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Commandos part 1: Wake-Up Call (Finished)

Posted: Sun Aug 05, 2012 11:47 am
by Bragallot
Following the events of the war between the Neo-Prussians and the Inquistadores, a civil war is still raging on the Inquistadores' homeworld of Dios.

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A squad of Inquistadores loyal to the Valenza family is guarding a small research lab when a group of commandos arrive to the scene.

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Commandant Alonso: "General, communication with this research facility has been lost a few hours ago. I've already sent men in to investigate, but none have returned. That's where you and your men come in. But... I see you haven't brought your entire squad?"

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General: "My team consists of specialists, which means we all have our strengths and weaknesses. I've left those who wouldn't be of much use in a confined space behind."

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Alonso: "I see. The following information is highly classified, general. This facility was developing a cure for the Peach Virus which laid waste to the Neo-Prussian system."

General: "Why would the Peach Virus be our concern?"

Alonso: "If we can cleanse the Prussian system of the zombie infestation, we can claim it and its resources. That would win us the civil war. Your mission is to go inside and retrieve any data the researchers have already gathered, gather survivors, and destroy any hostiles. My squad will continue to guard the entrance."

General: "Got it. Move out men!"

Welcome to Commandos, a slightly different take on Brikwars. Rather than commanding an entire force you'll control 1 one of the available Inquistadorial commandos, and vision will be restricted to your character's line of sight as you enter the lab. Your mission is as its described in the interlude. Since you'll be relying on teamwork, it's best if you post your orders in this thread, where I'll also update your progress (so no extra threads). There are no secret factions, and asking for overviews will automatically kill your character.

Available commandos:

Scratch, lawmaster, Zupponn, Silverdream and Silent-Sigfig have reserved spots if they want them and claim in time.

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General Mo: 6" Sk: 1d6+2 Ar: 8 Heroic feat Thesson
- OTC UR: 5 Da: 3d6
Heavy Mo: 5" Sk: 1d6+2 Ar: 8 Scratch
- Heavy Laser Ra: 10" UR: 4 Da: 2d6
Melee specialist Mo: 6" Sk: 1d6+2 Ar: 7 lawmaster
- Dual Katanas UR: 4 Da: 1d6+3

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Engineer Mo: 6" Sk: 1d6+2 Ar: 7 Explosives specialist Falk
- Machine gun Ra: 7" UR: 4 Da: 1d6+3
Flamer Mo: 6" Sk: 1d6+2 Ar: 7 Silverdream
- Flamethrower Ra: 4" UR: 5 Da: 2d6/2"
Berserker Mo: 5" Sk: 1d6+2 Ar: 8 Zupponn
- OTC UR: 5 Da: 3d6

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Starting positions

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Starting LoS

"One Conquistadore confirmed dead. The door ahead of us appears to be locked."

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 11:56 am
by Silverdream
Flamer Mo please.

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 12:12 pm
by Zupponn
Oooo... this looks fun. Could I have the Berserker please?

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 12:53 pm
by lawmaster
Melee specialist please.

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 3:18 pm
by Falk
I'll take the engineer if none of the reserved people take him. If someone does, I'll take whatever's left over.

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 3:32 pm
by Scratch
I will take the heavy, thanks for the reserve!

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 3:52 pm
by Thesson
If Silent doesn't want him I'll take the General.

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 3:58 pm
by Cytheran
I'll take a slot if there is one please. This looks fuckin killer.

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 4:08 pm
by Kalvinator
I would like the Engineer. This looks really cool. Should be fun!
Edit * Sorry didn't see that Falk had already claimed Engineer. But, I guess you said I get a part, so I'm still excited :mrgreen: Can't wait

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 5:52 pm
by Bragallot
Slots filled, post your orders! Cytheran and Kalvinator, keep watching this topic, you'll recognize your guys when they appear.

Also, for your survival, here's a :protip: : although you're controlling individuals, you're still a squad, so you can combine fire if you agree on it.

Rounds will always be done in 1 full go so don't wait out the first few turns.

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 6:06 pm
by Thesson
So we post orders here?
Well anyway I got an Idea.
Falk: If you got any charges do you want to put on on the door?
Also If Falk agrees we should have someone cover the door. Any volunteers?

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 6:23 pm
by Scratch
I will be next to the door with my laser thingy at the ready to shoot any things that don't know the code of whatever part of the civil war we are in.
EDIT: out of range of the explosive.

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 6:32 pm
by Thesson
Alright. Silva I have another Job for you. Once we get the door open I want you to take point.

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 8:29 pm
by Silverdream
Yes sir!

I will take point and prepare to melt anything that moves.

Re: Commandos part 1: Wake-Up Call

Posted: Sun Aug 05, 2012 8:44 pm
by lawmaster
I can stand near by and take out anything that tries to engage in cc with you guys.