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The King Is Dead; Long Live The King!

File: 1433872359752.jpg (197.64 KB,1920x1080,16:9,Thread Imag.jpg)

25cd05 No.3533 [View All]

The year is 2023, and aliens exist. One year ago, the extraterrestrials first invaded Earth. They were beaten back, but at great cost. It was decided that a specialized fighting force must be created, should they ever return. You are of that force.

Fill in:

>Name

>Age

>Gender

>Nationality

>Fluff

—————————————————————————-

Do not fill out (These will be determined by your fluff. Make it good.) :

>Class

>Abilities

>Inventory

102 postsand22 image repliesomitted. Click reply to view. ____________________________
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25cd05 No.4240

>>4238

Malcolm fills out the requisition form for

>Carapace Armour: +3 to HP, +2 to checks involving moving around the battlefield

Seems like a good idea right now.

Thanks quartermaster.

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25cd05 No.4242

Dice rollRolled 25, 5 = 30 (2d100)

>Name: Blitzer

>Age: 33

>Gender: Male

>Nationality: German

>Fluff: Not much is known about Blitzer, just that he is german, in his twenties, and a skilled medic. It is known that he joined the german military under some name, but his records were wiped as he was taken into a more secretive divison of the german military. There he was trained in all the secrets of the human body, many secrets and much knowledge on both hurting and healing. From there he assisted in a number of undisclosed missions, saving his allies with either bullet or needle depending on what the situation called for. Eventually though his allies were killed on one extremely dangerous mission, with him barely making it out alive. After that, due to the mysterious circumstances of his teams death(believed extraterrestial in nature)he was inducted into xcom as a very much needed medic.

>Class: Medic

>Abilities:

Expert Medic: +20 to healing rolls, and rolls to stabilize

Creepy: Fuck, son you creepy. -5 to social checks

>Inventory:

Shotgun

Semi Automatic Pistol

First Aid Kit

Survival Kit

Gun Cleaning Kit

Field Rations

1,2. Search for better medical gear

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25cd05 No.4246

Dice rollRolled 63, 96 = 159 (2d100)

>>4238

>Name: James Bob

>Age: 30

>Gender: Male

>Nationality: UK

>Fluff: "My name? Bob. James Bob." Representing British Secret Services and Scotland Yard James Bob has come to offer his assorted skills as a spy and sharpshooter to the X-Com.

>Class: Super Spy

>Abilities:

I work alone: You typically prefer to work on solo infiltration missions. You are more likely to be chosen for such a mission by your superiors

Pistol Expert: +10 to hit with pistols

Suave: Your Scottish Accent makes hearts melt, but you somehow only get +5 to social rolls

>Inventory:

Walther PPK

Tuxedo

Buzzsaw Watch

Field Rations

Gun Cleaning Kit

Survival Kit

1 I was wondering if there was any new equipment that could be useful to me

2 With two aliens on my confirmed kills list I think I might be able to get a promotion, especially if I ask that foxy Captain.

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25cd05 No.4247

Dice rollRolled 84, 57 = 141 (2d100)

>>4238

>Name: Karolek

>Age: 26

>Gender: Male

>Nationality: Russian

>Fluff: Russia is a hard place, especially since the fall of the New Soviet Federation after the aliens burned Vladistok, Ufa and Perm to the ground. Karolek was in Ufa when the aliens razed it, he watched his mother get disintegrated by a floater's plasma round, his father forced to blow his own head off by a sectoid, and his little sisters, the things those chryssalids, did to them, the things that they became…. Karolek managed to find his way to the city sewers, where he fled to the county-side, and was later picked up by a Russian military patrol. He joined the Military to fight back against the hordes of the xenos that had descended upon the Earth, and for the sake of those he lost, so that others will not have to see the things he saw, do the things he do. He was part of the key push that drove the Aliens out of the ruins of Novosibirsk. After the war's finish, and for acts of valor and skill, he was recruited by the X-Com program.

>Class: Heavy CC Infantry

>Abilities:

Hatred: +5 on to hit and damage to aliens in melee combat

Survivor: +20 on all rolls when you are the only character remaining in your squad

Rage: Karolek is less willing to dispatch opponents at range, for he longs to feel warm alien blood on his hands. -5 on to hit rolls using ranged weapons.

>Inventory:

Cavalry Sabre

Semi Automatic Pistol

Survival Kit

Field Rations

Gun Cleaning Kit

1/2. Karolek heads to armory, looks at quartermaster, "Karolek needs bigger gun and sharper sword, aliens will get tougher, so Karolek must be able to cleave through armor and put FMJ rounds through squishy xenos skull"

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25cd05 No.4248

Dice rollRolled 61, 100 = 161 (2d100)

>>4238

>Name: Elisabeth 'Carter' Cartwright

>Age: 32

>Gender: Female

>Nationality: American

>Fluff:

'Carter' served as a Seabee with the United States Navy for most of her adult life in order to help pay off her engineering degree. For years she has overseen mundane construction projects and the odd demolition job, taking what pride could be found in building a bridge to be used by goats and maybe the odd goat owner or bicycle.

Thrown into combat when the Earth was invaded last year, Carter's battalion was almost completely wiped out by a handful of Aliens. Only the intervention of a group of men that didn't officially exist saved the Seabees that still lived, and they were quickly folded into what would become X-Com.

Since then, Carter has acted as a sort of bridge between the combat and science teams, expanding her knowledge and training as well as the base facilities. At least she isn't being walked on by a goat.

>Class: Combat Engineer

>Abilites:

Survivor: +20 on all rolls when you are the only character remaining in your squad

Engineer: +10 on rolls involving building structure

Inexperienced: -5 on to hit rolls

Scarred Arms: Plasma burns

>Inventory:

Shotgun (Dropped)

Semi Automatic Pistol

Gun Cleaning Kit

Field Rations

Survival Kit

Toolkit

1.

While my wounds heal, I'll put my mind to work. I've a background in engineering, so perhaps I can help study the designs and materials recovered during the last mission. Every mind put to task is a potential for discovery.

2.

Once my arms have healed, I'll head to the gun range. With practice, perhaps I can improve my aim.

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25cd05 No.4249

Dice rollRolled 1, 48 = 49 (2d99)

>>4238

Name: Chris Turner

Age: 24

Gender: Male

Nationality: American

Fluff:

Chris never really thought of himself as anything special. He never did all too excellently in school, even though he was a natural at math. His effort wasn't outstanding, and he floated through most of his classes without too much care. What he did excel at was sports. A football star and track record-breakrer through high school, Turner was popular and happy though his high school years. Without grades good enough to get into college, he moved into the military straight out of High School.

Chris found a real place in the army, and passed his field tests with flying colors - especially his accuracy. He was a natural at the math needed to shoot a sniper, and the time he'd spent hunting as a kid didn't hurt either. Before he knew it, the man had a position in a sniper mount in the Middle East, and an impressive list of accomplishments to his name. When reports of Xenos started to come in, he was selected for appraisal by the XCOM initiative, and accepted as a Rookie into the elite program. Chris's practiced and firm arm was valuable, but a firm mind and the way he kept the practice team he worked perfectly calm and organized under fire was what really got him in the program. A friendly face and a steady mind can do a lot more than the best aim.

