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 17158 times)

Attempt to get the sectoids weapon and use it on the disk?

Attempt to get the sectoids weapon and use it on the disk?
Research done on prior captured equipment indicates that the Sectoid's plasma pistol is designed to conform to their physiology, with a wrist strap too tight for human arms and a psionic trigger that humans cannot utilize. Besides, the one belonging to the sectoid that was killed by the grenade was completely destroyed. In time, these could be adapted for use by our field agents, but for now the technology behind alien munitions is far out of our reach.

C2 Supress sectiod with rifle, C1 suppress disc, c4 shoot sectiod.
Cobalt 4 keeps the Sectoid's head down and Cobalt 1 distracts the Cyberdisk so that Cobalt 4 can take the shot.
Rolled 19 to hit (required <35): Success!
Rolled 9 for damage, reduced by 2 due to toughness.
Final damage: 8


The frail-bodied sectoid gets its head blown wide open by the force of the bullet and dies instantly.

The distraction works all to well, and Cobalt 1 draws the full ire of the Cyberdisk!
Rolled 24 to hit (required <25): Success!
Rolled 13 for damage, reduced by 3 due to toughness, ignored armor.
Final damage: 10


Completely unfazed by the hail of bullets plinking off it, the cyberdisc fires a mighty energy beam at Cobalt 1, reducing him and his equipment to ash.

As for the rest of the team,
Cobalt 2 has 9 health remaining, 25 bullets in his gun, and a grenade.
Cobalt 4 has full health and 26 bullets in his gun.

I'm going to point out now, in case it wasn't obvious, that retreat is always an option.

Okay get the hell out of there

C4 Supress Disc, C2 Throw Grenade at Disc.

C4 Supress Disc, C2 Throw Grenade at Disc.

This happens, and the cyberdisc again shows no concern about the lead bouncing off its armored hide.


As if to illustrate how much it doesn't care about your feeble bullets, it begins to approach Cobalt 4. Suppression does not appear to have an effect on this species, at least not when you're using ballistic weapons.

C2 and C4 get the stuff out of there and engage the (presumably) less powerful sectoid outside.

>C2: hide behind barrels and shoot at the grenade to detonate it. (move 4 squares, take cover, fire burst shot)
>C4: make a mad dash for the dead alien's gun, see if you can use it. (move 10 squares)
see below

C2 and C4 get the stuff out of there and engage the (presumably) less powerful sectoid outside.
we killed the thin man earlier remember?
« Last Edit: May 30, 2014, 02:43:57 PM by Cybertails1998 »

>C2: hide behind barrels and shoot at the grenade to detonate it. (move 4 squares, take cover, fire burst shot)
The grenade will detonate at the beginning of your next turn anyway.

>C4: make a mad dash for the dead alien's gun, see if you can use it. (move 10 squares)
Research done on prior captured equipment indicates that the Sectoid's plasma pistol is designed to conform to their physiology, with a wrist strap too tight for human arms and a psionic trigger that humans cannot utilize.

>C2: hide behind barrels, shoot the cyberdisc
>C4: run behind the dead sectoid's cover

Have C2 get the disk's attention by firing another burst at him, then run back towards the window he came thtough.

C4 Needs to haul ass to the window at his bottom left and get out of the line of fire of the disk.

Have C2 get the disk's attention by firing another burst at him, then run back towards the window he came thtough.

C4 Needs to haul ass to the window at his bottom left and get out of the line of fire of the disk.
C2 and C4 get the stuff out of there
The grenade goes off.
Cyberdisc takes damage
Rolled 11 for damage. Reduced by 4 due to Toughness and 4 due to Armor.
Final damage: 3


Cobalt 4 legs it right out of there and Cobalt 2 fires off a burst at the Cyberdisc before making a break for the window.
Cobalt 2 rolled 17 to hit (required 35): Success!
2 degrees of success = 2 hits
Rolled 6 for damage. Reduced by 4 due to Toughness and 4 due to Armor.
Final damage: 0
Rolled 10 for damage. Reduced by 4 due to Toughness and 4 due to Armor.
Final damage: 2


The bullets again do mere scratch damage to the Cyberdisc, and Cobalt 2 runs out of time units before he can get outside.
Uh oh.

Cyberdisc rolls 21 to hit (required <35): Success!
Rolled 10 for damage. Reduced by 3 due to Toughness, ignored Armor
Final damage: 7


Cobalt 2 miraculously survives the attack. As long as he doesn't gut himself on the broken glass when he climbs out the window, he should survive this operation.

C2 has to survive! make a break for the window and get to cover!
C4 should meet up with C2

Also, is there an option to move objects around?

he still has 2 hp, just crawl out of the window and out of the discs line of sight

Remember that the door is blocked, so he has to jump out of the window.

C2, Jump through window

C4, Haul ass towards C2

Question, if the boxes were filled with bullet proof vests, why haven't we taken a few, yet?

I feel like that hole in the brick wall is a reminder that we should take cover by the tire near the door
or that no matter what that disc will kill him

Question, if the boxes were filled with bullet proof vests, why haven't we taken a few, yet?
We already have armor on