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Author Topic: Mercenary RTDX: Epilogue  (Read 77162 times)

RandomNumberGenerator

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Re: Mercenary RTD Turn 12: Storming The Camp
« Reply #180 on: January 30, 2010, 02:37:08 pm »

Turn 14: That was an ordeal.

**** it,

USE JARATE FOR NO REASON AT ALL.

MY PISS WILL RAIN FROM THE HEAVENS
You carefully take out a jar full of urine that you have saved up during your long stakeouts just for this purpose.You charge into the camp(since you're too far to hit the engineers from the clearing) and hurl the jar at them once in range. (12) You hit the group spraying urine and broken glass all over the place! The engineers are extremely distracted by this, and one suffers lacerations from the jar. The piss just makes the cuts sting more.

+2 to Throwing

Alright then, continue trapping the area.
You get some more materials and set up a few additional traps (7+1) but doubt they will be very effective.

+1 to Trapping

Shoot at any enemy soldiers I can see through the gaps -large enough to fire through- in the artillery gun, but otherwise recuperate for my next action.
The gun actually has a small area you can shoot from, but you only fire one shot since you have to line it up and not hit the gun. (11+2) You hit one of the enemy engineers, wounding him.

Search the artillery camp for medical supplies.
You begin looking through the camp, but only find limited supplies (9). There is a empty syringe (1), several bandages (3), and a syringe of morphine (6).

Continue what I'm doing, blah blah blah.
You try and shoot at the enemy engineers, but don't really bother aiming (4+2). The shot goes wide.

keep firing on the dudes!
Instead of firing a single shot at the 8 remaining engineers, some force that you can't comprehend forces you grab a grenade and throw it at the mass of engineers, all under cover, close together behind their barricade. (?) It explodes, and they all die.

+2 to Grenades


Artillery Camp Team:
Spoiler: Platoon (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)

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

Spoiler: Enemy Troops (click to show/hide)
Logged
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Dermonster

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Re: Mercenary RTD Turn 14: That was an ordeal.
« Reply #181 on: January 30, 2010, 03:01:04 pm »

i suggest either looting, getting the hell out of dodge, or raiding the north camp.

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« Last Edit: January 31, 2010, 12:08:14 am by dermonster »
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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.

S.K. Ren

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Re: Mercenary RTD Turn 14: That was an ordeal.
« Reply #182 on: January 30, 2010, 05:44:54 pm »

I'll keep a look out for anyone approaching from the northern camp's direction. I also suggest we try and salvage some enemy uniforms.
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Flintus10

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Re: Mercenary RTD Turn 14: That was an ordeal.
« Reply #183 on: January 30, 2010, 10:42:05 pm »

The grunts don't really have the numbers anymore so we should probably pick off as many enemies in the northen camp as possible.

Also I will look for some special weapons ie. grenades, mines ect
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tehstefan

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Re: Mercenary RTD Turn 14: That was an ordeal.
« Reply #184 on: January 30, 2010, 10:50:42 pm »

Sweet, now go up and see if I can't do something like loot the bodies, unless someone's hanging around there that I missed.
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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.

Frelock

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Re: Mercenary RTD Turn 14: That was an ordeal.
« Reply #185 on: January 30, 2010, 11:09:40 pm »

Turn the artillery North, and commence firing.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 14: That was an ordeal.
« Reply #186 on: January 31, 2010, 12:07:09 am »

i suggest either looting, getting the hell out of dodge, or raiding the north camp.

Generic search action this round.
Bold please.
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Dermonster

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Re: Mercenary RTD Turn 14: That was an ordeal.
« Reply #187 on: January 31, 2010, 12:08:46 am »

 ::)

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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.

RandomNumberGenerator

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Re: Mercenary RTD Turn 14: That was an ordeal.
« Reply #188 on: January 31, 2010, 01:25:54 am »

::)

Generic searching

Thank you.

Waiting on Errol.
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Errol

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Re: Mercenary RTD Turn 14: That was an ordeal.
« Reply #189 on: January 31, 2010, 05:57:50 am »

Get all the weaponry I can carry!
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RandomNumberGenerator

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Re: Mercenary RTD Turn 15: Time Limit Reached.
« Reply #190 on: January 31, 2010, 08:26:13 pm »

Turn 15: Time Limit Reached.

Generic search action
You begin rummaging around the camp for any useful supplies. (7) You find some rations that the enemy was using, a pack of cigarettes, and some personal items from the enemy troops you doubt you'll find any use for. You leave those there.

Also I will look for some special weapons ie. grenades, mines ect
You begin looking around the camp. (11) You find a single frag grenade on one of the sentries, who apparently was in charge of this unit. Aside from that, most of the enemy only has standard-issue pistols or rifles, nothing special in any way, and not much use.

You do note there are a lot of artillery shells lying around the camp. They could be turned into an IED, but you would need time to work on that and some explosive and electrical expertise to not blow yourself up.
Sweet, now go up and see if I can't do something like loot the bodies, unless someone's hanging around there that I missed.
You're not sure what might be of value on the soldiers, but you  try and loot them anyway. (7) You find a pewter locket with a photo of a woman and child inside of it and a mint case. Aside from that there is nothing else but the soldier's weapons, and you're already in posession of both a pistol and a rifle.
Turn the artillery North, and commence firing.
You find it incredibly difficult to move one of the large artillery guns by  yourself. (6) You manage to move it so it points west instead of southwest.

Get all the weaponry I can carry!
You're already Burdened from the five rifles you're carrying, but grab two .32 Caliber Pistols. (7) You are now Strained.

I'll keep a look out for anyone approaching from the northern camp's direction. I also suggest we try and salvage some enemy uniforms.
You strip a uniform off of an enemy soldier that doesn't seem too bloody or torn, though it has to be cleaned up before you can use it as a disguise. Turning your attention to look for enemy movement, you wait near the edge of the clearing. You don't see anyone approaching from the other camp, which is situated to the northeast. (13) You do, however, hear movement coming from the northwest. Lots of movement.

+2 to Observation


Artillery Camp Team:
Spoiler: Platoon (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)

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

Spoiler: Enemy Troops (click to show/hide)
Logged
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Dermonster

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Re: Mercenary RTD Turn 15: Time Limit Reached.
« Reply #191 on: January 31, 2010, 08:38:50 pm »

climb up a tre to the south, try to OBSERVE what the movements are.
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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.

S.K. Ren

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Re: Mercenary RTD Turn 15: Time Limit Reached.
« Reply #192 on: January 31, 2010, 09:40:08 pm »

Positioning myself so that I have cover between me and the north-west part of the clearing, I will begin to remove the firing pins from the artillery guns.

I forgot to ask what kind of artillery is this? I am assuming it's a Howitzer type artillery gun.

Also, are those .32s revolvers? If so can someone grab me a few if we are forced to retreat next round.
« Last Edit: February 01, 2010, 01:14:49 am by S.K. Ren »
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Dwarmin

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Re: Mercenary RTD Turn 15: Time Limit Reached.
« Reply #193 on: January 31, 2010, 09:43:06 pm »

((maybe you guys should try to damage/destroy the artillery and move to your ex filtration point? There's going to be ALOT of guys coming, you don't need to wait and see!  :P))
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tehstefan

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Re: Mercenary RTD Turn 15: Time Limit Reached.
« Reply #194 on: February 01, 2010, 12:39:46 am »

See if I can't blow up a few artillery units, before we have to skedaddle. Lets not wait around to see what kind of troops are coming.
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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.
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