I've never played X-COM before but I'd like to join with dual Stun Rods (assuming you're allowed two of a single weapon). It sounds like it could generate a few laughs for a mission or so.
I've never played X-COM before but I'd like to join with dual Stun Rods (assuming you're allowed two of a single weapon). It sounds like it could generate a few laughs for a mission or so.
Last mission I did in UFO the redshirt I had was armed with nothing but a stun rod and a medkit, in case of psi aliens. Well one alien had a stun launcher.
Dumbass waited 'till the bitch was right in front of him to fire.
I've never played X-COM before but I'd like to join with dual Stun Rods (assuming you're allowed two of a single weapon). It sounds like it could generate a few laughs for a mission or so.
Last mission I did in UFO the redshirt I had was armed with nothing but a stun rod and a medkit, in case of psi aliens. Well one alien had a stun launcher.
Dumbass waited 'till the bitch was right in front of him to fire.
Hilarity ensued.
I just read up on the game a bit more and noticed that you can't use two weapons at once.
Still want two stun rods though.
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MrMonroepassed outon the floor nowRegistered Userregular
edited September 2008
I think Proxy nades and stun rod is the closest to my style if possible. Hiding around corners for enraged, wounded aliens so I can zap them and drag them back to the ship for... scientific purposes is totally my digs.
Edit: If I can only have one I want the proxy mines.
Sign me up as a sniper. Someone needs to bail out the guys with pistols and stun prods when they bump into an alien with only enough time units left to wet themselves.
Also, I like how the environments and such are updated, but the Floater in the pic looks like a cleaner version of the original sprite. Will we get the opportunity to crap ourselves at high-res Chrysallids?
The Floater IS just a cleaned up version of the original sprite. Those were added in a mod, along with the rest of the X-Com aliens.
And yes, the Chrysallids are there. They're even WORSE actually; no zombie phase, just bite POOF bug.
I'll call Skyranger/Interceptor Pilot - Or if that is unavailable I will be Ammo Mule carrying grenades and extra clips/equipment for everyone
Or I could do both. I'll wait on the craft until one of two things happen
1) You run out of ammo, at which point i'll happily come running. (Or i'll throw unprimed grenades and clips at you from the ramp, depending how dangerous it is outside )
or more likely
2) You all start running and screaming like little girls, at which point I fire up the Skyranger and save the CAF some money!
Not quite an X-COM clone. I got bored with it when everything was just an stat upgrade of the old stuff and there was a lot more limitations in logic (even with BMan's mod). Lacked the feeling of the original in every sense.
'tis why its a clone and not a sequel. My biggest issue is actually the rather non-random maps. Worth the $40 though IMO.
I just read up on the game a bit more and noticed that you can't use two weapons at once.
Still want two stun rods though.
You actually can. You still use normal AP to shoot them, but hey. :P So stun rod/stun rod it is. (I had one of these last game and...he actually made a really good scout. When he wasn't dead).
Flamethrower people: The gun isn't available from the start, so you're getting shotguns for now.
Ok, the current list as of the Game Start is:
Active: (kills / stuns / deaths / missions) type
N/A
Clone List: (kills / stuns / deaths / missions) type
I thought about doing a game where when the list of volunteers run out GAME OVER but I figured I'd last until about, oh, the third mission. :P
The main roster will probably go in the OP, but keep in mind it gets updated a lot, so it'll also go in front of every new session.
I thought about doing a game where when the list of volunteers run out GAME OVER but I figured I'd last until about, oh, the third mission. :P
The main roster will probably go in the OP, but keep in mind it gets updated a lot, so it'll also go in front of every new session.
I don't suppose, since you'll not have enough for a 1-1 ratio, if there'd be re-rolls after our cannon fodder dies?
Who wants to bet something terrible happens and one of us kills all the others?
No comment.
Modding is being annoying, so we're going with stock Bman 4.07 for tonight. Won't make a difference for what I'm doing (changing the soldier limit, XP bonuses)
Ok, here we go. Here's the lovely, lovely PA base. Notice how, like X-Com, its totally indefensible! Oh well. For research, we have Laser Weapons, Advanced Cannon, and Sensor Bomb (think HE + proximity mine). For now, I have it set to Laser Weapons. We're also building a containment, lab, and workshop.
That a good size for everyone? I'm doing a 75% resize. Should I take it down to 50?
