Poll

Research Project?

Alien Capture: 10 days
4 (33.3%)
Advanced Alloy Applications: 14 days
8 (66.7%)

Total Members Voted: 12

Author Topic: TACO PIG (Tactical Alien Combat On Painstakingly-crafted Isometric Grids)  (Read 14861 times)

We blew all our money on fancy chairs
for the command center so we can't
afford a nifty header graphic :(

Congratulations! Due to a horrific incident involving three sectoid captives and a flight of stairs, you are taking Col. Rawley's position as chief operations commander for EXALT* Cell D17 for an undetermined amount of time. We've already got some boys out in the field responding to a notification of alien activity, so let's get you set up and you can start bossing them around.

Every unit has a set amount of TIME UNITS that allow them to perform different action. Our guys have 10 time units to use on their turn, but the aliens may have more or less. Ways we can use time units are as follows:
Moving one space (1 TU)
Moving one space diagonally (1.5 TU)
Taking AIM (5 TU): Increases your Ranged Skill by 10
Taking a SINGLE SHOT (4 TU): Fires a single bullet
Firing a BURST SHOT (5 TU): Fires multiple bullets, varies between guns.
Firing a FULL AUTO SPRAY (10 TU): Fires a hail of bullets, dependent on max fire rate.
Preparing a GRENADE (5 TU): The soldier readies and pulls the pin on a grenade
THROWING an item (5 TU): The soldier throws something, his gun, a grenade, or anything in his hands.
Taking COVER (Where applicable, 1 TU): Decreases your chances of being hit by 10-20, depending on how heavy the cover is.
RELOAD (5 TU for pistols, 10 TU otherwise): Reloads your current weapon.

Here are some relevant stats for our operatives and the weapons they are carrying.

Name               Melee Skill    Ranged Skill    Strength   Toughness   Wounds
EXALT Trooper35353310

Melee and Ranged Skill is simple, its how good they are at krumpan an' shootan.
Strength confers additional damage in melee attacks.
Toughness reduces incoming damage by the amount listed.
Wounds are your hit points. When they run out, you die.

Name     Class         Damage                Fire Rate   entry   Ammo
PistolOne-Hand1d10+2 ImpactS/3/-010
RifleTwo-Hand1d10+3 ImpactS/3/7028
GrenadeThrown2d10 ExplosiveS/-/-01

Class is simply what kind of weapon it is. Not very relevant now, but as characters gain experience they may get skills that apply to specific classes of weapon.
Damage is damage. It hurts you.
Fire Rate is how much you can shoot, organized like so: Single Shot/Maximum burst size/Maximum auto spray size. I'm handling the dice rolls, so don't worry your pretty little heads about how that's calculated, just know that something with S/3/7 can only fire a maximum of 3 shots in burst mode, and 7 in full-auto.
entry is how many points of armor the weapon can ignore. Ballistic weapons tend to have low entry, but alien guns get pretty scary high pen values.
Ammo is how many attacks you can make with a single clip, magazine, battery, fuel tank, etc. Everyone carries infinite magazines (unless i change my mind later), but running out of ammo means you must spend a full turn reloading, unless it's a pistol, in which case it only takes 5 TU.

In addition, all EXALT troops wear Armafiber Business Suits at the very least, which has an armor rating of 2. Armor reduces incoming damage by their armor value, but can be ignored by a entry value that matches it, and reduced by a entry value that doesn't.

Now that you know what you're doing, let's hook you up with the video feed.

Active Soldiers are (from right to left):
Cobalt-1: Armafiber Suit, Pistol
Cobalt-2: Armafiber Suit, Pistol
Cobalt-3: Armafiber Suit, Combat Rifle
Cobalt-4: Armafiber Suit, Pistol, 1 frag grenade
(If they survive this encounter, they may even get names!)

Looks like they're out by an abandoned warehouse in the slums. And they've come across some soldiers from the Xenos Compliance league! Wherever XCOM is, the aliens aren't far behind, so exercise caution. Those fancy suits provide limited protection from bullets, but alien plasma weapons will tear right through it.

10/10

Tell C3 to aim and shoot a brother

MoveC1 and C2 to that tire, respectively

Move C4 to the box
« Last Edit: May 29, 2014, 03:01:32 PM by comr4de »

Card board is best cover.

The cardboard boxes are full of bulletproof vests.

it's probably painstakingly crafted because it uses the uber gay antialiasing srsly

10/10

Tell C3 to aim and shoot a brother

MoveC1 and C2 to that tire, respectively

Move C4 to the box
Everyone moves into position and Cobalt 3 takes the shot.