Class: Sniper

Abilities:

Genius Shot: +10 To Hit with Single Shot and semi automatic weapons

Fast: -5 to be hit by enemies

Inventory:

Sniper Rifle

Semi Automatic Pistol

Field Rations

Gun Cleaning Kit

Survival Kit

1. I should grab a S.C.O.P.E. from the armory. I love the old calculation sheet, but having some assisted aiming will make me able to shoot quicker and more accurately, and that could end up saving lives. That's what's most important here, taking down those damn greys so good men like Schmitt don't have to die. More important than anything else in this damned war.

2. Should spend a bit of time training, I guess. Sharpen up my skills and all, make myself more useful in combat. Spend some time at the range, taking shots faster and more accurately with my rifle at various ranges. Back in Iraq-Syria, I'd be shooting from a nest three miles away. Doesn't look like that's a luxury I'm gonna get in this war.

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25cd05 No.4252

Dice rollRolled 36, 89 = 125 (2d100)

>Name: Solomon Ouje

>Age: 36

>Gender: Male

>Nationality: Bahamian

>Fluff: Most of Solomon's early days were spent unremarkably. At the age of 17 he joined a mercenary group called the Redfins, later a private military contractor called FINA. After the first attacks on Earth, Solomon immediately signed up to use his skills at X-Com. Ostensibly to protect Earth and its citizens, but his real goal was to one day make it with a xeno chick. Some day, Solomon, some day.

>Class: Heavy Infantry

>Abilities:

Mercenary Veteran: +5 on To Hit Rolls

Machine Gunner: +5 on To Hit Rolls on full auto fire

Ladies’ Man: +5 to social rolls with the opposite sex

>Inventory

Heavy Machine Gun

Semi Automatic Pistol

Gun Cleaning Kit

Survival Kit

Field Rations

>Health: 90/100

1/2 - That's more like it. Can't be goin around with people saying I'm a lunatic. Now then, gotta find some proper armor in the armory, so those xenos aren't shooting me chest fulla holes. Mmmm, xeno holes…

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25cd05 No.4254

>>4239

The head researcher, a doctor Heisenberg, thanks you for the parts, and informs you that, as of yet, they have been unable to scale down the Laser Rifle prototype from its aircraft mounted form.

>Implying you get to pick your % bonuses

You head down to the shooting range and take a few shots at the targets, but one bullet strikes the metal rail system that the tarkets are mounted on. It bounces around te room before imbedding itself in the wall behind you.

You head to the quartermaster and requisition some Carapace armour: +3 to HP, +2 to checks involving moving around the battlefield

>>4240

You also recieve Carapace Armour

>>4242

You begin to look around the base for better equipment, but are only able to requisition a standard issue medkit

+1 Medkit

>>4246

The armoury has many useful items, you find. Later on, you approach a rather attractive captain. After some kind words, careful compliments and a professional meeting in the storeroom, you are confident that your next promotion will either be big, or come with extra benefits.

+50% chance of promotion at the end of your next mission (remind me)

>>4247

The quartermaster is impressed by your gusto, and you are able to obtain an assault rifle, just in case your trusty sword fails. As you leave, he mutters something about kebabs. At least, you think he does.

>>4248

You work with the science and engineering teams for a while with the materials that you recovered, and you see a strange pattern to them. The material is more… fluid than things on earth. It's purely solid, but it has a strange texture and is in more organic shapes.

>Gain +5 on rolls to damage xenos architecture.

Your intensive training up,on the return of function to your arms, pays off big time. You can now fight just as well as any of your comrades.

> -5 penalty to combat actions removed entirely.

>>4249

As you reach for a particularly nice looking S.C.O.P.E. on an upper shelf, you trip, and send the shelf crashing down, completely ruining hundreds of S.C.O.P.E.s. You manage to flee before the Quartermaster rolled in with a head of steam, but now S.C.O.P.E.s are runied for everyone who doesn't already have one for quite some time now.

>No S.C.O.P.E. acquisition for the next two missions

You hit the range, and are pretty sure that your skills are developing.

Sniping II: 1/5

>>4252

You head down to the armoury, and completely ignore a rather attractive Chinese agent checking you out. She's not an alien, and that's all you really have on your mind. You walk into the armoury to quite a scene. The quartermaster is alternating between screaming in rage and shaking in sadness at the sight of a massive, crashed shelf, with expensive looking equipment on the ground all over.

>Pick one item of equipment from the earlier list, but not the S.C.O.P.E.

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25cd05 No.4255

Dice rollRolled 48, 24 = 72 (2d100)

>>4254

>Name: William P. Virshmit

>Age: 30

>Gender: Male

>Nationality: British

>Fluff: An anti-tank specialist with a love of explosives and fire. His squadmates usually like him in the field due to his nature to get what needs blown up blown un fast, but usually don't trust him around the explosives afterwards. When XCOM was established he stepped up as fast as he could, all the while wondering what he could do with alien explosives.

>Class: Demolitionist

>Abilities:

BLOW IT UP: +10 to explosives use

SUCK IT, TANKS: +10 to hit with Rocket Launchers

BURN IT TO THE GROUND: -5 to social rolls

>Inventory:

Rocket Launcher

Semi Automatic Pistol

2 Charges of C4

2 Remote Detonators

1 Frag Grenades

Flak Armour

Lucky Lighter

Gun Cleaning Kit

Survival Kit

Field Rations

I did not get an action in for this update so.

1&2. Restock on explosives from the armory.

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25cd05 No.4256

Dice rollRolled 54, 56 = 110 (2d100)

>>4254

>Name: Solomon Ouje

>Age: 36

>Gender: Male

>Nationality: Bahamian

>Fluff: Most of Solomon's early days were spent unremarkably. At the age of 17 he joined a mercenary group called the Redfins, later a private military contractor called FINA. After the first attacks on Earth, Solomon immediately signed up to use his skills at X-Com. Ostensibly to protect Earth and its citizens, but his real goal was to one day make it with a xeno chick. Some day, Solomon, some day.

>Class: Heavy Infantry

>Abilities:

Mercenary Veteran: +5 on To Hit Rolls

Machine Gunner: +5 on To Hit Rolls on full auto fire

Ladies’ Man: +5 to social rolls with the opposite sex

>Inventory

Heavy Machine Gun

Semi Automatic Pistol

Gun Cleaning Kit

Survival Kit

Field Rations

+Carapace Armour: +3 to HP, +2 to checks involving moving around the battlefield

>Health: 93/103

1/2 - Alright, got meself checked out, got meself loaded out, now I got some time to kill before I got some xenos to kill. Rest a bit, look for some quality xeno porn. S'hard to find when it's all classified, mon.

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25cd05 No.4257

File: 1434418623506.jpg (720.18 KB,1280x1916,320:479,tumblr_mcj72dBoYB1qdm9yeo1….jpg)

>Name: Adamska

>Age: 70

>Gender: Male

>Nationality: Russian

>Fluff: Revolver Ocelot, real name Adamska, and also known as Shalashaska, or simply Ocelot, was an operative of FOXHOUND and an agent of the Patriots. A master of interrogation and a formidable gunfighter, as he was often referred to as "ricochet genius." A fanatic, he was known for his affinity of Spaghetti Westerns, as evidenced by his choice of weapon and his clothing, duster and spurs, the traditional garb of cowboys. His weapon of choice was the Colt Single Action Army Revolver, which he described as "the greatest handgun ever made." he normally wields two of them and seems to have a strange obsession with twirling them

—————————————————————————-

Do not fill out (These will be determined by your fluff. Make it good.) :

>Class

>Abilities

>Inventory

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25cd05 No.4258

Dice rollRolled 43, 6 = 49 (2d100)

>>4254

>Name: Agent Jones

>Age: 41

>Gender: Male

>Nationality: American

>Fluff: Before XCOM numerous nation states had their own contingencies on encounters with extraterrestrial life and technology, these included the an American organisation chartered under secret provisions in project Blue Book based on the Rosswell incidents, where fragments of alien technology were discovered and replicated.