Oh, I can't wait for carnage. Though, without people becoming panicked and 1) dropping weapons, or 2) firing everything they can... I feel this might not have desired results.
Everyone's equipped and ready to go. In this case, "Everyone" is Food, Omnicron9999, Zen Vulgarity, Jesuits, Lampley, Khavall, Typhus733, Zone, 1k Dicks. Between making more room and buying all your crap, we've spent half our money. Time to fast-forward and wait for customers!
(oh by the way, Bman's mod has a feature that lets you filter out applicants so the X-Com hire/fire thing isn't needed. You don't get that. I just pick the first soldier in the list each time. )
gunwarrior: sure
Dignified Pauper: There will be plenty of carnage, trust me. Not quite as much friendly-fire, but...
The aliens don't cooperate. It takes nearly two WEEKS before the first shows up; by this time the recruits are getting cabin fever and Zen's stunning everything in sight. So the fighter jocks launch, glad to get out of the base for once!
It goes down over Seathopia, and Zen Vulgarity, Food, Omnicron9999, Jesuits, and RougeKnight load up. RogueKnight is first off, and sees...well, nothing!
Everyone else piles out as well. Still nothing. Hmm.
The next turn sees the sounds of doors opening and closing, but not much else. Apparently the welcoming committee got bored and left. And then- First Contact! Jesuits spots something floating high above.
That, friends, is a Larve. You will come to curse these floating little bastards. Jesuits certainly is right now- he's completely exposed in the open, with not a lot of TUs left...and the thing is far enough away he only has a 1% chance to hit.
Fortunately for his continued survival, RogueKnight is nearby under an overhang. He noses out and claims the first kill, despite only having a 20% to-hit, then rumbles forward a bit more. Everyone else follows in a rough line and the turn ends.
Nothing else appears, so the group advances a bit more. There's a scream from ahead as a larve appears and opens fire on RogueKnight. A cloud of green appears as he's hit, but the armor holds against the gas.
Not so much against what comes next. The wall behind him explodes as an alien opens fire, smashing two wall segments and hitting him several times. Most do only minor damage, but one sends sparks flying through the tank in true Star Trek fashion.
He rips off a return shell, but misses.
His next couple of follow-up shots miss too, so Food goes for the 100% effective way of aiming: Step in close, shoving the muzzle in their face, and pull the trigger!
The alien, a Chaser, survives the first shot. But that's why he fired a three-round burst. One more down. RogueKnight faces the Larve and fires twice more, but only does some property damage. Hmm. Maybe we better check our insurance...
Jesuits charges forward and fills the Larve with shot.
That leaves Zen, who has wandered off by himself in search of aliens to shoc- er, flanked the enemy. He doesn't see much, though.
Then things get a little toasty. First its Jesuit's turn, as a Sectoid steps out and pegs him with a Heavy Plasma.
He's wounded, not dead, but I doubt he'll stay that way for long. Next its RogueKnight's turn once more, as three or four aliens all zero in on him. He takes it better than Jesuits, but that's mostly because the collums around him take most of the hits, aside from a Larve cloud that does no real damage.
Rolling forward spots all three aliens. A Larve to the north and the two Sectoids you see here. The one on the south has a heavy plasma, so he's the prime target. A cannon shell misses, so he pops off a rocket, one of only two the Desert Spirit carries.
That misses too, but when its a rocket that doesn't matter. It slams into the wall behind the Sectoid, vaporizing it and a good chunk of wall to boot.
Food steps out of the building and pots the larve, then sends a burst at the Sectoid, but doesn't even make it flinch. Omnicron9999 tries too, but he's got an even worse shot.
If things are hot before, they're frying pan now. The pistol-toting alien opens fire, hitting RogueKnight for a pretty nasty blow and vaporizing all the cover. Then he shifts aim to Food, fortunately missing.
Except there are more. A pistol-toting alien misses, but two more open fire with heavier guns- plasma rifles or Heavy Plasma. One hits RogueKnight, and the hapless tanker goes up in a ball of fire.
Not to be outdone, the second sniper fires. Omnicron9999 takes a hit, staggers but stays up- and the second shot blows him in half. That leaves us with just Zen and Food. Food decides the maybe discretion really is the better part of valor and drops a proximity grenade, then runs into the nearest building. Zen Vulgarity, meanwhile, continues trying to sneak up on them from behind.
