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Author Topic: Mercenary RTDX: Epilogue  (Read 76953 times)

Flintus10

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #75 on: January 08, 2010, 03:50:39 am »

Tell the Sergent it'd be best to gather his men together and find cover for the wounded and then rush off to Dragnars position and drag him away and heal that nasty case of missing piece of skull.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #76 on: January 08, 2010, 12:00:40 pm »

Turn 4: A turn for the... slightly better?

Grunt Team:

Quote from: Soldiers
Take Cover!
(11)(11)(11)(8)(12)(10)(14)(5)(15)
Most of the wounded soldiers get behind trees, or a mound of dirt, or something that can protect them from the enemy bullets. One stands out in the open and bleeds, though. I guess he's a little slow. The  sergeant both gets behind cover and manages to nail one of the enemy soldiers, matrix-style. He collapses in a heap.
Quote from: Enemy Soldiers
Get Them!
(7)(7)(10)(11)(2)(5)(3)(8)(10)(14)(12)(14)(15)(8)(9)(6)
3 soldiers fire on the moving Patch, but only one hits. Patch is slightly wounded, but far from dead. The other 7 fire on the one guy standing out in the open. He dies, obviously. Two of the other soldiers wake up, but the other 4... still sleeping. In fact, I think they might be comatose.
Tell the Sergent it'd be best to gather his men together and find cover for the wounded and then rush off to Dragnars position and drag him away and heal that nasty case of missing piece of skull.
You get up and begin to rush off toward Alex's position is, but suddenly realize you don't know where he is. (4) All your actions managed to do was draw some of the enemy's fire...

Sniper Team:

Shoot the people in the artillery, kill them ALL MUHAHAHAHAHA

...

follow with jarate

Almost... almost... Just a little to the left... There! (16+2=18) You line up the perfect shot and pull the trigger. Boom! Boom! Boom! Triple Headshot! Two of the gunners and one of the sentries fall over, dead. 

+8 to Sharpshooting
You then decide to hurl a jar of piss at them. It lands a couple hundred meters short. Apparently your sniper rifle can shoot farther than you can hurl a jar. Who knew?

Stealth Team:
Return fire on the soldiers, make sure to take cover behind whatever may shield me from some of their bullets.
You return fire, shooting one of the soldiers who snuck up on you in the chest. (9) He falls over, dead.
+1 to Rifles

uh...Bleed? Heal myself through sheer willpower?
Hmm... nope, not happening. It's too bad that Patch is the only medic in the entire war, right?
Quote from: Enemy Sentries
Forget capturing these guys! Kill them!
(7-2=5)(11-2=9)
One of the sentries shoots at Roderick. He hits him in the chest, moderately wounding him. The other one is far too distracted by the 3 people who jest fell over, dead, to do anything.

Heavy Team:

Off the wounded one with the knife. I'm not exactly made of ammo.
With a great yell you charge up and plunge your knife into the wounded soldier. (10) *Splut* You pierce one of his arteries. He dies...

+2 to Knives
Lob a grenade into the south camp, if possible.  If not, continue firing on the enemy patrol.
South camp is a little too far away from that. Plus, you know, there is uhh... trees in the way. So you can't exactly aim. Huh, I wonder if that's why the artillery haven't fired upon you guys. Oh well.

You elect to shoot the remaining soldier instead. (10) You hit him, and he is wounded.
+2 to Pistols
I will weave through the trees and make my way around behind the largest group of enemy troops, shooting any enemies I come across. I also keep an eye out for our stranded stealth team
Feeling the situation here is under control, you decide to go reinforce another group. The artillery camp is closer, and the stealth group called for help earlier... and you haven't heard anything since. You go to check it out.

You find your team-mates under fire and decide to lend a hand. (8+2=10) You shoot the other wounded one, and he falls.

+2 to Pistols
Quote from: Enemy Patrol
Surrender!
Wounded? Check. Outnumbered? Check. Surrounded? Check. O...kay. He throws his gun down and begs for mercy. Apparently enemies don't like dying, either.


Grunt Team:
Spoiler: Platoon (click to show/hide)

Heavy Team:
Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)

Sniper Group:
Spoiler: Derm(dermonster) (click to show/hide)

Stealth Group:
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Alex D.(dragnar) (click to show/hide)

Spoiler: Enemy Troops (click to show/hide)
« Last Edit: January 08, 2010, 04:57:48 pm by RandomNumberGenerator »
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RandomNumberGenerator

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #77 on: January 08, 2010, 12:02:22 pm »

Oh yeah... and it just occurred to me, that you guys probably need to specify if you're shooting once/multiple times. Shooting more than once carries a small accuracy penalty, but the extra shots should make up for it. I really should have thought of this sooner, but I didn't. Sorry.

And only semiautomatics/automatics can shoot more than once per round.
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Frelock

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #78 on: January 08, 2010, 01:15:48 pm »

Take the surrendering guy's weapon, give him a quick interrogation(how many troops are in the northern camp, how fast will they come, et.ced), then knock him out.
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S.K. Ren

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #79 on: January 08, 2010, 03:04:57 pm »

Use the Stealth Team's handset to call in their status and location. I then try to staunch the bleeding on Alex and Roderick with strips of my undershirt.
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tehstefan

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #80 on: January 08, 2010, 03:07:59 pm »

Hey, jw, I used my rifle, I don't have a pistol. "

"Thanks guys, but, what now? We going to charge the artillery, or try and ambush some people?
« Last Edit: January 08, 2010, 03:15:33 pm by tehstefan »
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Dermonster

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #81 on: January 08, 2010, 03:38:13 pm »

get into a better position and kill more artillery people.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #82 on: January 08, 2010, 04:58:26 pm »

Hey, jw, I used my rifle, I don't have a pistol.

Right. I forgot you're the only one with a rifle instead of a pistol.
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dragnar

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #83 on: January 08, 2010, 07:02:16 pm »

I will... Not die!!! Hopefully...
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S.K. Ren

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #84 on: January 08, 2010, 07:08:59 pm »

Don't worry Dragnar, If my rolls- RNG willing- are good, you should last until Doc gets there, if not...
can I have your stuff?
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dragnar

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #85 on: January 08, 2010, 08:24:15 pm »

And how exactly could I stop you?
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S.K. Ren

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #86 on: January 08, 2010, 09:44:16 pm »

Mwahahaha... you're right...
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Flintus10

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #87 on: January 09, 2010, 05:04:14 am »

Oh riiiiiighhttt realism.

Head back to the Grunt squad and help out with any injuries behind cover.
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Errol

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #88 on: January 09, 2010, 09:17:37 am »

Take ammo, perhaps a sidearm (rifle preferred) and anything valueable off the wounded or fallen soldiers. Respect Frelock's claim.

"So, it appears I charged that one with a yell. There might be more people coming up, perhaps..."
« Last Edit: January 09, 2010, 09:23:35 am by Errol »
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RandomNumberGenerator

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #89 on: January 09, 2010, 03:39:01 pm »

Ach. I started making the writeup before I realized we still need tehstefan to post an action.
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