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Wait,does accuracy work differently in crossfire? I'm pretty sure JA2 has a 0-100 scale for accuracy and I see all the weapons have around 4-5 accuracy for you,even the rifles.
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# ? Jun 16, 2024 04:58 |
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The Road Crew posted:...will you be getting AIM/M.E.R.C. people in too? I have to say that seeing Fiona put on the same team with Sheila "Scope" Sterling would be delightful. Yeah, I'll start hiring in mercs once the money starts flowing, which should be within the next few updates. I love Scope, but in Wildfire I'm pretty sure she's actually a mid-game MERC hire, rather than being available right away from AIM, so if we want to see her, we'll need to spend some money on people like Biff and Haywire. Capilarean posted:Wait,does accuracy work differently in crossfire? I'm pretty sure JA2 has a 0-100 scale for accuracy and I see all the weapons have around 4-5 accuracy for you,even the rifles. I have no idea how accuracy figures in mechanically, or how it works in regular 1.13, but yeah, I think the top sniper rifles max out their accuracy at 11 (there may be a 12 or two in there).
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Chitzena, Arulco June 28, 2011 – 0300 EST ![]() ![]() ![]() ![]() ![]() ![]() ![]() Under the cover of the darkness and rain, the group approaches the harbor from the southeast. Sam and Dimitri split east of the southernmost building, while Fiona and Jesse go west. As they duck against the wall, Jesse hears some suspicious sounds coming from overheard. He switches to his silenced pistol just as a blackshirt guard peers down from the roof, and puts two rounds in her. At the same time, another blackshirt trudges into Dimitri’s line of fire. Started, he jerks down on the trigger, killing the soldier with a burst from his AK but announcing the attack to the entire harbor. Meanwhile, a greenshirt charges Jesse, and is put down, while Fiona drops the blackshirt following behind him. Another blackshirt closes with Sam, and he gets the kill with his Garand. Back on the other side of the building, yet another blackshirt walks along the edge of a pool of light, giving Jesse a fine shot. He gets the kill. With Jesse covering her, Fiona advances and nearly bumps straight into another blackshirt! Switching to her UMP45, she triggers a burst of hollow-point and throws him back several feet. ![]() As Fi and Jesse take cover behind some boxes, Sam and Dimitri push north and east to investigate the firing positions built up on top of the warehouses. They listen for a bit, but don’t hear any movement above, and when Dimitri climbs up to investigate, he finds the first position empty. They continue advancing towards the second warehouse, and Sam catches sight of a blackshirt standing outside the doors. He unceremoniously shoots him in the back. Twice. The gunfire apparently catches the attention of someone behind the sandbags over the warehouse door, and they hear someone moving around. Dimitri sneaks around the side and throws up his Molotov Cocktail. The oil-alcohol mix quickly spreads across the roof, and Dimitri can hear the cries of pain. Sam waits for the fire to die down in the rain, then climbs up onto the roof to find the guard’s body, pistol clutched in his charred hand. ![]() Meanwhile on the west side of the harbor, Fiona and Jesse advance towards the customs building and guard house at the end of the breakwater. With the area in front of the customs house dark, Jesse throws a break light, and the pool of fluorescent green illuminates a greenshirt waiting for them behind the sandbags. Fiona brings him down with one shot from her Mosin-Nagant. The two advance cautiously on the guard house at the end. With Fiona covering, Jesse climbs up to the roof, then drops down through an access hatch inside the building. As he steps into the darkness, he hears noise immediately beside him, and out of the corner of his eye, he spots a greenshirt lifting his weapon. Acting solely on instinct, Jesse drops backwards, swings his HK33, and three-round-bursts the soldier in the chest. ![]() With all of the soldiers dead, they group splits up to tear open the crates lying around for any equipment they can use. In the customs house, Sam manages to find several shipping crates packed with silver. ![]() Although the doors to the warehouses are locked, Fiona finds a useful skeleton key: TNT. Slapping on a couple detonators, she blows open the doors one by one. ![]() ![]() ![]() Nothing special lootwise. A couple key finds are the nearly $14,000 in cash and silver, which will come in very handy. There are some night-vision binoculars and some low-quality night-vision goggles that Sam snaps up. There are also a few clips of .30-06. With three full magazines now, he sets aside the Garand and switches to the Browning Automatic Rifle full-time. Otherwise, there are some 9mm AET rounds (badass ammo that shreds both armor and people) which Jesse takes, a backpack that Fi grabs and fills with miscellaneous supplies, a few grenades, and a reflex sight that Jesse slaps on his HK33. There is also a utility knife that Fiona uses to change her trigger group from 2-shot to a 3-shot burst fire. ![]() Once they take what they want, everything gets deleted except the gasoline (it’s valuable and it can’t really be carried around). ![]() ![]() Everything, that is, except a few beers. Fiona, Jesse, and Dimitri each grab one, while Sam pulls the bottle of rum from his bag. ![]() ----------------------------------------- Chitzena, Arulco June 28, 2011 – 0330 EST ![]() Sam leans over a radio, its guts spilled out all over a small desk. ![]() The radio returns to life with a burst of static. ![]() ![]() He lifts the handset. ![]() Static crackles. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ----------------------------------------- Northeast of Drassen, Arulco June 28, 2011 – 0330 EST ![]() ![]() ![]() ![]() ![]() Michael and Ira crouch low and work their way through the trees and soft ground towards the small cabin hidden in the swamp. Peeking in the window, it appears unoccupied, but when they slip through the front door, they see a man crouched in the corner. He looks up, startled. ![]() ![]() ![]() ![]() Skyrider nods, but before they can make a move, shouts echo outside, accompanied by the splashing of boots through water. ![]() Ira crouches in the corner, her big WWII rifle aimed at the doorway, as Michael takes the opposite corner, his pistol covering the windows. The setup pays off immediately, as two soldiers burst through the door. Michael double-taps the first as Ira blows a hole in the second. As two more soldiers rush past the doorway, Ira works through a gun jam and manages to take them both down. ![]() Michael adjusts his position to get a better angle out the window, and immediately double-taps a target who appears out of the darkness. Another headshot brings down a second enemy, and then more foes appear in the window on the other side of the cabin. Four headshots later, and three more enemies lie dead. ![]() More sounds from outside alert Michael, and he turns his pistol back to the south-side windows to take down one more enemy. There is a brief moment of danger as another foe tries to get off a shot at Michael through the window, but Ira is on the ball and is able to make the killing shot. ![]() ![]() Michael slips out the door, slapping a fresh magazine into his Glock as he goes. Hearing whispers off to the west, he works his way through the trees, finds the last two foes, and drops them. ![]() ![]() ![]() ![]() ![]() Holstering his pistol, Michael walks back through the door. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Michael nods. ![]() Skyrider thinks a long moment, then returns the nod. ![]() ![]() ![]() ![]() ![]() Nothing much here. Ira swaps out her NVGs for a better set and trades her vest for some customizable combat webbing. ![]() Next Episode: North Chitzena
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So, why are you deleting items that you don't end up taking?
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Volmarias posted:So, why are you deleting items that you don't end up taking? Just one of the self-imposed rules I set for this game to up the challenge a little. With 'Enemies Drop All' on, it's too easy to alt-click everything in the sector inventory (which sells it off for a fraction of its value) and build up quick cash. I wanted to try having very limited funds in the early game, and I didn't want to leave the sector inventories clogged, so I settled on the "give everything to the rebel militia" (i.e. delete) policy.
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Actual bars of silver, huh? How good are they in terms of value-to-weight? Like, would you be better off with high-end guns?
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Glazius posted:Actual bars of silver, huh? How good are they in terms of value-to-weight? Like, would you be better off with high-end guns? I believe silver can be deposited straight into your account like cash, so it's effectively weightless. I imagine FiddlersThree would prefer guns until Bobby Ray's is open, though, or at least until paid mercs show up.
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Yeah, the silver can be (and was) dropped straight into the generic "account", just like the cash has been. Once Chitzena is fully cleared and the mine starts churning (hopefully I'll have the game post up sometime before the weekend, but it's a busy week, so no promises), I'll be taking another vote on the next course of action. Naturally, of course, this will include spending a chunk of our hard-earned cash on some of AIM's finest (and/or MERC's weaniest).
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FiddlersThree posted:Just one of the self-imposed rules I set for this game to up the challenge a little. With 'Enemies Drop All' on, it's too easy to alt-click everything in the sector inventory (which sells it off for a fraction of its value) and build up quick cash. I wanted to try having very limited funds in the early game, and I didn't want to leave the sector inventories clogged, so I settled on the "give everything to the rebel militia" (i.e. delete) policy. Oh, ok. I assumed that you would be saving some of the stuff for other mercs that came, eventually.