Food runs to the second floor of the building. From here he'll be able to- hopefully- snipe the aliens down while watching his flanks with proximity grenades. Then a plasma bolt flies over his shoulder.
Seems one of the aliens followed him up already...
Food is in a really, REALLY bad spot now. There's another alien unloading on him from the south; fortunately its just hitting the wall and its too stupid to move, but eventually its going to burn through the wall with all the shooting.
Then two Sectoids come up the elevator. Before Food can react they've opened fire. Bad news: They hit him, hard. 10 HP left and he's bleeding so bad he'll be dead in just four turns. Good news: they committed a bit of fraticide on the way; one's down and Food's return fire has wounded the other.
Food guns down his tormentor, then slams in a fresh clip and turns to face the other alien. Except he's out of AP. Better hope it doesn't move...
it doesn't. Lots of gunfire during the alien turn, but nothing entered our field of view. Meanwhile, Zen Vulgarity has found the UFO. Oh, and Jesuits bled out. Oops.
(if anyone's wondering why I haven't bugged out yet- not running away on the FIRST MISSION.)
Food limps around the corner but...there's nothing there! Where'd the little fucker go?
Zen Vulgarity opens the UFO door. A Chaser. Can he close the range before it reacts?
...there's TWO. Shiiiit. There's no way he's going to be able to get them..bot.h..
...holy shit. The second DID get off a burst, but the shields held enough to hold it down to a flesh wound. On the other side of the map, Food spins around, vision red. He's down to one HP, and apparently the Sectoid wanted to do him execution style- its right behind at close range, practically gloating.
He's so beat up and generally screwed up that even at this range...he'd probably miss.
Remember what I said about misses not counting with enough explosives? GRENADES COUNT. One dead Sectoid ahoy! The LAST one, as it happens.
Food lives, albet on a tiny little sliver of a sliver of heath (1 HP, to be exact). Zen Vulgarity is wounded but OK. Everyone else is dead. We're off to such a wonderful start, aren't we?
Food's appparently a tough little SOB; he'll be out for three days. Zen Vugarity is good to go. That leaves us with three more slots needed to fill the transport, so say hi to mrsnackroad, Velmeran, and Wheezer.
Posts
Last mission I did in UFO the redshirt I had was armed with nothing but a stun rod and a medkit, in case of psi aliens. Well one alien had a stun launcher.
Dumbass waited 'till the bitch was right in front of him to fire.
Hilarity ensued.
http://beta.humugus.com/index.php/auth/register/inv/1966
I just read up on the game a bit more and noticed that you can't use two weapons at once.
Still want two stun rods though.
Edit: If I can only have one I want the proxy mines.
Gotta keep it handy for close encounters.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
The Floater IS just a cleaned up version of the original sprite. Those were added in a mod, along with the rest of the X-Com aliens.
And yes, the Chrysallids are there. They're even WORSE actually; no zombie phase, just bite POOF bug.
No interceptors. How about a tank?
'tis why its a clone and not a sequel. My biggest issue is actually the rather non-random maps. Worth the $40 though IMO.
You actually can. You still use normal AP to shoot them, but hey. :P So stun rod/stun rod it is. (I had one of these last game and...he actually made a really good scout. When he wasn't dead).
Flamethrower people: The gun isn't available from the start, so you're getting shotguns for now.
Ok, the current list as of the Game Start is:
Active: (kills / stuns / deaths / missions) type
N/A
Clone List: (kills / stuns / deaths / missions) type
Food: (0 kills / 0 stuns / 0 deaths / 0 missions) (Are you TRYING for karmatic death here?)
Omnicron9999: (0 kills / 0 stuns / 0 deaths / 0 missions) infantry
Zen Vulgarity: (0 kills / 0 stuns / 0 deaths / 0 missions) stun rod / shields
Jesuits: (0 kills / 0 stuns / 0 deaths / 0 missions) flamethrower
Lampley: (0 kills / 0 stuns / 0 deaths / 0 missions) grenades
Khavall: (0 kills / 0 stuns / 0 deaths / 0 missions) sniper
Typhus733: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
Zone: (0 kills / 0 stuns / 0 deaths / 0 missions) bazkooka
1k Dicks (0 kills / 0 stuns / 0 deaths / 0 missions) explosives (full name won't fit)
mrsnackroad (0 kills / 0 stuns / 0 deaths / 0 missions) expendable rifle
Velmeran (0 kills / 0 stuns / 0 deaths / 0 missions) rifleman
Nocren: (0 kills / 0 stuns / 0 deaths / 0 missions) Heavy (no autocannon, but BIG lasers!)