This organization managed to get working prototypes on some of this technology, ran by shadow units of men in dark suits to pursue further alien leads. Eventually, it like every other organization around the world was folded into Project XCOM through the workings of the council.

One of the few individuals on the planet trained in using early prototype laser and plasma pistol technology, Agent Jones is a crack shot and a deadeye with a record of precision even under high stress situations, and is moderately familiar with much of the known aliens encountered so far, inso-much as anyone can be.

>Class: Sniper

>Abilities:

Crack Shot: +5 to shooting rolls on Single Shot and semi auto weapons

Alien Technology User: +5 to using plasma and laser weapons, -5 instead of -10 when trying to use alien tech

>Inventory:

Sniper Rifle

Semi Automatic Pistol

Field Rations

Gun Cleaning Kit

Survival Kit

Carapace armour: +3 to HP, +2 to checks

1-2. Bouncing bullets. . .off metal railing.

I need a better gun.

For now though keep practicing headshots.

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25cd05 No.4261

Dice rollRolled 70, 38 = 108 (2d100)

>>4254

>Name Malcolm Irving

>Age 22

>Gender Male

>Nationality American

>Fluff : Malcolm has a habit of driving commanders (on either side of the battlefield) to distraction. Where most sees useless terrain, he sees a spot where no one would expect fire to come from. Where others see an pothole riddled approach no one would expect him to take. As such he rides a thin line between brilliance and disaster, because he shows up where no one expects and tends to cause havoc for good or ll.

>Class: Infantry

>Abilites:

Unknown Factor: To Hit rolls by Malcom have a 50/50 chance to get +5 or -5

Wild Card: Malcom is an unpredictable one, and commanders generally want to have their people consistent. Malcom has a 25% chance of getting passed over for a promotion when he otherwise would have gotten one

Lucky: Once per mission, Malcom can re-roll any roll. He then gets to choose which one he keeps

>Inventory:

Assault rifle

Semi Automatic Pistol

Four Leaf Clover Pin

Field Rations

Survival Kit

Gun Cleaning Kit

>Carapace Armour: +3 to HP, +2 to checks involving moving around the battlefield

1. Attempt to work on my running and movement speed to flank and maneuver easier. +Carapace armor

2. Work on my marksmanship.

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25cd05 No.4264

Dice rollRolled 63, 34 = 97 (2d100)

>>4254

>Name: James Bob

>Age: 30

>Gender: Male

>Nationality: UK

>Fluff: "My name? Bob. James Bob." Representing British Secret Services and Scotland Yard James Bob has come to offer his assorted skills as a spy and sharpshooter to the X-Com.

>Class: Super Spy

>Abilities:

I work alone: You typically prefer to work on solo infiltration missions. You are more likely to be chosen for such a mission by your superiors

Pistol Expert: +10 to hit with pistols

Suave: Your Scottish Accent makes hearts melt, but you somehow only get +5 to social rolls

>Inventory:

Walther PPK

Tuxedo

Buzzsaw Watch

Field Rations

Gun Cleaning Kit

Survival Kit

If the armoury has many useful items I am surprised I didnt pick anything up from it earlier

1 Lets get some carapace Armour and maybe some smoke grenades that I was eying last time I was there

2 I think I will work on my physique and do some running to keep myself in proper condition

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25cd05 No.4274

Dice rollRolled 13, 55 = 68 (2d100)

>>4254

>Name: Blitzer

>Age: 33

>Gender: Male

>Nationality: German

>Fluff: Not much is known about Blitzer, just that he is german, in his twenties, and a skilled medic. It is known that he joined the german military under some name, but his records were wiped as he was taken into a more secretive divison of the german military. There he was trained in all the secrets of the human body, many secrets and much knowledge on both hurting and healing. From there he assisted in a number of undisclosed missions, saving his allies with either bullet or needle depending on what the situation called for. Eventually though his allies were killed on one extremely dangerous mission, with him barely making it out alive. After that, due to the mysterious circumstances of his teams death(believed extraterrestial in nature)he was inducted into xcom as a very much needed medic.

>Class: Medic

>Abilities:

Expert Medic: +20 to healing rolls, and rolls to stabilize

Creepy: Fuck, son you creepy. -5 to social checks

>Inventory:

Shotgun

Semi Automatic Pistol

First Aid Kit

Medkit

Survival Kit

Gun Cleaning Kit

Field Rations

1,2. Find a better shotgun. Preferably with higher range and power, also get slug ammuntion for longer ranged targets.

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25cd05 No.4611

>>4255

I'd have refilled your supplies before the mission, but now you get

+1 C4

+2 Rockets

>>4256

You manage to acquire some autopsy photos of some Sectoids and have a horrifying revelation. They're asexual.

>>4258

Somehow, you keep missing. A few bullets hit their target, but it's pretty unsatisfactory.

>>4264

You see a scene of destruction in the armoury, but sign off on some carapace armour. You soon realize that the smoke grenades are buried under the massive shelf of fallen S.C.O.P.E.s.

+1 Carapace Armour

>You only get one acquisition roll per down time, fool.

Later, you head down to the on-site gym, pump some iron and do some laps, but feel that you made few gains. At least you're not getting fat.

>>4274

You are unable to find a higher power shotgun in the ruins that were the armoury, but you do get a box of 30 slugs.

>Slugs add +10 to hit at medium and long range. Note this because I won't remember.

A klaxon blares for a few seconds, meaning that some form of contact has been made. Your team is told to report to the situation room. AD Klein is observing a zoomed in view of Rio de Janeiro. You all notice a fascinating fact about the picture. The massive statue of Christ the Redeemer is shattered, with the legs up to the waist still on the pedestal. The statue's head is lying at the bottom of the hill that the sculpture resides on. One arm is embedded in the ground, up to the elbow, while the torso and other arm are entirely gone. Smoke and fire rise from the city, visible even in the blue light of the hologram.

"Gentlemen," the Assistant Director glances at Carter, "and Carter. We need you to get into the field again. I know you've been waiting for this for a while. Now this isn't like your last mission. I've got a recording here that you'll want to see."

He presses a button and the picture changes to black and white surveillance footage. A woman is running from something out of frame. In less than a second, a blur appears in frame, encompassing the woman. In another instant, it's gone, leaving a shredded corpse in its wake. Klein switches back to the city view.

There have been several attacks like this throughout the city. You will be working in tandem with fireteam bravo, but you won't have contact with them. You'll be delivered, via VTOL, to the southern part of the city, while Bravo will come in from the north. You'll strike inwards towards the heart of the city. Relief teams have already evacuated a portion of the population in the far Southern part of the city, but you and Bravo will be working in the more densely populated areas. Once you reach the center, having cleared resistance, you will collect some civilians who have been holed up in an apartment complex before heading back to your VTOL. There's no time for questions. You need to get to the embarking area where you'll be given your equipment. Godspeed."

