Fall Of Starport 73-Turn 7

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Silent-sigfig
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Fall Of Starport 73-Turn 7

Post by Silent-sigfig » Sat Jun 21, 2014 3:47 pm

I did this turn while pretty hungover, so orders may not be exact. Also I forgot to do the cops, but i didn't have orders from them so whatever.

Immortal Raiders

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These two open fire on the police chief.

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The chief takes two redshirts, but still lives.

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The APC rolls up, with the Omega Shard still surfing on top.

45th Union



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The gladiator unloads on the diplomat.

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Some bits are knocked off, and the Diplomat loses a hitpoint (3/7 remaining).

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The secondary weapons open up on the rooftop.

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The Minuteman shrugs off the missile hit. The mechanic and one of the turrets are wrecked by the machine gun.

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The medic revives the Sniper.

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This Spetznaz guy shoots someone on the roof.

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There is so much overkill that he is vaporized.

Space Mafia



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the Don drops the launcher

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Grabs his gun

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And critfails his feat, blowing his last hand off.

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Joey meatballs kicks the gun.

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The limo, howver, has taken off and since left the battlefield with the briefcase, It can return in 2 turns.

SPACE MAFIA OBJECTIVE COMPLETE

PIRATE OBJECTIVE FAILED

United Systems Alliance



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The Supersoldier tries to use his inhuman strength to push the tank, but he isn't that strong.

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The missile pod is fired on the assault tank's turret.

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The turret is barely destroyed. The main cannon nails the gladiator, but only deals 1 point of damage. (5/7 hitpoints remaining).

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Howver, the CK rocketeer is caught in the blast. his rocket goes off, scrapping the front armor of the assault tank (2/4 hitpoints remaining), and killing him.

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These guys miss their shots.

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These two gun down one of the raiders.

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This gun does like 0 damage on the assault tank.

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These guys shoot at the pirate, but they all rolled 2s. Seriously, either skill or damage was a 2 across the board.

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This guy, who everyone forgot about, grabs a buzzsaw.

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And is locked in combat with the last raider.


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The ambassagor opens fire on the Imperial commandos.

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The shots miss and destroy the armored car. One of the crewmen is killed.

Celestial Kingdom



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They run up.

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And shoot at the SuperSoldier. Despite gaining a redshirt for the first shot, he critfails his redshirt roll and both dice of his 2d6 armor roll. RIP

Space Pirates-NPC


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This swabbie shoots and kills a usa trooper.

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The swabbie guns the warpig, splattering one of the artillery crewmen. He tries to shoot the don, but critfails, hits the brakes, and goes flying(he lives).

Imperial Marines-NPC



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The tank backs up to provide cover for the infantry on the road.

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One of the commandos fires a grenade at the wall while the squad behind him unloads on the Ambassador.

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While most of the squad deals decent damage, the machine gunner scores a ridiculous series of critical sucesses, for a combined total of 35 damage. The Ambassador loses 4 hitpoints (2/6 remaining).

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The grenade doesn't breach the wall.

Civilians



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This guy is almost at the yellow shuttle. The pilot is taking a smoke break, I guess.

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The last two enter the terminal.

Overviews



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BFenix wrote:
Silent-sigfig wrote: :dog:
Coolest 1000th post ever :D

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Theblackdog
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Re: Fall Of Starport 73-Turn 7

Post by Theblackdog » Sat Jun 21, 2014 4:19 pm

Are my Medik and Mechanik still alive?
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dilanski
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Re: Fall Of Starport 73-Turn 7

Post by dilanski » Sat Jun 21, 2014 8:06 pm

dilanski wrote:All cops are to shoot themselves in protest of how much fun they're not having. This is a serious set of orders, in no way influenced by my sleep deprived mind, bad mood, and steadily rising blood alcohol level, nor is it a commentary on my current mental state.
If your going to loose, don't give the enemy the satisfaction.
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Alex
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Re: Fall Of Starport 73-Turn 7

Post by Alex » Sun Jun 22, 2014 5:54 am

I thought I sent orders for this turn. Oh well.

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