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Author Topic: Mercenary RTDX: Epilogue  (Read 76973 times)

tehstefan

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #90 on: January 10, 2010, 07:40:59 pm »

Bleh, try and help people interrogate people. Not like I have anything better to do.
« Last Edit: January 10, 2010, 09:24:54 pm by tehstefan »
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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.

S.K. Ren

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Re: Mercenary RTD Turn 4: A turn for the... slightly better?
« Reply #91 on: January 10, 2010, 07:46:50 pm »

Bleh, try and help people interrogate people. Not like I hanything better to do.
Fixed.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 5: That could have gone better.
« Reply #92 on: January 10, 2010, 10:24:08 pm »

Turn 5: That could have gone better.

Grunt Team

Quote from: Soldiers
Fire!
(10)(6)(8)(4)(5)(8)
Safely behind cover, the soldiers shoot at the enemy who remains out in the open. Two enemies fall, and another is wounded.
Quote from: Enemy Soldiers
Cover!
(10)(8)(8)(8)(10)(9)(12)(4)(11)(16)(6)(3)
Most of the enemy soldiers get behind cover as well. Two remain out in the open. All of the sleeping soldiers finally wake up, and get behind cover as well.
Head back to the Grunt squad and help out with any injuries behind cover.
You start healing the wounded grunts. (14+2=16) You manage to help two fallen soldiers recover, and heal the wounds of another two.
+6 to Healing

Sniper Team
get into a better position and kill more artillery people.
You decide to shoot the last sentry guarding the artillery camp. (10+2=12) He falls to the ground.
+2 to Sharpshooting


Heavy Team
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.
"Uhh... yeah. Well, there was 20 guys in the northern camp. We were just sent to see what the gunfire was about... so they'll probably sned people after we don't... come back."

After he tells you this, you try and knock the soldier unconcious (4) but you only manage to push him over. (12) He somersaults to his feet and runs off into the trees before you can do anything about it.
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.
You try to staunch the bleeding on Alex's wounds (4) but only end up making it worse... much worse.
Take ammo, perhaps a sidearm (rifle preferred) and anything valueable off the wounded or fallen soldiers. Respect Frelock's claim.
You collect 5 Hunting Rifles of a different make from the mercenary company's Byor model from each of the soldiers, as well as some matching .32 caliber ammunition. They have dog tags as well, but you don't think those are that valuable.

Stealth Team

Bleh, try and help people interrogate people. Not like I have anything better to do.

Unless you're a secretly a medium who can speak to the dead, there is nobody around you to interrogate. So... nothing much happens.

I will... Not die!!! Hopefully...
You try to hold onto life with a strong will (4) but your wounds are too great. You die...


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.(Deceased) (click to show/hide)

Spoiler: Enemy Troops (click to show/hide)
« Last Edit: January 11, 2010, 01:38:10 am by RandomNumberGenerator »
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Dermonster

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #93 on: January 10, 2010, 10:26:28 pm »

shoot at the /quote 14 Healthy Artillery Gunners
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"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.

tehstefan

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #94 on: January 10, 2010, 10:48:56 pm »

Loot the concealable vest from him, as well as his pistol. Heartless it may be, but when it comes to life, I'd hate to die.
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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.

dragnar

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #95 on: January 10, 2010, 11:15:05 pm »

[n]I annoy my teammates from beyond the grave[/b]!

...Man I died quick.
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S.K. Ren

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #96 on: January 11, 2010, 12:08:00 am »

I take a fresh box of Alex's ammo (x20) and leave the rest with Roderick before I check the nearby surroundings for enemies, and take them out.
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xander_morhaime: Briefly.

Flintus10

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #97 on: January 11, 2010, 04:11:54 am »

Well I guess I will just keep covering the grunt squad and be ready to heal anyone who goes down.
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Frelock

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #98 on: January 11, 2010, 04:16:25 am »

Move towards the southern camp, and blow up anything that gets in my way.
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Errol

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #99 on: January 11, 2010, 11:09:02 am »

Follow Frelock and give him all the cover fire he needs. However, if there's a chance I'd hit my teammates, I'd prefer to not fire.

Usage of appropiate force might be a given, too. If I surprise a single soldier in the woods, disarm and knife. If I spot a small amount of enemies in the woods, sniper them with the rifle. If there's all out combat, go for some SMG action.
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Dwarmin

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #100 on: January 11, 2010, 11:40:05 am »

No sooner than Alex had hit the ground and been confirmed KIA, did the wheels of bureaucracy begin to turn. Databases updated, accounts confirmed, cards punched, papers signed in triplicate and filed away in airless office storage lockers, even before his body began to cool. All very efficient.

And of course, a phone call goes out to a rattrap apartment in the slums of Tori...