Soon, you're above the Atlantic Ocean, travelling at several times the speed of sound. After a while, you arrive in the city. Your craft touches down in a park and you disembark, sweeping the area.

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25cd05 No.4616

Dice rollRolled 85, 52 = 137 (2d100)

>>4611

>Name: Solomon Ouje

>Age: 36

>Gender: Male

>Nationality: Bahamian

>Fluff: Most of Solomon's early days were spent unremarkably. At the age of 17 he joined a mercenary group called the Redfins, later a private military contractor called FINA. After the first attacks on Earth, Solomon immediately signed up to use his skills at X-Com. Ostensibly to protect Earth and its citizens, but his real goal was to one day make it with a xeno chick. Some day, Solomon, some day.

>Class: Heavy Infantry

>Abilities:

Mercenary Veteran: +5 on To Hit Rolls

Machine Gunner: +5 on To Hit Rolls on full auto fire

Ladies’ Man: +5 to social rolls with the opposite sex

>Inventory

Heavy Machine Gun

Semi Automatic Pistol

Gun Cleaning Kit

Survival Kit

Field Rations

+Carapace Armour: +3 to HP, +2 to checks involving moving around the battlefield

>Health: 93/103

1/2 - Alright! Back in action, right where I belong! Got a better handle on strategy now. They do their things, I do me things. Head at the vanguard, weapon trained to blast down any xenos I come across. And this time, DON'T destroy the ship!

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25cd05 No.4619

Dice rollRolled 91, 2 = 93 (2d100)

>>4611

Name: Chris Turner

Age: 24

Gender: Male

Nationality: American

Fluff:

Chris never really thought of himself as anything special. He never did all too excellently in school, even though he was a natural at math. His effort wasn't outstanding, and he floated through most of his classes without too much care. What he did excel at was sports. A football star and track record-breakrer through high school, Turner was popular and happy though his high school years. Without grades good enough to get into college, he moved into the military straight out of High School.

Chris found a real place in the army, and passed his field tests with flying colors - especially his accuracy. He was a natural at the math needed to shoot a sniper, and the time he'd spent hunting as a kid didn't hurt either. Before he knew it, the man had a position in a sniper mount in the Middle East, and an impressive list of accomplishments to his name. When reports of Xenos started to come in, he was selected for appraisal by the XCOM initiative, and accepted as a Rookie into the elite program. Chris's practiced and firm arm was valuable, but a firm mind and the way he kept the practice team he worked perfectly calm and organized under fire was what really got him in the program. A friendly face and a steady mind can do a lot more than the best aim.

Class: Sniper

Abilities:

Genius Shot: +10 To Hit with Single Shot and semi automatic weapons

Fast: -5 to be hit by enemies

Inventory:

Sniper Rifle

Semi Automatic Pistol

Field Rations

Gun Cleaning Kit

Survival Kit

1. Damn, we really get no R&R here, do we? Agh. Damn. Get to cover and a good firing position ASAP.

2. Once I've got a decent nest set up, start scanning the perimeter, telling my team-mates X-ray positions relative to them. No shooting yet - they might not know we're here. Maybe. Maybe they didn't hear the VTOL. Who knows? X-Rays can't dance, maybe they can't hear either.

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25cd05 No.4621

Dice rollRolled 16, 52 = 68 (2d100)

>>4611

>Name: James Bob

>Age: 30

>Gender: Male

>Nationality: UK

>Fluff: "My name? Bob. James Bob." Representing British Secret Services and Scotland Yard James Bob has come to offer his assorted skills as a spy and sharpshooter to the X-Com.

>Class: Super Spy

>Abilities:

I work alone: You typically prefer to work on solo infiltration missions. You are more likely to be chosen for such a mission by your superiors

Pistol Expert: +10 to hit with pistols

Suave: Your Scottish Accent makes hearts melt, but you somehow only get +5 to social rolls

>Inventory:

Walther PPK

Tuxedo

Buzzsaw Watch

Field Rations

Gun Cleaning Kit

Survival Kit

Carapace Armour

1 This could get messy better get into some cover

2 Go into overwatch

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25cd05 No.4664

Dice rollRolled 51, 5 = 56 (2d100)

>>4611

>Name: Karolek

>Age: 26

>Gender: Male

>Nationality: Russian

>Fluff: Russia is a hard place, especially since the fall of the New Soviet Federation after the aliens burned Vladistok, Ufa and Perm to the ground. Karolek was in Ufa when the aliens razed it, he watched his mother get disintegrated by a floater's plasma round, his father forced to blow his own head off by a sectoid, and his little sisters, the things those chryssalids, did to them, the things that they became…. Karolek managed to find his way to the city sewers, where he fled to the county-side, and was later picked up by a Russian military patrol. He joined the Military to fight back against the hordes of the xenos that had descended upon the Earth, and for the sake of those he lost, so that others will not have to see the things he saw, do the things he do. He was part of the key push that drove the Aliens out of the ruins of Novosibirsk. After the war's finish, and for acts of valor and skill, he was recruited by the X-Com program.

>Class: Heavy CC Infantry

>Abilities:

Hatred: +5 on to hit and damage to aliens in melee combat

Survivor: +20 on all rolls when you are the only character remaining in your squad

Rage: Karolek is less willing to dispatch opponents at range, for he longs to feel warm alien blood on his hands. -5 on to hit rolls using ranged weapons.

>Inventory:

Cavalry Sabre

Semi Automatic Pistol

Survival Kit

Field Rations

Gun Cleaning Kit

Assault Rifle

1/2. Karolek will go house to house, attempting to usher citizens to safety and crushing xeno scum when he comes across them.

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25cd05 No.4665

Dice rollRolled 99, 7 = 106 (2d100)

>>4611

>Name: Malcolm Irving

>Age 22

>Gender Male

>Nationality American

>Fluff : Malcolm has a habit of driving commanders (on either side of the battlefield) to distraction. Where most sees useless terrain, he sees a spot where no one would expect fire to come from. Where others see an pothole riddled approach no one would expect him to take. As such he rides a thin line between brilliance and disaster, because he shows up where no one expects and tends to cause havoc for good or ll.

>Class: Infantry

>Abilites:

Unknown Factor: To Hit rolls by Malcom have a 50/50 chance to get +5 or -5

Wild Card: Malcom is an unpredictable one, and commanders generally want to have their people consistent. Malcom has a 25% chance of getting passed over for a promotion when he otherwise would have gotten one

Lucky: Once per mission, Malcom can re-roll any roll. He then gets to choose which one he keeps

>Inventory:

Assault rifle

Semi Automatic Pistol

Four Leaf Clover Pin

Field Rations

Survival Kit

Gun Cleaning Kit

>Carapace Armour: +3 to HP, +2 to checks involving moving around the battlefield

1. Malcolm Moves to secure the flanks of the formation. while sticking to cover.

2. Overwatch.

btw you missed me in previous update

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25cd05 No.4667

Dice rollRolled 35, 98 = 133 (2d100)

>>4611

>Name: William P. Virshmit

>Age: 30

>Gender: Male

>Nationality: British

>Fluff: An anti-tank specialist with a love of explosives and fire. His squadmates usually like him in the field due to his nature to get what needs blown up blown un fast, but usually don't trust him around the explosives afterwards. When XCOM was established he stepped up as fast as he could, all the while wondering what he could do with alien explosives.