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Volmarias posted:Oh, ok. I assumed that you would be saving some of the stuff for other mercs that came, eventually. For certain hard-to-get items (tool kits, gasoline) I am stockpiling a bit, and I'll probably use the jeep storage as well for certain things (ammo particularly, but also decent weapons/attachments that I want to hang on to). It's a little arbitrary, but it's basically just to prevent me from gaming the system. Its working so far, so...
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I think it's a little weird but it makes sense. Are you going to hold onto anything vaguely of value to take to Tony other merchants?
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Wow, just found this thread and I'm already loving it. At first I thought it was gonna be sorta gimmicky, but you really have a handle on the character's voices. Definitely following this. My only complaint: needs more yogurt.
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SpookyLizard posted:I think it's a little weird but it makes sense. Are you going to hold onto anything vaguely of value to take to Tony other merchants? After I meet them, I may have the characters sell them some particularly high-value items that they take, but I haven't decided yet. As for the yogurt, Michael will have to wait until Drassen Airport is open and shipments can resume. (I shoulda modded yogurt in as an item in Bobby Ray's inventory. Rats.)
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Chitzena, Arulco June 28, 2011 – 0338 EST ![]() With the harbor secure, Fiona, Sam, Jesse, and Dimitri continue taking advantage of the cover provided by the night and the rain as they move north to clear the rest of Chitzena. ![]() ![]() With another dozen foes ahead of them, the foursome creeps in from the south, using a small beach bungalow to cover their approach. As Fiona advances, she spots an enemy lurking at the corner, and motions Jesse forwards. He draws his pistol and makes the silent kill. The group then splits up, with Sam and Fiona taking the south side of the building and Jesse sweeping north with Dimitri. As Jesse takes cover behind a stone wall, he finds an enemy soldier just on the other side, and takes him out. Hearing the body fall, another enemy rushes towards them from the north, and Dimitri opens fire with a burst from his AK. He kills the soldier, but alerts the sector to the squad’s incursion. Meanwhile, Sam has pulled his night-vision binoculars and spotted a blackshirt in the garden near Jesse. Fiona wounds him, and Jesse is able to finish him off. ![]() Jesse jumps the wall and advances into the garden with Dimitri following close behind. A moment later they find another enemy, and Jesse takes him down with his HK33. Sam moves out from behind the wall, and, with his binoculars, spots another blackshirt behind the far wall of the garden. He radios the position to Fiona, who is able to make the difficult shot. Sam calls out two more foes as they appear behind the cover of the wall, and Jesse and Dimitri are able to combine their fire and take out one of the targets. ![]() Focused as they are, however, nobody spots a blackshirt creeping through the garden until he blasts Dimitri with a barrel full of buckshot. His armor protects him somewhat, but the shock of the hit smashes the rebel to the ground, bloody and wheezing. Vengeful, Jesse three-round-bursts the blackshirt into the next life, then fires another burst over the wall at another lurking foe. Wounded, the enemy ducks behind the wall. Meanwhile, another soldier charges towards them along the road, but Sam is ready. Coolly, he unfolds the bipod of the BAR and uncorks the weapon for the first time, delivering a controlled burst to the soldier and taking him out as Fiona dashes up to staunch Dimitri’s bleeding. With his wounds under control, Fiona’s anger at the wounding of her companion boils over. She unslings her UMP45 and crosses into the yard of the next bungalow, where she burst-fires a blackshirt to death. Circling around the north side of the bungalow, she locates the last defending soldier and ends him. ![]() ![]() A few items of interest are recovered from this battle. First and foremost, a Steyr Scout – a light modern 7.62mm rifle that can do an admirable job as a sniper weapon. It’s lighter and faster than the Mosin-Nagant, but what clinches it as Fiona’s new primary weapon is its ability to take modern optics (like the 7x Battle Scope sitting there). There’s some decent armor here, too. Fiona takes a full set of Zylon, Sam grabs the Kevlar pants, Jesse takes the Kevlar vest and the taclight, and Dimitri takes the NVG. Fiona also packs away the land mine in anticipation of the counterattack that the Queen is sure to launch. (note: the second inventory page