Carch: (0 kills / 0 stuns / 0 deaths / 0 missions) pistols (hey, I went by the title)
KapsLocked: (0 kills / 0 stuns / 0 deaths / 0 missions) grenades
Raiden333: (0 kills / 0 stuns / 0 deaths / 0 missions) Medic
kedinik: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
wabbiteh: (0 kills / 0 stuns / 0 deaths / 0 missions) generic
Behemoth: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
WMain00: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle
Klyka: (0 kills / 0 stuns / 0 deaths / 0 missions) dual pistols
MrBlarney: (0 kills / 0 stuns / 0 deaths / 0 missions) medic
Domhnall: (0 kills / 0 stuns / 0 deaths / 0 missions) flamethrower
YerMum: (0 kills / 0 stuns / 0 deaths / 0 missions) rocket launcher
Fish: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
Antihippy: (0 kills / 0 stuns / 0 deaths / 0 missions) grenade
Dignified Pauper: (0 kills / 0 stuns / 0 deaths / 0 missions) sniper
Cinders: (0 kills / 0 stuns / 0 deaths / 0 missions) rocket launcher
Rabidrabbit: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
Skutskut: (0 kills / 0 stuns / 0 deaths / 0 missions) pistol
bongi: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle
Maddoc: (0 kills / 0 stuns / 0 deaths / 0 missions) pistols grenades scoutKILL
Inzigna: (0 kills / 0 stuns / 0 deaths / 0 missions) rifleman
Mr Ray: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle / grenades
DualEdge: (0 kills / 0 stuns / 0 deaths / 0 missions) stunrod / stunrod
Jast: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle
MrMonroe: (0 kills / 0 stuns / 0 deaths / 0 missions) prox/stunrod
Forar: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle/shotgun
Steel Angle: (0 kills / 0 stuns / 0 deaths / 0 missions) sniper
Sheepman: (0 kills / 0 stuns / 0 deaths / 0 missions) medic
Xtarath: (0 kills / 0 stuns / 0 deaths / 0 missions) medic
Core: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
Vehicle Pilots: (kills / stuns / deaths / missions)
RogueKnight
First mission will be later tonight, I've got to tweak the game a little bit first.
Fill me in wherever you find yourself lacking.
Also maybe put your roster in the OP.
if it's anything like X-Com he'll be needing volunteers until he finishes.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
The main roster will probably go in the OP, but keep in mind it gets updated a lot, so it'll also go in front of every new session.
I don't suppose, since you'll not have enough for a 1-1 ratio, if there'd be re-rolls after our cannon fodder dies?
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
okie dokie
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
No comment.
Modding is being annoying, so we're going with stock Bman 4.07 for tonight. Won't make a difference for what I'm doing (changing the soldier limit, XP bonuses)
This is what we get for letting him drink before the mission.
Wheezer: Typo. Fixed!
Ok, here we go. Here's the lovely, lovely PA base. Notice how, like X-Com, its totally indefensible! Oh well. For research, we have Laser Weapons, Advanced Cannon, and Sensor Bomb (think HE + proximity mine). For now, I have it set to Laser Weapons. We're also building a containment, lab, and workshop.
That a good size for everyone? I'm doing a 75% resize. Should I take it down to 50?
3DSFF: 5026-4429-6577
(oh by the way, Bman's mod has a feature that lets you filter out applicants so the X-Com hire/fire thing isn't needed. You don't get that. I just pick the first soldier in the list each time. )
gunwarrior: sure
Dignified Pauper: There will be plenty of carnage, trust me. Not quite as much friendly-fire, but...
The aliens don't cooperate. It takes nearly two WEEKS before the first shows up; by this time the recruits are getting cabin fever and Zen's stunning everything in sight. So the fighter jocks launch, glad to get out of the base for once!
It goes down over Seathopia, and Zen Vulgarity, Food, Omnicron9999, Jesuits, and RougeKnight load up. RogueKnight is first off, and sees...well, nothing!