>Class: Demolitionist

>Abilities:

BLOW IT UP: +10 to explosives use

SUCK IT, TANKS: +10 to hit with Rocket Launchers

BURN IT TO THE GROUND: -5 to social rolls

>Inventory:

Rocket Launcher [2]

Semi Automatic Pistol

3 Charges of C4

2 Remote Detonators

1 Frag Grenades

Flak Armour

Lucky Lighter

Gun Cleaning Kit

Survival Kit

Field Rations

1&2. Get some good cover.

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25cd05 No.4675

Dice rollRolled 99, 25 = 124 (2d100)

>>4611

>Name: Elisabeth 'Carter' Cartwright

>Age: 32

>Gender: Female

>Nationality: American

>Fluff:

'Carter' served as a Seabee with the United States Navy for most of her adult life in order to help pay off her engineering degree. For years she has overseen mundane construction projects and the odd demolition job, taking what pride could be found in building a bridge to be used by goats and maybe the odd goat owner or bicycle.

Thrown into combat when the Earth was invaded last year, Carter's battalion was almost completely wiped out by a handful of Aliens. Only the intervention of a group of men that didn't officially exist saved the Seabees that still lived, and they were quickly folded into what would become X-Com.

Since then, Carter has acted as a sort of bridge between the combat and science teams, expanding her knowledge and training as well as the base facilities. At least she isn't being walked on by a goat.

>Class: Combat Engineer

>Abilites:

Survivor: +20 on all rolls when you are the only character remaining in your squad

Engineer:

+10 on rolls involving building structure

+5 to damage xenos architecture

Scarred Arms: Plasma burns

>Inventory:

Shotgun

Semi Automatic Pistol

Gun Cleaning Kit

Field Rations

Survival Kit

Toolkit

1&2

Carter sticks to the middle of the X-com formation, finding cover before providing overwatch with her shotgun. Whatever was on that damned camera was fast.

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25cd05 No.4676

>>4261

Sorry I forgot you:

After intense training and a live fire exercise, you feel more confident in your abilites to move about the battlefield.

>Battlefield Movement 1/4, No bonuses yet.

You spend some time at the range, and hit your target fairly consistently, but don't feel that you've improved much.

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25cd05 No.4678

>>4676

>>4665

>Name Malcolm Irving

>Age 22

>Gender Male

>Nationality American

>Fluff : Malcolm has a habit of driving commanders (on either side of the battlefield) to distraction. Where most sees useless terrain, he sees a spot where no one would expect fire to come from. Where others see an pothole riddled approach no one would expect him to take. As such he rides a thin line between brilliance and disaster, because he shows up where no one expects and tends to cause havoc for good or ll.

>Class: Infantry

>Abilites:

Unknown Factor: To Hit rolls by Malcom have a 50/50 chance to get +5 or -5

Wild Card: Malcom is an unpredictable one, and commanders generally want to have their people consistent. Malcom has a 25% chance of getting passed over for a promotion when he otherwise would have gotten one

Lucky: Once per mission, Malcom can re-roll any roll. He then gets to choose which one he keeps

>Battlefield Movement 1/4, No bonuses yet.

>Inventory:

Assault rifle

Semi Automatic Pistol

Four Leaf Clover Pin

Field Rations

Survival Kit

Gun Cleaning Kit

>Carapace Armour: +3 to HP, +2 to checks involving moving around the battlefield

reposting and linking update char sheet.

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25cd05 No.4684

Dice rollRolled 41, 1 = 42 (2d100)

>>4611

>Name: Agent Jones

>Age: 41

>Gender: Male

>Nationality: American

>Fluff: Before XCOM numerous nation states had their own contingencies on encounters with extraterrestrial life and technology, these included the an American organisation chartered under secret provisions in project Blue Book based on the Rosswell incidents, where fragments of alien technology were discovered and replicated.

This organization managed to get working prototypes on some of this technology, ran by shadow units of men in dark suits to pursue further alien leads. Eventually, it like every other organization around the world was folded into Project XCOM through the workings of the council.

One of the few individuals on the planet trained in using early prototype laser and plasma pistol technology, Agent Jones is a crack shot and a deadeye with a record of precision even under high stress situations, and is moderately familiar with much of the known aliens encountered so far, inso-much as anyone can be.

>Class: Sniper

>Abilities:

Crack Shot: +5 to shooting rolls on Single Shot and semi auto weapons

Alien Technology User: +5 to using plasma and laser weapons, -5 instead of -10 when trying to use alien tech

>Inventory:

Sniper Rifle

Semi Automatic Pistol

Field Rations

Gun Cleaning Kit

Survival Kit

Carapace armour: +3 to HP, +2 to checks

1-2. Take up an Over Watch position

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25cd05 No.4757

File: 1434938760616.gif (963.01 KB,450x253,450:253,1406774274174.gif)

>>4684

"COMRADE JONES! NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!"

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25cd05 No.4846

>>4616

You take the fore in the squad, weapon poised. Suddenly, a man runs out of a building in front of you. He speaks in quick spanish, which you understand a bit of:

"Please…help us…they've-"

With that, he explodes violently in a green and red mist. A large alien with body armour and a huge cannon emerges from the same building. You quickly fire a volley at it, most of the shots hitting their mark.

>Large alien wounded

>>4619

Clambering up a fire escape, you find an excellent spot of cover, with sturdy steel plates on the sides acting as cover. None of this helps you when you fail to notice the Sectoid staring out the window, not three feet from you. It shoots at you at point blank range, singing your shoulder.

>Chris is at 90/100 HP.

>>4621

Like a magnet, you move to the nearest flowerpot, peeking over the roses and violets, prepared to fire at the first ayy lmao alien you see. When the hulking alien blows up the civilian, you get a good shot at him.

>Large alien further wounded

>>4664

You enter the first apartment you come across, ushering hiding civilians to the exit. You clear a few rooms, before a Thin Man catches you unawares. It spits acid at you, hitting you in the hip, where your pistol is holstered.

>Karolek at 95/100 HP, Pistol destroyed.

>>4665

Swiftly moving up on the team's left flank, you sweep the immediate area, and put a few rounds in a Sectoid, now dead, before moving on. Unfortunately, you trip and cut your hand on some glass.

>Sectoid killed

>Malcom at 90/100 HP

>>4667

You find cover behind a burned out APC. This thing will hold up to a god damn rocket.

>>4675

Bringing up Solomon's rear, you dash to cover behind a bunch of sandbags, only to discover a Sectoid next to you, its eyes go wide and it reaches for its pistol. In a split second, you throw a punch, knocking its frail body to the ground, before putting your boot down on its skull. Bloodied, but no worse for wear, you take up an overwatch position, but fail to hit the cannon-wielding alien with a round from your shotgun.

>>4684

As soon as you exit the VTOL, you dash foreward, ready to pt a bullet between the eyes of any alien you see. Unfortunately, you see no aliens. In fact, you may never see another alien again.

From your various vantage points, most of you see a gruesome spectacle. A dark blur darts at Agent Jones from behind. He notices nothing as his armour is flensed from his body. The blur returns, and most of his skin follows suit. Now kneeling on exposed patellae, a bleeding Jones screams in pain. Only a miracle can save him now.

>Characters within range of Jones can try to aid him. Characters in range include: Carter, Virshmit, Bob, Blitzer. In order to save him, you must roll an unmodified 100 on one of your dive. Blitzer has to roll an unmodified 95 or better on one of his dice.