Rolled 28 to hit (Required <55): Success!
Rolled 5 for damage. Reduced by 3 due to Toughness and 1 due to Armor.
Final damage: 1


Cobalt 3 just wings the traitor in the arm, doing negligible damage and alerting XCOM to the squad's presence.

The XCOM soldiers take cover. The injured one fires a single shot at Cobalt 3, and the unharmed one fires a burst at Cobalt 1.
XCOM-1 Rolled 2 to hit (Required <45): Success!
Rolled 9 for damage. Reduced by 3 due to Toughness and 2 due to Armor.
Final damage: 4
XCOM-2 Rolled 93 to hit (Required <25): Failure!


Cobalt 3 gets hit right in the thigh and loses 4 health. 6 Remaining.

C1, 2, 4: Open fire.
C3: start running for cover behind the tire at the doorway, facing the window, just in case.
« Last Edit: May 29, 2014, 04:33:58 PM by Aut0 »

C1, 2, 4: Open fire.
C3: start running for cover behind the tire at the doorway, facing the window, just in case.
Cobalt 3 begins his run to the tires as the rest of the team opens fire to cover him.


Cobalt 1 uses Aimed Shot on XCOM-2
Rolled 38 to hit (Required <45): Success!
Rolled 6 for damage. Reduced by 3 due to Toughness and 1 due to armor.
Final damage: 2

Cobalt 2 uses Aimed Burst Fire on XCOM-2
Rolled 2 to hit (Required <35): Success!
>3 degrees of success = 3 hits
Rolled 3 for damage. Reduced by 3 due to Toughness and 1 due to armor.
Final damage: 0
Rolled 4 for damage. Reduced by 3 due to Toughness and 1 due to armor.
Final damage: 0
Rolled 12 for damage. CRITICAL HIT. Reduced by 3 due to Toughness and 1 due to armor.
Final damage: 8

Cobalt 4 uses Aimed Shot on XCOM-1
Rolled 100 to hit (Required <45): Failure!


The combined fire of Cobalt 1 and 2 kills the XCOM agent deader than dead. The killing attack hits him so hard he gets blown off his feet entirely. Cobalt 4 misses his target entirely, who lets out a scream of anger and directs his wrath towards Cobalt 3.

XCOM-1 uses Aimed Shot on Cobalt 3
Rolled 2 to hit (Required <55): Success!
Rolled 11 for damage. Reduced by 3 due to Toughness and 2 due to armor.
Final damage: 6


The bullet ruptures several of Cobalt 3's internal organs and knocks him to the ground. On the way down he hits his head on the pavement and dies immediately. Congratulations! You've just taken your first combat loss. Don't feel too bad, it's probably the first of many yet to come.

On the first page already one person dies.
GG forumies.

Take aim and burst
Retribution for your fallen comrade

shoulda had him keep relatively close behind the cover that was near him until he was close enough to run for the other tire
oh well

eh he's just a rookie

Take aim and burst
Retribution for your fallen comrade
Cobalt 1 uses Aimed Burst on XCOM-1
Rolled 4 to hit (Required <35): Success!
3 degrees of success = 3 hits
Rolled 8 for damage. Reduced by 3 due to Toughness and 1 due to armor.
Final damage: 4
Rolled 11 for damage. Reduced by 3 due to Toughness and 1 due to armor.
Final damage: 7
Rolled 3 for damage. Reduced by 3 due to Toughness and 1 due to armor.
Final damage: 0

Cobalt 2 uses Aimed Burst on XCOM-1
Rolled 17 to hit (Required <35): Success!
2 degrees of success = 2 hits
Rolled 4 for damage. Reduced by 3 due to Toughness and 1 due to armor.
Final damage: 0
Rolled 10 for damage. Reduced by 3 due to Toughness and 1 due to armor.
Final damage: 4

Cobalt 4 uses Aimed Burst on XCOM-1
Rolled 46 to hit (Required <35): Failure!


The XCOM Agent is brutally cut down by a hail of pistol fire.


All seems quiet, for now. You can take this time to go pick up Cobalt 3's rifle if you wish.

C1: go pick up that rifle
also, what did the XCOM guys have on them

C1: go pick up that rifle
also, what did the XCOM guys have on them
the cobalt guys tossed sand at them at the playground. the grudge burned well into their twenties