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Author Topic: Mercenary RTDX: Epilogue  (Read 77365 times)

Dermonster

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Re: Mercenary RTDX Turn 31: Not such a lucky number here.
« Reply #420 on: March 08, 2010, 10:07:43 pm »

i go snipe some enemies in the confusion from the artillery shell.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Flintus10

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Re: Mercenary RTDX Turn 31: Not such a lucky number here.
« Reply #421 on: March 08, 2010, 10:48:16 pm »

didn't i get intel on their next attack?
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 31: Not such a lucky number here.
« Reply #422 on: March 08, 2010, 11:12:17 pm »

didn't i get intel on their next attack?

Yeah, you learned what they're planning on doing sometime in the future.

Somewhat useful, but not terribly strategic.
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Flintus10

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Re: Mercenary RTDX Turn 31: Not such a lucky number here.
« Reply #423 on: March 08, 2010, 11:31:28 pm »

true and it's not like I have proof or anything.
thanks

I'll search the camp for any medical supplies and special weapons I may have missed.
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tehstefan

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Re: Mercenary RTDX Turn 31: Not such a lucky number here.
« Reply #424 on: March 08, 2010, 11:41:54 pm »

do the same, while demanding they take me to their superior.
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

Errol

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Re: Mercenary RTDX Turn 31: Not such a lucky number here.
« Reply #425 on: March 09, 2010, 08:45:43 am »

Well, I was thinking on the line of prisoner exchange. We release our hostages for theirs and don't bother them again if they do not bother us.

Contact the opponents by radioing Roderick. Inform them we would like to start negotiations, and reveal as much info as necessary. Nothing more. I was thinking along the lines of "We have successfully overwhelmed the northern camp, taken two soldiers hostage and are in the control of the artillery. I think somebody is firing it but I doubt it will hit, so don't think about it too much. Just a heads-up." Mention how attacking us would not be wise as reinforcements are scheduled to arrive and dividing your forces would be stupid.
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RandomNumberGenerator

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Turn 32: Well, we finally destroyed those artillery guns.

I will carefully memorize my surroundings (i.e. guard patrols, stationed units, hallways, etc.)
As you are ushered in the fort, you pay close attention to your surroundings. (14) It seems the Garange forces are still working on occupying and setting up the fortress, and don't have a dedicated patrol yet. You locate the mess hall, a drill room, the barracks and what appears to be an equipment storage before you are forced into another room; a cell.

+4 to Observation

Thanks, Patch.  Let's try this again.

Fire one of the remaining good artillery guns at the fort.
You grab the gun that Gates loaded and aim it at the fortress. It's not like you can mess up this time, since Gates already loaded it, right? (6-2) I guess you can mess it up... You successfully destroy both remaining artillery guns, and land up sprawled on the floor.

i go snipe some enemies in the confusion from the artillery shell.
Your trigger finger is itching, and you aim at the fort to take out some meatpuppets targets enemy soldiers. (5) You find it incredibly hard to aim through the trees however, and the only confusion that happened as a result of the shell exploding in this camp.

true and it's not like I have proof or anything.
thanks

I'll search the camp for any medical supplies and special weapons I may have missed.
Needing a refill on your supplies, you search through the crates looking for useful equipment. (10) You find a crate of bandages among the supplies.

do the same, while demanding they take me to their superior.
As your captors take you to the fort, you try and loot supplies. (6) Your captors don't let you touch anything, when you demand to see their superior, they say you'll meet him soon enough and lock you in a separate cell from Alexi.

Well, I was thinking on the line of prisoner exchange. We release our hostages for theirs and don't bother them again if they do not bother us.

Contact the opponents by radioing Roderick. Inform them we would like to start negotiations, and reveal as much info as necessary. Nothing more. I was thinking along the lines of "We have successfully overwhelmed the northern camp, taken two soldiers hostage and are in the control of the artillery. I think somebody is firing it but I doubt it will hit, so don't think about it too much. Just a heads-up." Mention how attacking us would not be wise as reinforcements are scheduled to arrive and dividing your forces would be stupid.
You call in on the radio and offer a prisoner exchange. (15) The enemy guards seem skeptical at first, but when they hear the explosion from the forest they give the radio to the officer. He seems reluctant to trade two seasoned mercenaries for two unskilled greenhorns, but in the end agrees to the trade if your group abandons the artillery camp and the supplies located there.

+5 to Negotiation

Spoiler: Allied Personnel (click to show/hide)


Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Derm(dermonster) (click to show/hide)


Spoiler: Garange Patrol (click to show/hide)
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Dermonster

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frick i dunno. Search for more ammo and then go help with that prisoner exchange.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Frelock

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Was the -2 just cause of karma?

I attempt to patch myself up...again.
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Flintus10

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Fix Fredericks new wounds but make sure to glare at him the entire time without saying a word.
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RandomNumberGenerator

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Was the -2 just cause of karma?

It was from trying to operate heavy machinery while wounded and suffering from blood loss.
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S.K. Ren

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Quick question: Was I un-gagged when they threw me in my cell?

I will do some stretches
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tehstefan

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I look around my cell for anything that could be useful. Also try and relax so I don't hurt myself.
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

Errol

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Agree to the conditions of the officer. Fashion a white flag from something, tell three of the grunts to accompany me and load off their weapons and ammo to the people that stay at the camp. I will do so too.

I'd advise the others to abandon camp after this turn. I want this exchange to go smoothly.

Also, my bluff skills are mad, yo. :) I hope they are not angry when they discover we blew up their artillery.
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RandomNumberGenerator

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Sorry for the delay. I've been very busy lately, and it's difficult to maintain two RTDs ontop of everything.

Turn 33: Look at all the stuff you can find lying around.

frick i dunno. Search for more ammo and then go help with that prisoner exchange.
Unsure about what to do, you search the camp for anything useful. (13) You find a case of hollow-point sniper rounds. You grab them and assist Gates.
I attempt to patch myself up...again.
You try to fix your wounds, (11) and manage to remove most of the shrapnel.

+1 to Medicine

Fix Fredericks new wounds but make sure to glare at him the entire time without saying a word.

You sigh and get to work on fixing Frederick up... again. (9+3) You finish removing the shrapnel and bandage him up again. At least there is nothing else he can blow up... you hope.

+2 to Medicine


I will do some stretches

You swallow a few times to re-moisten your mouth after the gag was removed, and stretch to loosen out the kinks in your limbs. (12) You feel much better. A guard comes in and takes you out.
I look around my cell for anything that could be useful. Also try and relax so I don't hurt myself.
You wander around your cell... hmm... anything you can use? (4) *OUCH* you step on a rusty nail. You just finish pulling it out when a guard comes in, binds you again and leads you out.

Agree to the conditions of the officer. Fashion a white flag from something, tell three of the grunts to accompany me and load off their weapons and ammo to the people that stay at the camp. I will do so too.

I'd advise the others to abandon camp after this turn. I want this exchange to go smoothly.

Also, my bluff skills are mad, yo. :) I hope they are not angry when they discover we blew up their artillery.

You take a stick and some sort cloth, and make a white flag (7) Well, a beige flag, but they should get the message. You then take Derm, several of the grunts, and the two prisoners with you for the exchange. You arrive at the designated meeting place. You see 6 enemy soldiers along with Alexi and Roderick.


Spoiler: Allied Personnel (click to show/hide)


Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Derm(dermonster) (click to show/hide)


Spoiler: Garange Patrol (click to show/hide)
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