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25cd05 No.4847

>>4846

Posted a partial update, cuz it's important info for the remaining players.

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25cd05 No.4848

>>3533

Fill in:

>Name: Nnakeme

>Age: 17

>Gender: Male

>Nationality: Nigerian

>Fluff: He has survived this long on miracles alone. Having grown up an orphan in Nigeria, he has fought tooth and nail every day of his life against superior foes better armed than he was. When he saw them running scared, he walked from the desert to the nearest X-Com recruiter, who he picked out in that war-torn waste as the sole individual who wasn't running. While not versed in team tactics, he has shown remarkable proficiency in most types of firearms, and in field maintenance of them. While largely untrained, he is the very definition of self-sufficient, and that kind of capability can make or break a war.

—————————————————————————-

>Class

>Abilities

>Inventory

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25cd05 No.4849

Dice rollRolled 41, 26 = 67 (2d100)

>>4846

>Name: Blitzer

>Age: 33

>Gender: Mal

>Nationality: German

>Fluff: Not much is known about Blitzer, just that he is german, in his twenties, and a skilled medic. It is known that he joined the german military under some name, but his records were wiped as he was taken into a more secretive divison of the german military. There he was trained in all the secrets of the human body, many secrets and much knowledge on both hurting and healing. From there he assisted in a number of undisclosed missions, saving his allies with either bullet or needle depending on what the situation called for. Eventually though his allies were killed on one extremely dangerous mission, with him barely making it out alive. After that, due to the mysterious circumstances of his teams death(believed extraterrestial in nature)he was inducted into xcom as a very much needed medic.

>Class: Medic

>Abilities:

Expert Medic: +20 to healing rolls, and rolls to stabilize

Creepy: Fuck, son you creepy. -5 to social checks

>Inventory:

Shotgun

Semi Automatic Pistol

First Aid Kit

Medkit

Survival Kit

Gun Cleaning Kit

Field Rations

30 Slugs

1,2. Blitzer, seeing another comrade down, runs to save Jones and get him into cover

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25cd05 No.4850

>>4848

>Class: Infantry

>Abilities:

Slow and Steady: You can fire when walking. This ability can be improved through training to include running.

Gun Whiz: A life of cleaning detritus from weapons has granted you a unique understanding in the way of firearms. +20 to gun maintainence

Survivalist: +5 to checks concerning survival away from civilization

>Inventory:

Assault rifle

Semi Automatic Pistol

Gun Cleaning Kit

Survival kit

Field Rations

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25cd05 No.4851

Dice rollRolled 74, 95 = 169 (2d100)

>>4846

>Name: James Bob

>Age: 30

>Gender: Male

>Nationality: UK

>Fluff: "My name? Bob. James Bob." Representing British Secret Services and Scotland Yard James Bob has come to offer his assorted skills as a spy and sharpshooter to the X-Com.

>Class: Super Spy

>Abilities:

I work alone: You typically prefer to work on solo infiltration missions. You are more likely to be chosen for such a mission by your superiors

Pistol Expert: +10 to hit with pistols

Suave: Your Scottish Accent makes hearts melt, but you somehow only get +5 to social rolls

>Inventory:

Walther PPK

Tuxedo

Buzzsaw Watch

Field Rations

Gun Cleaning Kit

Survival Kit

Carapace Armour

1 Roll to kill the large alien

2 Roll to shoot at the dark blur and save Jones

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25cd05 No.4852

>>4849

Try as you might, you cannot do anything. You try everything you can think of, but his injuries are too severe.

>>4851

Fearlessly dashing from behind your floral cover, you shoot at the large shock trooper alien, several bullets impacting its flesh. Darting to Jones, you are unable to do anything for him. However, you do see the perpetrator of this crime in an alley. Its blade like claws rest on the pavement, and venom seeps from its fanged mouth. Two glowing eyes watch you from the shadows. With a roar of rage, you empty a clip in its direction.

>Blur wounded

>Muton wounded

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25cd05 No.4853

Dice rollRolled 7, 22 = 29 (2d100)

>>4852

>Name: Nnakeme

>Age: 17

>Gender: Male

>Nationality: Nigerian

>Fluff: He has survived this long on miracles alone. Having grown up an orphan in Nigeria, he has fought tooth and nail every day of his life against superior foes better armed than he was. When he saw them running scared, he walked from the desert to the nearest X-Com recruiter, who he picked out in that war-torn waste as the sole individual who wasn't running. While not versed in team tactics, he has shown remarkable proficiency in most types of firearms, and in field maintenance of them. While largely untrained, he is the very definition of self-sufficient, and that kind of capability can make or break a war.

—————————————————————————-

>Class: Infantry

>Abilities:

Slow and Steady: You can fire when walking. This ability can be improved through training to include running.

Gun Whiz: A life of cleaning detritus from weapons has granted you a unique understanding in the way of firearms. +20 to gun maintainence

Survivalist: +5 to checks concerning survival away from civilization

>Inventory:

Assault rifle

Semi Automatic Pistol

Gun Cleaning Kit

Survival kit

Field Rations

Suddenly, from a nearby window that was closed until a minute ago, two bursts of rifle fire fly towards where the large alien is.

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25cd05 No.4854

Dice rollRolled 8, 76 = 84 (2d100)

>>4846

>Name Malcolm Irving

>Age 22

>Gender Male

>Nationality American

>Fluff : Malcolm has a habit of driving commanders (on either side of the battlefield) to distraction. Where most sees useless terrain, he sees a spot where no one would expect fire to come from. Where others see an pothole riddled approach no one would expect him to take. As such he rides a thin line between brilliance and disaster, because he shows up where no one expects and tends to cause havoc for good or ll.

>Class: Infantry

>Abilites:

Unknown Factor: To Hit rolls by Malcom have a 50/50 chance to get +5 or -5

Wild Card: Malcom is an unpredictable one, and commanders generally want to have their people consistent. Malcom has a 25% chance of getting passed over for a promotion when he otherwise would have gotten one

Lucky: Once per mission, Malcom can re-roll any roll. He then gets to choose which one he keeps

>Battlefield Movement 1/4, No bonuses yet.

>Inventory:

Assault rifl

Semi Automatic Pistol

Four Leaf Clover Pin

Field Rations

Survival Kit

Gun Cleaning Kit

>Carapace Armour: +3 to HP, +2 to checks involving moving around the battlefield

>Health: 93/103

1. That didn't sound good, Move back towards the main body, try to flank whatever is causing the commotion. +Carapace armor

2. Shoot the enemy with extreme prejudice. +- unknown factor

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25cd05 No.4855

Dice rollRolled 30 (1d100)

>>4854

reroll for flank movement taking highest

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25cd05 No.4856

Dice rollRolled 53, 15 = 68 (2d100)

>>4846

>Name: Elisabeth 'Carter' Cartwright

>Age: 32

>Gender: Female

>Nationality: American

>Fluff:

'Carter' served as a Seabee with the United States Navy for most of her adult life in order to help pay off her engineering degree. For years she has overseen mundane construction projects and the odd demolition job, taking what pride could be found in building a bridge to be used by goats and maybe the odd goat owner or bicycle.

Thrown into combat when the Earth was invaded last year, Carter's battalion was almost completely wiped out by a handful of Aliens. Only the intervention of a group of men that didn't officially exist saved the Seabees that still lived, and they were quickly folded into what would become X-Com.

