, will cause death in 2 turns if not healed

Bonnington (Frogger): 20: You spin round and bat a grenade away with your hand, and it explodes once it is amongst others, causing them to harmlessly detonate. Then, you grab a shard of shrapnel and hurl it into Fred's hand. (Dodge - 1)

Jessica (8680): 20: None of the bullets hit you as you dive backwards, bullets pinging off of the nearby Apache helicopter. You raise your rifel and shoot the final grenade while it is in midair.

Aeryn (Duh): 15: You skillfully dodge all the bullets.

Fred: You see your teamates aiming at you.
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Post  Bigkahuna Wed Mar 07, 2012 6:35 pm

Roll #3

Arthur Bonnington (Frog): 3: You go to look around for a stealth craft, but trip and fall over. Luckily, you don't get hurt, although you are lucky the Paras haven't arrived yet, as they would have decimated you.

Grayson (Rulyon): 20-6=14: Your gun clatters noisily off of the watchtower and you pull out your medkit and cover your side with a bandage, stopping it bleeding for now, although your back still hurts like hell and you feel a bit dizzy.

EFFECTS:

Burnt Back: -4 to all actions, heals in 5 turns
Cut Side: -2 to all actions, will cause death in 1 turn if not healed - STOPPED TEMPOARILY
Dizzy: -1 to all actions, will heal next turn.

Aeryn Pierre: 14 - Swearing at Fred in Frech, you pull out your Browning Pistols and take cover behind a crate full of Riot Shields. Then have an idea, you could use the Riot Shields in the crate if it isn't locked.

Fred Baker (Fool): 17 - There are no enemies, and tears aren't gonna get you brownie points in the SAS, so you don't do anything.

Jessica Willaims (8680): 13 - You tell Fred about an demolitions soldier working in a US taskforce during WW2, who seieged and island and juggled grenades while glaring and keeping your rifle ready.

You hear the jets draw closet, the Paras will probably be jumping in within a minute.
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Post  Bigkahuna Wed Mar 07, 2012 6:35 pm

Roll #4


Aeryn Pierre: 10 - Sheathing your Brownings, you slip your fingers under the lid and pull the lid off, and shout:

"Shields over here!"

But the only reply is a hail of bullets, coming from the door. A few footsteps are heard, and then a series of explosions. The paras are hear.

Grayson (Rulyon): 5-11-4=0 - Getting out your medpack, you prepare to heal yourself. Suddenly, a grenade is heard below you, and the tower begins toppling.

Burnt Back: -4 to all actions, heals in 5 turns
Cut Side: -2 to all actions, will cause death in 1 turn if not healed - STOPPED TEMPOARILY

Bonningtion (Frog): 11+3=14 - Bounding for the tower, you suddenly hear paras pouring in, several felled by claymores and watch one M203 the tower's base. Healing is out of the question, so you draw your MP5K and open fire on the paras, wounding 2 and killing 1.

Williams (8680): 3 - Seeing the tower fall, healing isn't an option, so you dive for cover but slide past and get shot in the leg several times.

EFFECTS

Shot in Leg: -8 to movement
Bleeding: Will kill in 4 turns if not healed

Baker (Fool): 16 - Being out of explosives, you instead fire with your Remnington, taking down 3 paras before they react with a hail of fire, which you mostly avoid but take a few shots.

EFFECTS

Shot in Foot: -2 to movement
Bleeding: Will kill in 9 turns if not healed
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Post  Bigkahuna Wed Mar 07, 2012 6:36 pm

Roll #5


Aeryn Pierre: 14 - You hurl a flashbang, blinding the paras aiming their SA80s at you, then pull out your pistols and charge, landing a few rounds in the Paras, bringing down 3. You also wound 6 and then look for cover, and, seeing the tower is now fallen fully, you take cover behind it.

Fred Baker: 1 - You raise your Remnington and fire more, but it jams. Cursing, you reach for your sidearm. Then realize you don't have one, and you are shot to the ground, and knocked unconscious by the bullets as a red mist floats up behind you.