contained only a single rag, so I didn’t bother including the screenshot) ![]() ![]() ![]() Jesse points to Dimitri, who sits by a tree, clutching his badly bruised chest. ![]() ![]() ![]() The rebel winces, but puts on a brave face. ![]() ![]() ![]() ![]() Dimitri scowls as Sam shrugs at Jesse and Fiona. ![]() Fiona slings the strap of her new rifle over her shoulder. ![]() ![]() ![]() They creep from the northwest onto the grounds of a pleasant resort. As they fan out through the foliage, Sam and his very useful night-vision binoculars catch sight of a patrolling greenshirt. Jesse makes the kill. A moment later, a blackshirt guard’s patrol takes him into view along the north side of the building. Fiona can make the easy shot, but does not take it as there is no need to go loud just yet. Instead, hearing some noise on the roof, Jesse creeps close and climbs up to find a guard. A single shot takes him out, but the blackshirt below apparently heard the noise and climbs up to investigate. It’s the last mistake he makes. ![]() A greenshirt emerges from inside the resort. With Jesse on the roof to provide a nice crossfire on any other hostiles that might emerge, Fiona goes loud and takes him out. Jesse sneaks to the edge of the roof, where he hears lots of activity below as guards rush to investigate the gunshot. Two shots take two of them down. A third, however, manages to get close without being seen and opens fire on Dimitri, wounding him and then fading back into the shadows. Jesse, meanwhile, takes out another greenshirt as Dimitri shows his grit. Keeping ahold of his AK, he turns and firing an on-target burst at the bastard who shot him. As the soldier bleeds out and an uneasy quiet descends, Fiona rushes up to once again apply first aid to the rebel soldier. ![]() As Jesse and Fi move in to clear the potential hornet’s nest of the main resort building, Sam, followed by the badly limping Dimitri, take what they imagine to be the easy duty – clearing the grounds. Their expectations are foiled, however, as a charging soldier catches Sam completely off-guard. As badly hurt as he is, Dimitri’s reflexes are still sharp. Unable to get a shot with Sam in the way, he rips his knife from its sheath, stumbles forward with teeth bared, and slashes hard at the soldier. His timely attack surprises the soldier and saves Sam. His bold attack must have resonated with God Himself, because moments later a hidden enemy sprays a wild burst of SMG fire at the melee, missing Dimitri but killing the soldier he had just stabbed. With no cover and a hidden enemy, Sam tosses a grenade. The cry of pain confirms the hit. With the resort ostensibly clear, Jesse dashes out and puts the killshot on the enemy before he can recover from the grenade blast. The search is then on for the final two foes, whom Jesse discovers on the east side of the resort, next to Chitzena’s famous ruins. Three shots, and they are down. ![]() ![]() ![]() Inside the resort’s foyer, the team watches, bemused, as an older couple emerges tentatively from one of the guest rooms. ![]() ![]() ![]() ![]() Jesse looks thoughtful. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Very little of interest lootwise from this one. Dimitri slaps the foregrip on his AK, Fiona takes the leg protectors, Jesse grabs the Guardian vest and passes his Kevlar to Sam, and Sam grabs the Seal 2000 knife. With so few changes, I’m not going to bother posting an inventory screen. Next Episode: Power to the People
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FiddlersThree posted:Very little of interest lootwise from this one. Dimitri slaps the foregrip on his AK, Fiona takes the leg protectors, Jesse grabs the Guardian vest and passes his Kevlar to Sam, and Sam grabs the Seal 2000 knife. With so few changes, I’m not going to bother posting an inventory screen. ![]()
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Is it possible to buy Silenced weapons from BRs? Will you be doing so? It seems like with your characters, your best bet is to just sneak through each area with silenced weapons and clean without any problems or fuss.
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Volmarias posted:Is it possible to buy Silenced weapons from BRs? Will you be doing so? It seems like with your characters, your best bet is to just sneak through each area with silenced weapons and clean without any problems or fuss. There are a few weapons with integrated suppressors available, as well as a wide selection of silencers and suppressors for different guns; most ammo also comes in cold-loaded/subsonic for quieter shots. This early in the game I think he'll only have a few available - although those 'few' will likely include one or two Delisle Commando Carbines, the quietest gun in the game (they make about as much noise as a knife stab does).