Everyone else piles out as well. Still nothing. Hmm.
Signing up to be splattered in whatever role is deemed useful!
That, friends, is a Larve. You will come to curse these floating little bastards. Jesuits certainly is right now- he's completely exposed in the open, with not a lot of TUs left...and the thing is far enough away he only has a 1% chance to hit.
Fortunately for his continued survival, RogueKnight is nearby under an overhang. He noses out and claims the first kill, despite only having a 20% to-hit, then rumbles forward a bit more. Everyone else follows in a rough line and the turn ends.
Nothing else appears, so the group advances a bit more. There's a scream from ahead as a larve appears and opens fire on RogueKnight. A cloud of green appears as he's hit, but the armor holds against the gas.
Not so much against what comes next. The wall behind him explodes as an alien opens fire, smashing two wall segments and hitting him several times. Most do only minor damage, but one sends sparks flying through the tank in true Star Trek fashion.
He rips off a return shell, but misses.
His next couple of follow-up shots miss too, so Food goes for the 100% effective way of aiming: Step in close, shoving the muzzle in their face, and pull the trigger!
The alien, a Chaser, survives the first shot. But that's why he fired a three-round burst. One more down. RogueKnight faces the Larve and fires twice more, but only does some property damage. Hmm. Maybe we better check our insurance...
Jesuits charges forward and fills the Larve with shot.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
Then things get a little toasty. First its Jesuit's turn, as a Sectoid steps out and pegs him with a Heavy Plasma.
He's wounded, not dead, but I doubt he'll stay that way for long. Next its RogueKnight's turn once more, as three or four aliens all zero in on him. He takes it better than Jesuits, but that's mostly because the collums around him take most of the hits, aside from a Larve cloud that does no real damage.
Rolling forward spots all three aliens. A Larve to the north and the two Sectoids you see here. The one on the south has a heavy plasma, so he's the prime target. A cannon shell misses, so he pops off a rocket, one of only two the Desert Spirit carries.
That misses too, but when its a rocket that doesn't matter. It slams into the wall behind the Sectoid, vaporizing it and a good chunk of wall to boot.
Food steps out of the building and pots the larve, then sends a burst at the Sectoid, but doesn't even make it flinch. Omnicron9999 tries too, but he's got an even worse shot.
Zen sightsees.
Except there are more. A pistol-toting alien misses, but two more open fire with heavier guns- plasma rifles or Heavy Plasma. One hits RogueKnight, and the hapless tanker goes up in a ball of fire.
Not to be outdone, the second sniper fires. Omnicron9999 takes a hit, staggers but stays up- and the second shot blows him in half. That leaves us with just Zen and Food. Food decides the maybe discretion really is the better part of valor and drops a proximity grenade, then runs into the nearest building. Zen Vulgarity, meanwhile, continues trying to sneak up on them from behind.
Food runs to the second floor of the building. From here he'll be able to- hopefully- snipe the aliens down while watching his flanks with proximity grenades. Then a plasma bolt flies over his shoulder.
Seems one of the aliens followed him up already...
A burst takes it out, but it takes three hits!
Then two Sectoids come up the elevator. Before Food can react they've opened fire. Bad news: They hit him, hard. 10 HP left and he's bleeding so bad he'll be dead in just four turns. Good news: they committed a bit of fraticide on the way; one's down and Food's return fire has wounded the other.
Food guns down his tormentor, then slams in a fresh clip and turns to face the other alien. Except he's out of AP. Better hope it doesn't move...
it doesn't. Lots of gunfire during the alien turn, but nothing entered our field of view. Meanwhile, Zen Vulgarity has found the UFO. Oh, and Jesuits bled out. Oops.
(if anyone's wondering why I haven't bugged out yet- not running away on the FIRST MISSION.)
Food limps around the corner but...there's nothing there! Where'd the little fucker go?
Zen Vulgarity opens the UFO door. A Chaser. Can he close the range before it reacts?
...holy shit. The second DID get off a burst, but the shields held enough to hold it down to a flesh wound. On the other side of the map, Food spins around, vision red. He's down to one HP, and apparently the Sectoid wanted to do him execution style- its right behind at close range, practically gloating.
He's so beat up and generally screwed up that even at this range...he'd probably miss.
Remember what I said about misses not counting with enough explosives? GRENADES COUNT. One dead Sectoid ahoy! The LAST one, as it happens.