Since then, Carter has acted as a sort of bridge between the combat and science teams, expanding her knowledge and training as well as the base facilities. At least she isn't being walked on by a goat.

>Class: Combat Engineer

>Abilites:

Survivor: +20 on all rolls when you are the only character remaining in your squad

Engineer:

+10 on rolls involving building structure

+5 to damage xenos architecture

Scarred Arms: Plasma burns

>Inventory:

Shotgun

Semi Automatic Pistol

Gun Cleaning Kit

Field Rations

Survival Kit

Toolkit

"Jones!"

Carter knows she can't do anything for Jones. She's not a doctor or a medic, but losing most of your skin can't possibly be recoverable.

All she could do is ensure that anyone that -could- help Jones wasn't the next one to go down.

1.

With an angry yell, Carter shoulders her shotgun and fires several times at the large alien she missed earlier.

2.

She'll continue to fire at the large alien until it goes down or she catches sight of that damned blur that got Jones. "WELCOME TO EARTH, YOU XENOS BASTARDS!"

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25cd05 No.4860

File: 1435037788950.gif (6.99 MB,535x301,535:301,4d50d0bf457e159a5023938809….gif)

Dice rollRolled 83, 38 = 121 (2d100)

>>4852

>Name: Karolek

>Age: 26

>Gender: Male

>Nationality: Russian

>Fluff: Russia is a hard place, especially since the fall of the New Soviet Federation after the aliens burned Vladistok, Ufa and Perm to the ground. Karolek was in Ufa when the aliens razed it, he watched his mother get disintegrated by a floater's plasma round, his father forced to blow his own head off by a sectoid, and his little sisters, the things those chryssalids, did to them, the things that they became…. Karolek managed to find his way to the city sewers, where he fled to the county-side, and was later picked up by a Russian military patrol. He joined the Military to fight back against the hordes of the xenos that had descended upon the Earth, and for the sake of those he lost, so that others will not have to see the things he saw, do the things he do. He was part of the key push that drove the Aliens out of the ruins of Novosibirsk. After the war's finish, and for acts of valor and skill, he was recruited by the X-Com program.

>Class: Heavy CC Infantry

>Abilities:

Hatred: +5 on to hit and damage to aliens in melee combat

Survivor: +20 on all rolls when you are the only character remaining in your squad

Rage: Karolek is less willing to dispatch opponents at range, for he longs to feel warm alien blood on his hands. -5 on to hit rolls using ranged weapons.

>Inventory:

Cavalry Sabre

Survival Kit

Field Rations

Gun Cleaning Kit

Assault Rifle

>HP: 95/100

1/2. Karolek uses his sabre to disarm the thin man, then picks him up by the neck and then waist utters the words "I will break you" , then brings the xenos back down on his knee.

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25cd05 No.4866

Dice rollRolled 77, 84 = 161 (2d100)

1-2. Try and cling to life

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25cd05 No.4867

Dice rollRolled 31, 23 = 54 (2d100)

>>4846

>Name: William P. Virshmit

>Age: 30

>Gender: Male

>Nationality: British

>Fluff: An anti-tank specialist with a love of explosives and fire. His squadmates usually like him in the field due to his nature to get what needs blown up blown un fast, but usually don't trust him around the explosives afterwards. When XCOM was established he stepped up as fast as he could, all the while wondering what he could do with alien explosives.

>Class: Demolitionist

>Abilities:

BLOW IT UP: +10 to explosives use

SUCK IT, TANKS: +10 to hit with Rocket Launchers

BURN IT TO THE GROUND: -5 to social rolls

>Inventory:

Rocket Launcher [2]

Semi Automatic Pistol

3 Charges of C4

2 Remote Detonators

1 Frag Grenades

Flak Armour

Lucky Lighter

Gun Cleaning Kit

Survival Kit

Field Rations

1&2. Take pot shots at the enemy.

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25cd05 No.4873

Dice rollRolled 29, 24 = 53 (2d100)

>>4846

Name: Chris Turner

Age: 24

Gender: Male

Nationality: American

Fluff:

Chris never really thought of himself as anything special. He never did all too excellently in school, even though he was a natural at math. His effort wasn't outstanding, and he floated through most of his classes without too much care. What he did excel at was sports. A football star and track record-breakrer through high school, Turner was popular and happy though his high school years. Without grades good enough to get into college, he moved into the military straight out of High School.

Chris found a real place in the army, and passed his field tests with flying colors - especially his accuracy. He was a natural at the math needed to shoot a sniper, and the time he'd spent hunting as a kid didn't hurt either. Before he knew it, the man had a position in a sniper mount in the Middle East, and an impressive list of accomplishments to his name. When reports of Xenos started to come in, he was selected for appraisal by the XCOM initiative, and accepted as a Rookie into the elite program. Chris's practiced and firm arm was valuable, but a firm mind and the way he kept the practice team he worked perfectly calm and organized under fire was what really got him in the program. A friendly face and a steady mind can do a lot more than the best aim.

Class: Sniper

Abilities:

Genius Shot: +10 To Hit with Single Shot and semi automatic weapons

Fast: -5 to be hit by enemies

Inventory:

Sniper Rifle

Semi Automatic Pistol

Field Rations

Gun Cleaning Kit

Survival Kit

1. Fucking SHIT! Sidearm out, get that Sectoid right in front of me downed beforeI do anything else, I'll get my damn well face melted off in an instant if he's not down ASAP.

+ 10 (Genius Shot)

2. After the grey's downed, come up to aim and get a bullet through the big one's head. I should take that one down before he can do anything dangerous - gotta make sure to cover my comrades. Is… wait, shit, is that Jones!?

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25cd05 No.5511

>>4853

The sudden fire is surprising for some members of the team, but they soon realize that you're a friendly. None of the shots, however, hit their target.

>>4854

(Thank you for your re-roll, it was delicious.)

You sprint towards the main body, in time to see a blur. Without thinking, you fire your weapon. An otherworldly screech sounds, and green blood is left behind as the blur moves out of your vision.

>Blur further wounded

>>4856

You blast away at the huge mutated alien, blowing away chunks of armour and flesh. Despite the fact, it keeps fighting

>Muton further wounded

>>4860

The thin man is literally disarmed as you slice at it's upper extremities. Grabbing it by the legs and upper back, you drop the alien upon your knee. As he dies, a noxious gas cloud fills the area.

>Thin man dead

>-5 health from poison gas, -5 health every turn until you get away from it.

>>4866

You are in agony, but you see the Brazilian sun shining, and it is soothing in a way. Your squadmates surround you, trying to help, but you know that you must pass. As you slip away, you may be thinking that it was good to have such friends.

>>4867

You fire at the Muton and the blur, but cannot hit either.

>>4873

With a spatter of alien blood, the sectoid goes down, landing with a satsfying wet thud.

>Sectoid killed

You set up in your newfound nest and notice a man with your squadmates by his side, with every muscle exposed. He writhes in agony at first, but as he slips away, he looks quite peaceful. The death of your comrade is not in vain, though, for you put a damaging fifty caliber bullet in the side of the large alien. Flesh and armour alike are torn apart in a violent impact.

