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Author Topic: Mercenary RTDX: Epilogue  (Read 76962 times)

Frelock

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Re: Mercenary RTDX Turn 60: Two Steps Forward, One Back
« Reply #915 on: August 23, 2010, 02:40:09 pm »

Use the butt of my rifle to bash the door open.
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Dwarmin

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Re: Mercenary RTDX Turn 60: Two Steps Forward, One Back
« Reply #916 on: August 23, 2010, 02:52:11 pm »

Quote
large orb rises from the ground, crackling with electricity.


Tesla coil?  :o

Continue down the south Hallway...still looking for traps of course!
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S.K. Ren

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Re: Mercenary RTDX Turn 60: Two Steps Forward, One Back
« Reply #917 on: August 23, 2010, 04:07:50 pm »

Hey Derm, would you like to Coordinate this move?
If so,
I'll toss a grenade in the room and pull Derm back out into the hallway before he does anything stupid like stay in the room full of turrets and lightning death.
If not,
Ill meet up with Fredrick and check the doors thickness. If its a standard metal or wooden door, Ill shoot the lock out. If its a tough security door I'll keep an eye on the right end of the hallway.
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Cheddarius

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Re: Mercenary RTDX Turn 60: Two Steps Forward, One Back
« Reply #918 on: August 23, 2010, 06:15:44 pm »

Go back and fire at a turret, trying to keep as out of the way of the turret fire as possible
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Zako

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Re: Mercenary RTDX Turn 60: Two Steps Forward, One Back
« Reply #919 on: August 23, 2010, 08:57:14 pm »

No traps... Riiiiiiight... Cover me guys, I'm going in.

Proceed slowly and cautiously towards the steel doors. Prepare to fire at any traps or sensors I see.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 60: Two Steps Forward, One Back
« Reply #920 on: August 23, 2010, 09:41:44 pm »

No traps... Riiiiiiight... Cover me guys, I'm going in.

Proceed slowly and cautiously towards the steel doors. Prepare to fire at any traps or sensors I see.

Are you opening them, or just approaching them?
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Zako

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Re: Mercenary RTDX Turn 60: Two Steps Forward, One Back
« Reply #921 on: August 24, 2010, 12:05:14 am »

approaching them. Dont touch them.
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Errol

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Re: Mercenary RTDX Turn 60: Two Steps Forward, One Back
« Reply #922 on: August 25, 2010, 01:16:42 am »

Stay out of the sciencist room's doorway, but near it. Provide fire support (avoiding friendly fire at all costs).
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wolfchild

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Re: Mercenary RTDX Turn 60: Two Steps Forward, One Back
« Reply #923 on: August 25, 2010, 01:23:32 am »

COver the others, if there is anyone under fire, shoot at the agressor with 18 bullets
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 61: Huh.
« Reply #924 on: August 25, 2010, 11:35:49 am »

Shoot the orb then Roll to the side.
You quickly aim at the orb (9+3) shoot it, then roll away. The bullet slightly damages the sphere, but it doesn't seem to impair it in any way.

Well, I guess there's only one thing left to do.

Aim for the left middle of the building, and blast one more hole!

I'm having too much fun with this.
You reposition the turret and fire at the building. (7+3) Your aim is slightly off, and you hit the top edge of the building instead of the central wall.

+1 to Siege Engineering

Use the butt of my rifle to bash the door open.

You slam your rifle against the door, (7) accomplishing nothing.

Quote
large orb rises from the ground, crackling with electricity.


Tesla coil?  :o

Continue down the south Hallway...still looking for traps of course!

You proceed down the hall. (?) You locate no traps.

Hey Derm, would you like to Coordinate this move?
If so,
I'll toss a grenade in the room and pull Derm back out into the hallway before he does anything stupid like stay in the room full of turrets and lightning death.
If not,
Ill meet up with Fredrick and check the doors thickness. If its a standard metal or wooden door, Ill shoot the lock out. If its a tough security door I'll keep an eye on the right end of the hallway.

YOu head over to Frederick and look at the lock. It is a standard deadbolt. (5+4) You shoot at it and damage the lock.

Go back and fire at a turret, trying to keep as out of the way of the turret fire as possible

You creep over to the turrets and aim at one. (11+4) Your shot hits one turret, but ricochets off the outer casing.

No traps... Riiiiiiight... Cover me guys, I'm going in.

Proceed slowly and cautiously towards the steel doors. Prepare to fire at any traps or sensors I see.
You walk over to the doors. (?) You take a deep breath as you approach. Nothing happens.

Stay out of the sciencist room's doorway, but near it. Provide fire support (avoiding friendly fire at all costs).

You move to back up Derm, (11+3) firing at one of the inside turrets. Two shots miss, another two ricochet, but the other four embed themselves in the turret and destroy it's firing mechanism. 

+3 to Rifles


COver the others, if there is anyone under fire, shoot at the agressor with 18 bullets
You notice that there seems to be a lot of shooting going on near one particular room, so you wander over to help. (8+2) You see the automated turrets and fire at them, (11)(11)(7)(7), hitting both with a barrage of bullets , destroying one and damaging the other.

+2 to Heavy Weaponry


The damaged turret shoots at Aesith. (6) Perhaps due to a damaged firing mechanism, or maybe just luck, but none of the shots hit him.

Two machines on the ground also fire at Aesith. (9)(15) One shot hits him in the arm, another right in the chest. His arm is broken, though oddly enough the shell that hit his chest sort of disintegrated.

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: Ched(Cheddarius) (click to show/hide)
Spoiler: Aesith(wolfchild) (click to show/hide)

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Dermonster

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Re: Mercenary RTDX Turn 61: Huh
« Reply #925 on: August 25, 2010, 11:48:10 am »

Peer back into the room and fire a bullet into one of the ground machines mechanisms.
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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.

Dwarmin

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Re: Mercenary RTDX Turn 61: Huh
« Reply #926 on: August 25, 2010, 02:32:08 pm »

I attempt to nudge the metal door open with my shotgun butt. If it's an locked, and a electronic lock, I drop a pulse grenade and step back. Also, take cover behind James, he's got better armor than me ;)

@Zako: Any ideas here?
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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Frelock

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Re: Mercenary RTDX Turn 61: Huh
« Reply #927 on: August 25, 2010, 02:34:52 pm »

Shoot the lock with my rifle.
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Zako

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Re: Mercenary RTDX Turn 61: Huh
« Reply #928 on: August 25, 2010, 04:46:46 pm »

Well it would stand to reason that they would have a way to open the doors. Look for a switch or something.

Examine the doors and surrounding walls for keypads/switches/sensors of some kind etc. Don't forget the ceiling.
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Cheddarius

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Re: Mercenary RTDX Turn 61: Huh
« Reply #929 on: August 25, 2010, 06:14:02 pm »

Fire at one of the scientists, then retreat
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