Turn 20: The Captive.scope ye olde artillery clearing. from atop a tree a reasonable distance away from the southwest side.
Wondering what could be going on, you leave the southern camp and return to the artillery clearing. (17+1) You expertly avoid the eyes of any sentries they might have posted, while getting an excellent view of the camp. You see that one of Frederick's traps went off, destroying one of the artillery guns. Several grunts are busy removing the extra shells from the other gun. Three teams of two are handling the remaining guns, with an officer who seems more experienced showing them what to do.
There are 8 sentries posted around the camp, as well as another 4 soldiers near the middle, checking the supplies. (?) You see another small group of soldiers departing the clearing.
AMMENDIUM, after scoping out the artillery clearing, give directions to the bombardment to cause the most damage.,
There are 8 sentries posted around the camp, as well as another 4 soldiers near the middle, checking the supplies. (?) You see another small group of soldiers departing the clearing. You radio this to the rest of your squad.
+4 to Observation
+4 to StealthFind cover and drag anyone who is wounded to safety. See if I can fix any wounds our army encounters.
There is healing to be done! You grab your medical kit and run off to heal some wounds, before realizing that you already healed everybody. (11+3) You are not on medical standby, and will try and heal somebody the moment they get injured.
I wonder who's firing the things, since we took out most(all?) of the engineers. Perhaps my traps were going off?
Move closer to the artillery position, and prepare for the assault.
Turning around, you head deeper into the forest. (3) As you're moving around, you stumble upon a squad of 8 enemy soldiers. (2) You completely fail to react, and they take you prisoner. Well... at least you're headed back towards the artillery clearing.
Tell the soldier that these are firearms, that all of them work the same (push trigger, receive boom), that they are way cheaper both in initial cost and in maintenance, and that there are really more pressing issues than that on hand that would be slightly easier if I could keep these firearms, thank you very much.
After chewing out the soldier verbally, I follow Frelock to his position.
You begin to explain yourself to the soldier when you hear the artillery shells. (11) The soldier decides your reasoning is good enough, and runs back to the fort to see what is going on. You follow, wanting to catch up to Frelock.
+2 to PersuasionWhat do we have in the means of ordinances? Also, do our hand sets allow us to contact the fort?
Right you, the frequency they're set to only allows communication among yourselves. You could relay that information to one of your companions at the fort, however. Like Patch.
Call in and request the preparation of a single salvo bombardment on the artillery clearing.
You tell Patch to advise the gunners on an artillery bombardment. He relays the message instantly, being every-ready.
Disregard the shiny thing, I run to the howitzers, and see if I can't help.
You run over to the artillery and tell them that you're an experienced gunner. (13) One of the guys shrugs and gives you control of the gun. You aim it at the clearing and fire. (6+2), The round explodes somewhere off to the right of the actual clearing. The gunner angrily takes the cannon back from you.
Fire on the forest clearing!
The gunners adjust their aim to the approximate coordinates given to them, and fire. (12) Their salvo strikes the general area of the clearing. Derm sees that one of the sentries has been killed, two others wounded, and one of the artillery gunners has been killed. (4) One of the guns is slightly damaged, but it can still fire.
Bring down the fortress.
The gunners adjust their aim, firing upon the fortress. (6) The rounds are largely ineffective, and don't hit anything important.
Mercenary Squad:
10 Healthy Soldiers
Inventory:
Byor© Sport Hunting Rifle(10mm)
Trench Knife
x15 10mm Ammunition
1st Fortress Guard
20 Healthy Soldiers
Inventory:
Byor© Sport Hunting Rifle(10mm)
Trench Knife
x20 10mm Ammunition
2nd Fortress Guard
20 Healthy Soldiers
Inventory:
Byor© Sport Hunting Rifle(10mm)
Status:Healthy
Skills:
8/40 Expert Medic
0/10 Scouting
3/5 Unskilled Rifleman
3/5 Unskilled Grenadier
Inventory:
Byor© Sport Hunting Rifle(10mm)
Byor© Semiautomatic Pistol(10mm)
Trench Knife
Medic Kit:
- x3 Bandages
- Medical brace
- Syringe of Morphine
x38 10mm Rounds
Status:Healthy
Skills:
6/20 Skilled Grenadier
0/10 Mechanic
0/10 Pistolier
4/10 Trapper
0/10 Medic
2/5 Unskilled Sneaker
2/5 Unskilled Siege Engineer
Inventory:
Garange Hunting Rifle(.32 Cal)
Byor© Semiautomatic Pistol (10mm)
Trench Knife
16x 10mm Rounds
5x 32 Cal Rounds
Status:
Healthy
Skills:
13/20 Skilled Pistolier
0/10 Mechanic
2/5 Unskilled Observer
2/5 Grenadier
Inventory:
x2 Byor© Semiautomatic Pistol (10mm)
x2 Trench Knife
Concealable Vest
Lockpick
x2 Cigarette Pack
x149 10mm Rounds
Bloody Garange National Army uniform
Status:
Healthy
Skills:
3/20 Skilled Rifleman
0/10 Shocktrooper
7/10 Pistolier
2/5 Unskilled Melee
2/5 Unskilled Persuader
1/5 Unskilled Medic
Inventory:
Byor© Compact SMG(10mm)
Garange Hunting Rifle(.32 Cal)
Garange Pistol(.32 Cal)
Trench Knife
Tactical Vest
28x 10mm Rounds
35x .32 Cal Rounds
Status:Healthy
Skills:
2/20 Skilled Siege Engineer
0/10 Brawler
0/10 Tracker
0/10 Rifleman
0/10 Grenadier
1/5 Unskilled Sneaker
Inventory:
Byor© Sport Hunting Rifle(10mm)
Byor© Semiautomatic Pistol (10mm)
Trench Knife
Concealable Vest
x56 10mm Rounds
Pewter Locket
Mints
Status:
Healthy
Skills:
18/20 Skilled Sharpshooter
12/10 Observer
1/10 Camouflager
4/5 Unskilled Sneaker
2/5 Unskilled Thrower
Inventory:
Stoic© Sniper Rifle (.303 Cal)
Byor© Semiautomatic Pistol (10mm)
Trench Knife
x36 .303 Cal Rounds
x20 10mm Rounds
3 Military Rations
Pack of Cigarettes