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Mister Bates posted:There are a few weapons with integrated suppressors available, as well as a wide selection of silencers and suppressors for different guns; most ammo also comes in cold-loaded/subsonic for quieter shots. This early in the game I think he'll only have a few available - although those 'few' will likely include one or two Delisle Commando Carbines, the quietest gun in the game (they make about as much noise as a knife stab does). To expand this, most Assault Rifles can use silencers, but are almost completely pointless to have on if you don't use cold loaded ammo. If you want to sneak around, you'll have to use SMG's or pistols. Some assault rifles break this rule, like the AN-94 and the AS VAL though.
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radintorov posted:You could have given Fiona that M1911 Hi-Cap: identical to her 1911, just capable of having 14 rounds instead of 7. It also looked like its condition was better. I'm actually really close to just ditching Fiona's pistol altogether. The UMP45 is her CQB go-to weapon, and it makes more sense for her as she has the Auto Weapons trait. As soon as I pick up some load-bearing equipment that makes sense for her (a demolitions pouch or vest), I'll probably reconfigure her gear and drop the sidearm. Volmarias posted:Is it possible to buy Silenced weapons from BRs? Will you be doing so? It seems like with your characters, your best bet is to just sneak through each area with silenced weapons and clean without any problems or fuss. Bobby Ray's has a wide variety of both integrated-silencer weapons and differently-sized silencers for all types of weapons, from small pistols to sniper rifles. Especially when paired with our custom cold-loaded armor-piercing ammunition, there will not be a target that you cannot silently dispatch at any range! (e;fb x2) But yeah, sneaky night-ops can be a very, very effective way to play the game. The player's squad will almost always have the advantage in NVG's and related optics. However, that does get old -- sometimes it's just more fun to have big old throwdowns with long-range sniper headshots, grenade launchers, machine guns, and mortar support. Here in the early game I'm using a lot of night ops, but as we progress and the weapons get more fun, I'll be balancing it out more.
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What's the difference between shirt colours?
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bunnyofdoom posted:What's the difference between shirt colours? I believe it has to do with rank. Certain colors indicate how strong a certain enemy is.
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It varies between the versions, but in the mod I'm using, greenshirts are regular, low-level soldiers. The blackshirts are elites.
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Mister Bates posted:There are a few weapons with integrated suppressors available, as well as a wide selection of silencers and suppressors for different guns; most ammo also comes in cold-loaded/subsonic for quieter shots. This early in the game I think he'll only have a few available - although those 'few' will likely include one or two Delisle Commando Carbines, the quietest gun in the game (they make about as much noise as a knife stab does). WOAH WOAH WOAH WOAH WOAH WOAH hold the loving boat here are you tellin' me that ANIMAS has loving Delisle carbines? how the gently caress did i not know this where do i get this how do i make this with NCTH? fancy maps and stuff I don't care about but gently caress me delisle carbine gently caress yes (also the inner gun sperg in me just wants to remind you that it's always suppressed, never silenced. Silencers exist in movies, suppressors exist in real life thanks in advance)
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Greenshirts = second-line scrubs armed with WWII-vintage, handguns and pump-action shotguns Redshirts = army regulars with mostly Cold War-vintage gear (70's-80's-era SMGs, older ARs, semi-auto shotguns etc.) Blackshirts = elite troops with modern equipment Your own militia works like that, too. Simply replace red with light blue and black with dark blue. Also, armament tends to get better as the game progresses. End-game black- and reshirts can have grenade launchers, rockets, sniper rifles and mortars! Also, 1.13 on Lots of Guns has a shitload of obscure stuff. DeLisle carbines, twenty+ differrent AK variants, russian silenced assault, sniper and anti-materiel(!) rifles, the WA2000 (only $45,000 per gun!), some turkish shotgun that looks like a M-16 clone, crazy revolvers that fire shotgun shells etc. Play on SciFi and even weirder poo poo comes up, like the Steyr ACR flechette-rifle, G11 PDWs or a MetalStorm SMG. Also, thermobaric munitions for grenade launchers and RPGs. ![]() Edit: Yeah, the descriptions on Bobby Rays are awesome. All mustard gas grenades (and the mortar shells) have an extra disclaimer that using them against humans violates the Geneva Conventions and that they're only sold for pest control. ![]() And the AKM is described as having been used in Afghanistan, Vietnam and on many passenger planes. Magni fucked around with this message at 22:39 on Mar 9, 2012 |
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Magni posted:Also, 1.13 on Lots of Guns has a shitload of obscure stuff. DeLisle carbines, twenty+ differrent AK variants, russian silene assault, sniper and anti-materiel(!) rifles etc. Play on SciFi and even weirder poo poo comes up, like the Steyr ACR flechette-rifle or a MetalStorm SMG. Also, thermobaric munitions for grenade launchers and RPGs. It's good fun just browsing through the list from Bobby Rays- some of the weapon descriptions are just as fantastic as in the original, like the OSV-96. "At nearly 2m in length, this rifle is also useful for polevaulting."