>Muton further wounded

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25cd05 No.5512

Dice rollRolled 1, 64 = 65 (2d100)

>>5511

>Name Malcolm Irving

>Age 22

>Gender Male

>Nationality American

>Fluff : Malcolm has a habit of driving commanders (on either side of the battlefield) to distraction. Where most sees useless terrain, he sees a spot where no one would expect fire to come from. Where others see an pothole riddled approach no one would expect him to take. As such he rides a thin line between brilliance and disaster, because he shows up where no one expects and tends to cause havoc for good or ll.

>Class: Infantry

>Abilites:

Unknown Factor: To Hit rolls by Malcom have a 50/50 chance to get +5 or -5

Wild Card: Malcom is an unpredictable one, and commanders generally want to have their people consistent. Malcom has a 25% chance of getting passed over for a promotion when he otherwise would have gotten one

Lucky: Once per mission, Malcom can re-roll any roll. He then gets to choose which one he keeps

>Battlefield Movement 1/4, No bonuses yet.

>Inventory:

Assault rifl

Semi Automatic Pistol

Four Leaf Clover Pin

Field Rations

Survival Kit

Gun Cleaning Kit

>Carapace Armour: +3 to HP, +2 to checks involving moving around the battlefield

>Health: 93/103

1. Keep moving towards the main body, Keeping my eyes peeled. Try to flank the enemy.

2.Shoot at whatever enemy I can see +-Unknown factor

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25cd05 No.5514

Dice rollRolled 34, 68 = 102 (2d100)

>>5511

>Name: James Bob

>Age: 30

>Gender: Male

>Nationality: UK

>Fluff: "My name? Bob. James Bob." Representing British Secret Services and Scotland Yard James Bob has come to offer his assorted skills as a spy and sharpshooter to the X-Com.

>Class: Super Spy

>Abilities:

I work alone: You typically prefer to work on solo infiltration missions. You are more likely to be chosen for such a mission by your superiors

Pistol Expert: +10 to hit with pistols

Suave: Your Scottish Accent makes hearts melt, but you somehow only get +5 to social rolls

>Inventory:

Walther PPK

Tuxedo

Buzzsaw Watch

Field Rations

Gun Cleaning Kit

Survival Kit

Carapace Armour

"Irving! Shtay away from it! NOOOOOOOOOOOOOOO!"

12 Keep firing at the blur before it takes anyone else

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25cd05 No.5537

Dice rollRolled 12, 64 = 76 (2d100)

>>5511

>Name: Karolek

>Age: 26

>Gender: Male

>Nationality: Russian

>Fluff: Russia is a hard place, especially since the fall of the New Soviet Federation after the aliens burned Vladistok, Ufa and Perm to the ground. Karolek was in Ufa when the aliens razed it, he watched his mother get disintegrated by a floater's plasma round, his father forced to blow his own head off by a sectoid, and his little sisters, the things those chryssalids, did to them, the things that they became…. Karolek managed to find his way to the city sewers, where he fled to the county-side, and was later picked up by a Russian military patrol. He joined the Military to fight back against the hordes of the xenos that had descended upon the Earth, and for the sake of those he lost, so that others will not have to see the things he saw, do the things he do. He was part of the key push that drove the Aliens out of the ruins of Novosibirsk. After the war's finish, and for acts of valor and skill, he was recruited by the X-Com program.

>Class: Heavy CC Infantry

>Abilities:

Hatred: +5 on to hit and damage to aliens in melee combat

Survivor: +20 on all rolls when you are the only character remaining in your squad

Rage: Karolek is less willing to dispatch opponents at range, for he longs to feel warm alien blood on his hands. -5 on to hit rolls using ranged weapons.

>Inventory:

Cavalry Sabre

Survival Kit

Field Rations

Gun Cleaning Kit

Assault Rifle

>HP: 90/100

1/2. Hop out of nearest window and find more xenos to kill

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25cd05 No.5561

>>5511

>Name: Nnakeme

>Age: 17

>Gender: Male

>Nationality: Nigerian

>Fluff: He has survived this long on miracles alone. Having grown up an orphan in Nigeria, he has fought tooth and nail every day of his life against superior foes better armed than he was. When he saw them running scared, he walked from the desert to the nearest X-Com recruiter, who he picked out in that war-torn waste as the sole individual who wasn't running. While not versed in team tactics, he has shown remarkable proficiency in most types of firearms, and in field maintenance of them. While largely untrained, he is the very definition of self-sufficient, and that kind of capability can make or break a war.

—————————————————————————-

>Class: Infantry

>Abilities:

Slow and Steady: You can fire when walking. This ability can be improved through training to include running.

Gun Whiz: A life of cleaning detritus from weapons has granted you a unique understanding in the way of firearms. +20 to gun maintainence

Survivalist: +5 to checks concerning survival away from civilization

>Inventory:

Assault rifle

Semi Automatic Pistol

Gun Cleaning Kit

Survival kit

Field Rations

1-2. Keep up the fire, for now. The Muton is the bigger threat.

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25cd05 No.5562

Dice rollRolled 57, 56 = 113 (2d100)

>>5561

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25cd05 No.5627

Dice rollRolled 97, 3 = 100 (2d100)

>>5511

>Name: William P. Virshmit

>Age: 30

>Gender: Male

>Nationality: British

>Fluff: An anti-tank specialist with a love of explosives and fire. His squadmates usually like him in the field due to his nature to get what needs blown up blown un fast, but usually don't trust him around the explosives afterwards. When XCOM was established he stepped up as fast as he could, all the while wondering what he could do with alien explosives.

>Class: Demolitionist

>Abilities:

BLOW IT UP: +10 to explosives use

SUCK IT, TANKS: +10 to hit with Rocket Launchers

BURN IT TO THE GROUND: -5 to social rolls

>Inventory:

Rocket Launcher [2]

Semi Automatic Pistol

3 Charges of C4

2 Remote Detonators

1 Frag Grenades

Flak Armour

Lucky Lighter

Gun Cleaning Kit

Survival Kit

Field Rations

1&2. Welp. Time to do what I'm good at. 'Nade in the hole!' +10

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25cd05 No.5882

Dice rollRolled 32, 19 = 51 (2d100)

Name: Chris Turner

Age: 24

Gender: Male

Nationality: American

Fluff:

Chris never really thought of himself as anything special. He never did all too excellently in school, even though he was a natural at math. His effort wasn't outstanding, and he floated through most of his classes without too much care. What he did excel at was sports. A football star and track record-breakrer through high school, Turner was popular and happy though his high school years. Without grades good enough to get into college, he moved into the military straight out of High School.

Chris found a real place in the army, and passed his field tests with flying colors - especially his accuracy. He was a natural at the math needed to shoot a sniper, and the time he'd spent hunting as a kid didn't hurt either. Before he knew it, the man had a position in a sniper mount in the Middle East, and an impressive list of accomplishments to his name. When reports of Xenos started to come in, he was selected for appraisal by the XCOM initiative, and accepted as a Rookie into the elite program. Chris's practiced and firm arm was valuable, but a firm mind and the way he kept the practice team he worked perfectly calm and organized under fire was what really got him in the program. A friendly face and a steady mind can do a lot more than the best aim.

Class: Sniper

Abilities:

Genius Shot: +10 To Hit with Single Shot and semi automatic weapons

Fast: -5 to be hit by enemies

Inventory:

Sniper Rifle

Semi Automatic Pistol

Field Rations

Gun Cleaning Kit

Survival Kit

1/2: Lay down fire on the big bastard and fast one, quick, before anyone else gets hit. Stay frosty, people!

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