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Author Topic: Mercenary RTDX: Epilogue  (Read 77218 times)

Errol

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #240 on: February 06, 2010, 04:35:25 am »

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.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #241 on: February 06, 2010, 11:13:46 am »

I wonder who's firing the things, since we took out most(all?) of the engineers.
And you just retreated from well over 50 guys. It's not that surprising that at least 4 of them knew how to fire a gun, is it?
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Errol

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #242 on: February 06, 2010, 12:10:50 pm »

Push trigger, receive boom!
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Frelock

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #243 on: February 06, 2010, 12:41:19 pm »

True, but can 4 of them fire an artillery piece accurately?  Firing artillery isn't exactly easy, especially over long distances.  Of course, this is psudo WWI tech, so I guess firing artillery accurately is pretty much out of the question anyways.
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Dwarmin

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #244 on: February 06, 2010, 12:46:51 pm »

((Well, to be fair, you now got a few grunts firing artillery slower and less accurately than they they would normally. And it ties up a few of the attacking soldiers, so no problems.))
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S.K. Ren

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #245 on: February 06, 2010, 04:54:21 pm »

What do we have in the means of ordinances? Also, do our hand sets allow us to contact the fort?

 If so...
Call in and request the preparation of a single salvo bombardment on the artillery clearing.

Derm, do you have a handset?

if not...
Limber up. I'm going to need to be in my best condition to storm that clearing again.

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Dermonster

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #246 on: February 06, 2010, 04:58:57 pm »

a headset you mean? i think i have a walkie talky.

AMMENDIUM, after scoping out the artillery clearing, give directions to the bombardment to cause the most damage.,
« Last Edit: February 06, 2010, 05:00:43 pm by dermonster »
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S.K. Ren

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #247 on: February 06, 2010, 08:18:14 pm »

No, I meant walkie talkie when I said handset.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #248 on: February 07, 2010, 12:15:56 pm »

Blah. I typed up the turn and was just about to post it. I was going through the statuses, updating character information, before I realized we still need tehstefan.
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S.K. Ren

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #249 on: February 07, 2010, 12:36:43 pm »

So can the walkie-talkies contact the fort?
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RandomNumberGenerator

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #250 on: February 07, 2010, 12:39:28 pm »

Yes and no. You can't contact them directly, but you can have one of your allies at the fort relay your message(which is what I did in the writeup)
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tehstefan

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #251 on: February 07, 2010, 06:17:00 pm »

Again? I swore I posted! Raeg at myself.

Disregard the shiny thing, I run to the howitzers, and see if I can't help.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #252 on: February 07, 2010, 06:27:18 pm »

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 Stealth


Find 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 Persuasion


What 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.

Quote
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.

Quote from: Artillery Squad
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.

Quote from: Enemy Artillery
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.

Spoiler: Fortress Personnel (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)
« Last Edit: February 08, 2010, 11:08:11 am by RandomNumberGenerator »
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RandomNumberGenerator

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #253 on: February 07, 2010, 06:34:18 pm »

This is what I imagine happened with Frederick:

Frederick: *Walks towards enemy camp, completely oblivious to surroundings*
Enemy 1: Hey... is that an enemy mercenary?
Enemy 2: Yeah, I think it is!
Enemy 4: HEY YOU! HALT!
Frederick: *Stops and stares blankly*
Enemy Squad: *Points guns at Frederick*
Frederick: ...
Enemy 6: What is he doing?
Frederick: ...
Enemy 7: I have no idea.
Frederick: Ohh!
Frederick: ...
Frederick: Damnit, you're taking me captive, aren't you?
Enemy 3: Umm... yeah.
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Dermonster

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #254 on: February 07, 2010, 06:37:24 pm »

Try to increase my hiding capabilities, snipe the officer.
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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.
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"Dammit Derm!" - You, if I'm doing it right.
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