Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 13 14 [15] 16 17 ... 69

Author Topic: Mercenary RTDX: Epilogue  (Read 77188 times)

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Mercenary RTD Turn 16: Mission in danger?
« Reply #210 on: February 02, 2010, 07:45:53 pm »

Actually, could I change my skills?
Name: Cheddarius
Gender: Male
Primary Specialty: Sharpshooting
Secondary Specialty: Artillery Engineering/Repair
Other: Fast; not so tough, but manages to keep a low profile. Never gives up, as long as it's profitable not to.

Also, you know the map that was posted in the first round? Is there some way you could show where people are? It's kind of difficult to understand what's going on with 50 people running around without a visual representation... I would suggest just keeping the "clean" map, and putting letters on it representing groups/teams with MSPaint or something to keep it simple and quick. But of course if you're busy I can try figuring that out for myself.
EDIT: Oh, you did.
EDIT2: Er, could you start adding that for every round where people move around? I suck at trying to figure out these kinds of things...
« Last Edit: February 02, 2010, 07:58:40 pm by Cheddarius »
Logged

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #211 on: February 02, 2010, 08:44:06 pm »

Turn 17: Hasty Retreat

Snipe at anyone who seems to be the leader or who seems to be carrying heavier weaponry.

if no such persons exist, rapid fire into enemy ranks.

Unable to see anyone of importance, Derm fires his sniper rifle as fast as he can into the enemy's general direction (4) Not surprisingly, none of his shots hit anything.

Grenade and then fall bad back..
You throw a grenade as far as you can towards your pursuers, then fall back into the trees (13) The enemy was pretty far away, but you still manage catch them at the edge of the blast radius. You wound two of your pursuers.

+3 to Grenades


I use my stun grenade on the enemy - throwing with my right hand-, and proceed to retreat with the rest of the troops.
You hurl your stun grenade towards the other side of the clearing. (12) It goes off, stunning two of the advancing soldiers.

+2 to Grenades


Run to the trees, and pull that bullet out again.

You take cover in the forest and try to remove the bullet from your chest. (4) Unfortunately you can't find it, and all your poking around only made the wound worse. It's probably going to become infected now, too.

Retreat, retreat right away! My vest is only so good after all, and I have no more time. 5 out of 8 is a very good amount.
Thinking you've done enough, you sprint into the trees (9) and get away from any enemy fire.

Retreat under the cover of a SMG round!
Spraying a round of bullets after you, you run into the trees. (11+1) You hit a few of the enemy soldiers, and make a clean break.

+2 to Pistols



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)
Spoiler: Derm(dermonster) (click to show/hide)
Logged
The end of the world is more fun then I expected.

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #212 on: February 02, 2010, 08:48:04 pm »

what, we're retreating now?

Get in one last parting shot and run for the hills.
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.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #213 on: February 02, 2010, 10:52:18 pm »

what, we're retreating now?

Get in one last parting shot and run for the hills.

If you want to. Everyone else seems to be running away.

It's up to you guys what you want to do. You can head back to the fort, head to the city, stick around, try and fight the 50+ guys, or do none of the above, instead doing something completely insane. Like run around without any pants on. I won't stop you. NPC guards might, though.
Logged
The end of the world is more fun then I expected.

S.K. Ren

  • Bay Watcher
  • I disbelieve and jump!!!
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #214 on: February 02, 2010, 11:17:30 pm »

Is there anywhere anyone wants to retreat to?

Logged
Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #215 on: February 03, 2010, 02:27:57 am »

Preferably some place where I can get this damn bullet out of my chest.
Logged
All generalizations are false....including this one.

Flintus10

  • Bay Watcher
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #216 on: February 03, 2010, 05:53:41 am »

Pick up Frederick and carry him on my shoulders to somewhere safe where i will handle the wound so he doesn't kill himself.
Logged

tehstefan

  • Bay Watcher
  • R.I.P Bro. You were too good for this place
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #217 on: February 03, 2010, 11:17:45 am »

I see if I can't find someone, and leave with them, otherwise, retreat towards the town.
Logged
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

  • Bay Watcher
  • Heaven or Hell, Duel 1 -- Let's Rock!
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #218 on: February 03, 2010, 12:46:02 pm »

Group up with the others and retreat!
Logged
Girls are currently preparing signature, please wait warmly until it is ready.

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #219 on: February 03, 2010, 01:22:02 pm »

Watch Patch carefully, and learn how to correctly remove a bullet from one's chest.
Logged
All generalizations are false....including this one.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #220 on: February 04, 2010, 03:01:46 pm »

Need S.K. Ren.
Logged
The end of the world is more fun then I expected.

S.K. Ren

  • Bay Watcher
  • I disbelieve and jump!!!
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #221 on: February 04, 2010, 07:56:50 pm »

Oops sorry.

Cover our rear.
Logged
Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD Turn 17: Hasty Retreat
« Reply #222 on: February 04, 2010, 08:41:17 pm »

EDIT: Double-Post  :-X
Logged
The end of the world is more fun then I expected.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD Turn 18: Back at the Fort
« Reply #223 on: February 04, 2010, 08:41:35 pm »

Turn 18: Back at the Fort

what, we're retreating now?

Get in one last parting shot and run for the hills.
You take aim at one of the soldiers and shoot him before climbing down. (10) It hits him in the chest, but doesn't look very fatal. You don't see any hills nearby, so you head southwest, retreating deeper into the forest.

+2 to Sharpshooting

Pick up Frederick and carry him on my shoulders to somewhere safe where i will handle the wound so he doesn't kill himself.
With insane adrenaline-powered strength you pick up Frederick with a single hand and carry him to safety. (16+2) You then treat his wound with superhuman skill and speed, removing any trace of a wound at all. That not being enough, you decide to heal the wounds of everyone else, like a tornado of healing.

+8 to Medicine

Watch Patch carefully, and learn how to correctly remove a bullet from one's chest.

While he's healing you, you try and observe Patch's techniques to better your knowledge of healing (12). He moves so fast that it is hard to keep up, but you pick up a few things all the same.

+3 to Medicine

I see if I can't find someone, and leave with them, otherwise, retreat towards the town.
Group up with the others and retreat!
Cover our rear.
You all manage to meet up and safely retreat out of danger. (10) You reach the edge of the river, by the fort. For simplicity's sake, lets just say all 10 of you are there.



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)
Spoiler: Derm(dermonster) (click to show/hide)
Logged
The end of the world is more fun then I expected.

Flintus10

  • Bay Watcher
    • View Profile
Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #224 on: February 05, 2010, 05:59:09 am »

Now what? Call for reinforcements, ambush anyone got ideas?
Logged
Pages: 1 ... 13 14 [15] 16 17 ... 69