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also i'm fairly certain i've never seen a delisle in vanilla 1.13 i may be wrong but since the delisle loving owns i doubt it
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The Delisle does not appear in vanilla; I just spent the last hour in Bobby Ray's and it was definitely not there.
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One of my favourite tv shows and a game I keep trying to play but suck at... This is awesome.
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FiddlersThree posted:buy some for me ill love you forever and ever and ever
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Meduna, Arulco -- Queen Deidranna’s Palace June 28, 2011 -- 0408 EST ![]() Scowling, Queen Deidranna stalks out to the palace foyer where her chief of staff, Elliot, awaits. ![]() ![]() ![]() ![]() ![]() ![]() Deidranna’s face twitches. ![]() ![]() Deidranna delivers a stinging smack to Elliot’s face. ![]() ![]() ![]() ![]() ----------------------------------------------- Chitzena, Arulco June 28, 2011 – 0414 EST Chitzena is quiet. Much of the population of the small, seaside city is just beginning to emerge from their homes after cowering through a night of confusion and gunfire to find the Army garrison dead and their town effectively liberated. Jubilant cheering rings through the streets, and Fiona, Sam, Jesse, and the badly wounded Dimitri feel their spirits lifting as they walk back towards the south side of the city. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ----------------------------------------------- ![]() Jesse and Dimitri enter the main office of the Chitzena silver mine to find the foreman there waiting for them. ![]() ![]() ![]() ![]() ![]() Fred glances at Dimitri’s bloody bandages. ![]() ![]() ![]() ![]() Jesse glances around the office, buying a moment of time before changing the subject. ![]() Fred snickers. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ----------------------------------------------- ![]() Fiona fishes her cell phone out of her pack, cycles up the phone number for money launderer extraordinaire Barry Burkowski, and punches it into the landline telephone. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() With the silver export angle handled, Fiona returns to southeast Chitzena to continuing ministering to Dimitri’s injuries, and Jesse joins Sam with trying to organize a basic militia in the town. ![]() By mid-day, they have assembled a group of ten men and women, armed them with weapons from the Queen’s fallen soldiers, and worked them through some rudimentary combat training. ![]() ----------------------------------------------- Omerta, Arulco June 28, 2011 – 1513 EST After an exhausting, all-night hike through the swamps and an afternoon of driving, Michael, Ira, and Skyrider finally arrive in Omerta. ![]() ![]() ![]() ![]() ![]() Ira pulls away the rug and knocks on the trapdoor, and it swings open. Skyrider follow her and Michael down into the secret rebel bunker. ![]() Miguel steps forward, a broad grin on his face. The bunker feels different… the faces are not quite as lean, the eyes not as hopeless. Even Carlos smiles as they enter, though his eyes turn wary as the unfamiliar Skyrider emerges from the stairwell. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Michael and Ira share a meal with the rebels and see that Skyrider is taken care of. Afterwards, they settle in to get some work done – Ira learning a little more about leadership and training from Miguel, and Michael cleaning and maintaining their weapons and gear. ![]() ----------------------------------------------- Chitzena, Arulco June 28, 2011 – 2229 EST ![]() ![]() ![]() ![]() ![]() ![]() A few minutes later, Fiona narrows down the likely approach that the soldiers will take and conceals her pilfered landmine there, making a mental note to disable and remove it as soon as the threat has passed. ![]() Then she climbs up onto the roof of one of the mining complex buildings to take up position alongside Sam… ![]() …as Jesse and Dimitri watch the southwest to make sure no soldiers slip by. They watch, alert for any movement, any sign of attack, for nearly two hours. ![]() ![]() ![]() ![]() A few minutes later, a badly out-of-breath Sam comes charging through the underbrush. ![]() ![]() ![]() The quartet quickly moves north to the undefended resort next to Chitzena’s famous ruins, leaving the ten volunteer militia in charge of the defense of the mine. Jesse and Dimitri take cover behind the remains of some columns to the north… ![]() …while Sam sets up his Browning behind a tree and some brush… ![]() …and Fiona breaks into a house to cover the southwest flank. ![]() More than eight hours later, with the morning sun hanging clear and heavy in the sky, the enemy finally attacks. Fiona takes the