Food lives, albet on a tiny little sliver of a sliver of heath (1 HP, to be exact). Zen Vulgarity is wounded but OK. Everyone else is dead. We're off to such a wonderful start, aren't we?
Food's appparently a tough little SOB; he'll be out for three days. Zen Vugarity is good to go. That leaves us with three more slots needed to fill the transport, so say hi to mrsnackroad, Velmeran, and Wheezer.
Final session list:
Food: (5 kills / 0 stuns / 0 deaths / 1 missions) (Are you TRYING for karmatic death here?)
Zen Vulgarity: (0 kills / 2 stuns / 0 deaths / 1 missions) stun rod / shields
Lampley: (0 kills / 0 stuns / 0 deaths / 0 missions) grenades
Khavall: (0 kills / 0 stuns / 0 deaths / 0 missions) sniper
Typhus733: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
Zone: (0 kills / 0 stuns / 0 deaths / 0 missions) bazkooka
1k Dicks: (0 kills / 0 stuns / 0 deaths / 0 missions) explosives (full name won't fit)
mrsnackroad: (0 kills / 0 stuns / 0 deaths / 0 missions) expendable rifle
Velmeran: (0 kills / 0 stuns / 0 deaths / 0 missions) rifleman
Wheezer: (0 kills / 0 stuns / 0 deaths / 0 missions) rifleman
Clone List: (kills / stuns / deaths / missions) type
Nocren: (0 kills / 0 stuns / 0 deaths / 0 missions) Heavy (no autocannon, but BIG lasers!)
Carch: (0 kills / 0 stuns / 0 deaths / 0 missions) pistols (hey, I went by the title)
KapsLocked: (0 kills / 0 stuns / 0 deaths / 0 missions) grenades
Raiden333: (0 kills / 0 stuns / 0 deaths / 0 missions) Medic
kedinik: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
wabbiteh: (0 kills / 0 stuns / 0 deaths / 0 missions) generic
Behemoth: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
WMain00: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle
Klyka: (0 kills / 0 stuns / 0 deaths / 0 missions) dual pistols
MrBlarney: (0 kills / 0 stuns / 0 deaths / 0 missions) medic
Domhnall: (0 kills / 0 stuns / 0 deaths / 0 missions) flamethrower
YerMum: (0 kills / 0 stuns / 0 deaths / 0 missions) rocket launcher
Fish: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
Antihippy: (0 kills / 0 stuns / 0 deaths / 0 missions) grenade
Dignified Pauper: (0 kills / 0 stuns / 0 deaths / 0 missions) sniper
Cinders: (0 kills / 0 stuns / 0 deaths / 0 missions) rocket launcher
Rabidrabbit: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
Skutskut: (0 kills / 0 stuns / 0 deaths / 0 missions) pistol
bongi: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle
Maddoc: (0 kills / 0 stuns / 0 deaths / 0 missions) pistols grenades scoutKILL
Inzigna: (0 kills / 0 stuns / 0 deaths / 0 missions) rifleman
Mr Ray: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle / grenades
DualEdge: (0 kills / 0 stuns / 0 deaths / 0 missions) stunrod / stunrod
Jast: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle
MrMonroe: (0 kills / 0 stuns / 0 deaths / 0 missions) prox/stunrod
Forar: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle/shotgun
Steel Angle: (0 kills / 0 stuns / 0 deaths / 0 missions) sniper
Sheepman: (0 kills / 0 stuns / 0 deaths / 0 missions) medic
Xtarath: (0 kills / 0 stuns / 0 deaths / 0 missions) medic
Core: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
Erandus: (0 kills / 0 stuns / 0 deaths / 0 missions) rifle
Blue map: (0 kills / 0 stuns / 0 deaths / 0 missions) grenades
gunwarrior: (0 kills / 0 stuns / 0 deaths / 0 missions) shotgun
BronzeDuck: (0 kills / 0 stuns / 0 deaths / 0 missions) Heavy
Omnicron9999: (0 kills / 0 stuns / 1 deaths / 1 missions) infantry
Jesuits: (1 kills / 0 stuns / 1 deaths / 1 missions) flamethrower
Vehicle Pilots: (kills / stuns / deaths / missions)
RogueKnight (2 kills / 0 stuns / 1 deaths / 1 missions)