Garange Intelligence Agency Telephone wiretap record #411
Receiver: Hello?
Caller: Good Morning Mr. Orange. We have an opening for you, if your interested.
Receiver: Of course I'll take the job. Is the pay good?
Caller: We've already discussed this. It's good enough. You'll have to provide your own transportation to the Point, but other than that, everything is ready. Current events have...expedited the process.
Receiver: It's exciting times we live in...I'm on my way.
*call terminated*

OOC: I'll be joining in after this mission. Go me!
Gratz on getting shot in the head Dragnar, btw. It was polite of you not to ruin your armor vest for Tehstefan.
« Last Edit: January 11, 2010, 11:42:22 am by Dwarmin »
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dragnar

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #101 on: January 11, 2010, 12:26:07 pm »

Yes, of course. And I avoided the spy's continual complaint of getting blood on their suit.

Also, wow that's alot of work over my death.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 5: That could have gone better...
« Reply #102 on: January 11, 2010, 04:21:30 pm »

No sooner than Alex had hit the ground and been confirmed KIA, did the wheels of bureaucracy begin to turn. Databases updated, accounts confirmed, cards punched, papers signed in triplicate and filed away in airless office storage lockers, even before his body began to cool. All very efficient.

And of course, a phone call goes out to a rattrap apartment in the slums of Tori...


Garange Intelligence Agency Telephone wiretap record #411
Receiver: Hello?
Caller: Good Morning Mr. Orange. We have an opening for you, if your interested.
Receiver: Of course I'll take the job. Is the pay good?
Caller: We've already discussed this. It's good enough. You'll have to provide your own transportation to the Point, but other than that, everything is ready. Current events have...expedited the process.
Receiver: It's exciting times we live in...I'm on my way.
*call terminated*

OOC: I'll be joining in after this mission. Go me!
Gratz on getting shot in the head Dragnar, btw. It was polite of you not to ruin your armor vest for Tehstefan.

O... kay. Not exactly what I had in mind, but yes, you're coming in after this mission is over. I was planning on working you into the story, but it's not like the plot has anything to do with an RTD...
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RandomNumberGenerator

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #103 on: January 11, 2010, 05:06:35 pm »

Turn 6: Mop-Up

Grunt Team
Quote from: Soldiers
Engage in trench warfare... sans the trenches.
(6)(11)(3)(8)(2)(11)(5)
With both sides behind cover, the combatants take turns peaking out and taking potshots at each other. The two enemy soldiers who remained out in the open fell quickly, but nobody else was wounded.
Quote from: Enemy Soldiers
Continue Fighting
(9)(8)(7)(9)(10)(11)(8)(6)(6)(6)
The enemy also takes occasional shots at the grunt's position, but only one person hits. A hand, in this case. Though not in mortal danger, it is unlikely that soldier will be able to aim at anything.
Well I guess I will just keep covering the grunt squad and be ready to heal anyone who goes down.
You try and heal the wounds of the soldiers,(5+2=7) but running low on medical supplies you can only do so much. One soldier recovers.

+1 to Medicine

Sniper Team
shoot at the /quote 14 Healthy Artillery Gunners
Without any high-profile targets, you decide to take shots at the artillery engineers who have little more than self-defense training.(11+2=13) You pop one, and surprise, he dies.

+2 to Sharpshooting


Heavy Team

Loot the concealable vest from him, as well as his pistol. Heartless it may be, but when it comes to life, I'd hate to die.
I'll let it slide this time, but please bold your actions.

Anyway, you take his concealable vest and pistol. Not exactly a difficult task.
I take a fresh box of Alex's ammo (x20) and leave the rest with Roderick before I check the nearby surroundings for enemies, and take them out.
You take the ammunition and search for any nearby threats. (8) With the sentries gone and the escort squads tied up elsewhere, all that is left is the artillery gunners. You shoot at one of them and hit him in the leg. He falls, and the other gunners run for cover.
+1 to Pistols
Move towards the southern camp, and blow up anything that gets in my way.
15+2=17: Like an explosive whirlwind, you tear through the forest. As you come up upon a tree, you suddenly realize that it is in your way! With a well-aimed grenade, you tear the tree to splinters before realizing that probably wasn't the most effective use of explosive. You decide to save the other one for enemy combatants, and upon arriving at the southern camp, find a suitable target; three soldiers shielding themselves behind some sandbags. You toss your last grenade at them, killing one and putting another out of commission. The third is badly wounded.

+6 to Grenades
Follow Frelock and give him all the cover fire he needs. However, if there's a chance I'd hit my teammates, I'd prefer to not fire.

Usage of appropiate force might be a given, too. If I surprise a single soldier in the woods, disarm and knife. If I spot a small amount of enemies in the woods, sniper them with the rifle. If there's all out combat, go for some SMG action.

Also coming upon the rear of the enemy camp, you decide that seeing 8 soldiers cramped close together might be an effective target for your SMG. (5+1=2) Most of your bullets miss, but a few find their mark. One soldier falls, and two others are wounded.


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)
Spoiler: Roderick(tehstefan) (click to show/hide)

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


Spoiler: Alex D.(Deceased) (click to show/hide)
Spoiler: Enemy Troops (click to show/hide)

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The end of the world is more fun then I expected.

Dermonster

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #104 on: January 11, 2010, 05:13:34 pm »

frick it, shoot everyone ever except my team mates.
Logged
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.
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