initiative, dropping first a blackshirt immediately to her south, then another to the east. At this range, she almost cannot miss. Sam then bags a regular with a single shot from his BAR. ![]() On the west side of the ruins, Jesse drops a blackshirt with two rounds from his HK33, and badly wounds a greenshirt with a third shot. Despite his still-seeping wounds, Dimitri sees two blackshirts preparing to split their center, and thinks quickly. Rising painfully to his feet, he pulls the pin on a stun grenade and hurls it right between the two elite soldiers. Jesse, meanwhile, has heard a noise to his west. He jumps up and gets the drop on a greenshirt trying to outflank them, killing him with a single shot. ![]() Back down in the south, Fiona and Sam keep up their deadly fire, dropping both of the remaining western targets. With the wounded Dimitri facing two stunned but still very dangerous elite soldiers, Sam breaks position and runs to assist. On the east side, Jesse finally finishes off the soldier he had earlier crippled. ![]() With one soldier left unaccounted for, Jesse jogs between the pillars with his pistol out. He quickly finds the greenshirt as she angles for a shot on Dimitri, and makes the quick kill. Sam, with one of the two remaining blackshirts up and active, goes prone and takes him down with a short burst. Despite the pain of his AK kicking into his shoulder, Dimitri manages to get a hit on the last enemy as he tries to recover from the stun grenade. At nearly the same time, Jesse finally closes the distance and makes the kill with his pistol. ![]() ![]() Nothing too stellar. There’s another BAR, as well as a Bren gun (another low-magazine-capacity machine gun). It does hold thirty rounds to the BAR’s twenty, but Sam by this point has built up a decent reservoir of magazines, so it doesn’t make sense to switch. Dimitri grabs the Seal 2000 knife, a Kevlar helmet, and some Zylon armored legwear, while Sam takes some LBE webbing. A couple of grenades make it into their arsenals to replace ones that have been used, but that’s about it. ![]() With the ruins once again quiet, Sam glances up from collecting the weapons and gear of the dead soldiers to see a wizened old man hobbling towards them. Sam walks to meet him. ![]() ![]() ![]() ![]() ![]() ![]() Yanni is quiet for a moment. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Weary from their long night of waiting and the fury of the morning’s firefight, the squad trudges back south towards the mine to continue their work. No sooner have they arrived, however, before one of the militiamen reports another squad of soldiers coming up the road. ![]() It looks like another fight is on the way. Next Episode: A Voting Interlude FiddlersThree fucked around with this message at 17:17 on Mar 12, 2012 |
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I really really hope that Barry is not the only recurring BN character, because you seem to have the voice for all the characters down pat. Are you actually Matt Nix? You can tell us.
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bunnyofdoom posted:I really really hope that Barry is not the only recurring BN character, because you seem to have the voice for all the characters down pat. Are you actually Matt Nix? You can tell us. Nate is going to show up to tell Micheal about how he has this really sweet gig providing trucks to this lady D-something.
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I want this to be an honest-to-god TV series, with you as head writer.
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Deidranna HAS to bring in Dead Larry as a ringer.
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Does "Burn Notice" the TV show exist in this universe? Because there's a particular MERC character I want to see used, and given his personality, there might be a nice way to convince him to come to Arulco.
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Agent Interrobang posted:Deidranna HAS to bring in Dead Larry as a ringer. He can take the place of Mike. jwalrus fucked around with this message at 09:24 on Mar 12, 2012 |
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Bren gun! ![]()
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HoldYourFire posted:Bren gun! That is all. quote:Does "Burn Notice" the TV show exist in this universe? Because there's a particular MERC character I want to see used, and given his personality, there might be a nice way to convince him to come to Arulco. ... This. So very this. Or he could be like the 'alien bitch' guy from that time in the place... actually, they're not dissimilar. ![]()
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# ? Jun 16, 2024 04:58 |
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So uhhh... what happened to that landmine?
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