EFFECTS

Shot in Foot: -2 to movement
Shot in Leg: - 7 to movement
Shot in Arm: -9 to firing guns, climbing and holding objects
Unconscious: Cannot move until revived or until 5-in game hours pass
Bleeding: Will kill in 1 turn if not healed

Jessica Williams: 17 - You quickly slap a bandage from your medpack over your wounds and then pop up, firing on the Paras and managing to bring down one about to finish off Fred Baker. Then you realize Fred might die anyway.

EFFECTS

Shot in Leg: -8 to movement

Grayson: 8+3=11 - Forsaking your own safety, you grab Arthur and pull him away from the rubble, taking a few shots as you do so. At least Arthur won't die at the hands of the paras.

EFFECTS

Shot In Leg: -6 to movement
Bleeding: Will kill in 6 turns unless healed

Arthur Bonnington: 2 - You hold on, but slip and are caught by Grayson as you realize you can't waste breath on prayer.

EFFECTS

Burnt Back: -4 to all actions, heals in 4 turns
Cut Side: -2 to all actions, will cause death in 1 turn if not healed

SITREP

Fred Baker and Arthur Bonnington both need to be healed immediately.
Aeryn is the only unhurt SAS Member.
There is 16 Paras left, and they are scrambling for cover.
You are forgetting the teamwork bonus.
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Post  Bigkahuna Wed Mar 07, 2012 6:36 pm

Roll #6


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  Bigkahuna Wed Mar 07, 2012 6:37 pm

Roll #7


Johnson Deeds: 5: You quickly grab a Javelin and some rockets and sprint outside of the hangar, taking aim into the sky, but can't see any jets. Then you hear them... BEHIND YOU! Several missiles leap at you and one picks you up and hurls you off the clifftop into the river at the bottom.

Fred Baker: NAN: Zzzzzzzzzzzzzzzzzzzzzzzzzz............. Zzzzzzzzzzzzzzzzzzzzzzzzzz..................... Zzzzzzzzzzzzzzzzzzzzzzzzz.............

EFFECTS

Shot in Leg: - 7 to movement
Unconscious: Cannot move until revived or until 4 hours 59 minutes pass ingame
Bleeding: Will kill in 5 turns if not healed

Arthur Bonnington: 1: You get out some of your bottled water, and open it to take a sip, but suddenly explosions shake the ground and you drop it, it spilling all over your shoes and socks. Whoops.

Jessica Williams: 10: You scoop up a SA80 Assault Rifle, Javelin Surface-To-Air Missile and several fragmentation grenades, then begin patching up Grayson.

Grayson: 1-2=EPIC FAIl: You go to pick up your weaponry as Jessica is trying to heal you but fall over and break your nose on the hard metal floor. Ouch

EFECTS

Burnt Back: -2 to all actions, heals in 1 turn
Broken Nose: -1 to speaking and -7 to holding breath, heals in 3 turns

Aeryn Pierre: 17: You start looting equipment from the bodies: Guns, Grenades, Ammo, Rockets, Provisions, then drag them into a pile in the corner of the hangar.

SITREP:

The other SAS members are watching the Paras
Fred Baker and Grayson are WIA
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Post  Bigkahuna Wed Mar 07, 2012 6:38 pm

Roll #8

Fred Baker: You sleep, and dreams of peace come into your head as your leg turns redder.

EFFECTS

Shot in Leg: -3 to movement
Unconscious: Cannot move until revived or until 4 hours 57 minutes pass ingame
Bleeding: Will kill in 19 turns if not healed

Arthur Bonnington: Worried by the explosions, you cry out: "TO THE CELLARS!", trying to ingnore the wetness on your feet.

Jessica Williams: 2: You go to grab some Javelins, but trip and slide across the room on a SAM, scraping your knees.

EFFECTS

Cut Knee: -2 to walking, will kill in 93 turns. Slow, eh?

Johnson Deeds: You splash out of the water and shiver on the bank while awaiting the others to rescue you. How dignified.

Grayson: 15+3=18: You grab some abseiling gear, get into it and tie a hook to the cliff ledge, then leap down in 3 jumps.

"Get up, trooper."

Aeryn Pierre: 12+3=15: You rush over to Fred Baker and start patching him up.
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Post  Bigkahuna Wed Mar 07, 2012 6:39 pm

This game was discontinued for lack of player interest.
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