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Author Topic: Mercenary RTDX: Epilogue  (Read 77230 times)

Frelock

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #255 on: February 07, 2010, 06:41:32 pm »

That's what I get for rolling a 3 and a 2 at the same time.  If I had rolled a 1, they would have killed me, right?  So I'll count myself lucky.

Be a cooperative captive(but give them somewhat false information if they ask for it), who also happens to notice everything around him.
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Cheddarius

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #256 on: February 07, 2010, 06:58:06 pm »

This is so awesome.
Bring down that artillery, boys.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #257 on: February 07, 2010, 07:12:12 pm »

That's what I get for rolling a 3 and a 2 at the same time.  If I had rolled a 1, they would have killed me, right?  So I'll count myself lucky.

You can't roll a 1. The system is 2d8; 2 is the lowest roll.
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Flintus10

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #258 on: February 07, 2010, 07:52:50 pm »

Should we like not fire artillery now seeing as Fredrick is in the enemy camp?

Suggest we take the 10 man Mercenary squad into the forest to counter any enemy patrols, I will volunteer to go with them.
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Cheddarius

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #259 on: February 07, 2010, 08:24:10 pm »

He's not there yet. You can probably knock out a gun if you act fast.
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tehstefan

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #260 on: February 07, 2010, 09:03:12 pm »

Raeg, that's horrible.

I fume about having my spot taken, and move over, waiting for a gunner to get wounded so I can take his spot. Got nothing better to do.
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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.

Dwarmin

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #261 on: February 07, 2010, 09:03:42 pm »

(( Poor Frelock-next stop, this worlds equivalent of Guantanamo Bay for being an "armed insurgent". ))
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S.K. Ren

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #262 on: February 08, 2010, 04:33:21 am »

I begin sneaking my way towards the artillery clearing.
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Errol

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Re: Mercenary RTD Turn 20: The Captive.
« Reply #263 on: February 08, 2010, 11:04:24 am »

Distract Frey's escort with a single rifle shot aimed at their general direction, and then prepare to gtfo or ambush depending on how many of them attack. Ask for support.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 21: The Assault
« Reply #264 on: February 08, 2010, 11:57:54 am »

Turn 21: The Assault

Try to increase my hiding capabilities, snipe the officer.
You try and find a better spot to hide, then line up a shot on the officer. (13+2) You shoot him in the head, but your bullet is somehow defective and only wounds him. Still, the shot doesn't go unnoticed and the camp is now Alarmed. The sentries spread out looking for you.

+2 to Sharpshooting
+2 to Camouflage


That's what I get for rolling a 3 and a 2 at the same time.  If I had rolled a 1, they would have killed me, right?  So I'll count myself lucky.

Be a cooperative captive(but give them somewhat false information if they ask for it), who also happens to notice everything around him.
Your captors lead you farther into the woods, and you pass by several other squads. (7) You notice that they seem to be getting ready to attack the fort soon, bu- wait is that a missile launcher?!?
+1 to Observation

Suggest we take the 10 man Mercenary squad into the forest to counter any enemy patrols, I will volunteer to go with them.
The mercenaries don't really want to go back in there, (14) but you rouse them with an excellent speech and they prepare to set off again.

+4 to Inspiration


Raeg, that's horrible.

I fume about having my spot taken, and move over, waiting for a gunner to get wounded so I can take his spot. Got nothing better to do.
You sit on an ammunition crate and fume. (8) You do an average job fuming.

I begin sneaking my way towards the artillery clearing.
Seeing Patch and the other mercenaries sneaking into the forest, you decide you will probably be safer with them than by yourself and join up.

Distract Frey's escort with a single rifle shot aimed at their general direction, and then prepare to gtfo or ambush depending on how many of them attack. Ask for support.
You shoot at one of the trees nearby to see their reaction. (10) After a few looks and hushed whispers, four of them split off and start searching for where the shot came, while the other 4 continue heading to camp. You radio in your position to the others and ask for help.
+1 to Rifles

Quote from: Artillery Squad
Fire!
The gunners fire another round of shells into the forest. (12) Another sentry is wounded and the damaged gun destroyed. (11)

Quote from: Enemy Gunners
Hit something this time!
The enemy gunners fire another salvo out of the three remaining guns (10) and hit the fortress. The fortress is now damaged.

Quote from: Frederick's Captors
Bring him back!
The 4 remaining soldiers take Frederick into the enemy camp. (10) They tie him up and confiscate his equipment.

Quote from: Enemy Ordnance
Take those guns out!
Swoosh! Several soldiers emerge from the trees and fire missiles at the artillery cannons! (13) Kaboom! Two of the guns are destroyed and several of the gunners wounded.

Quote from: Enemy Army
Attack!
A large force of enemy soldiers, probably around 40, charge out of the forest and begin to cross the river. They fire shots as they cross and (29) several of the personnel are wounded.
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, 12:00:12 pm by RandomNumberGenerator »
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Errol

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Re: Mercenary RTD Turn 21: The Assault
« Reply #265 on: February 08, 2010, 02:56:25 pm »

Prepare ambush with SMG drawn.

I need just one guy as a reinforcement, max. The others should handle the bazooka troopers probably.
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Dermonster

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Re: Mercenary RTD Turn 21: The Assault
« Reply #266 on: February 08, 2010, 03:53:30 pm »

Swear, fire again, and run.
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tehstefan

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Re: Mercenary RTD Turn 21: The Assault
« Reply #267 on: February 08, 2010, 04:28:09 pm »

Now's my chance!

Take over for one of the wounded gunners, and use my super skills to bring shelling death upon them!
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Frelock

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Re: Mercenary RTD Turn 21: The Assault
« Reply #268 on: February 08, 2010, 05:34:33 pm »

Cautiously test my bonds, and figure out (but do not execute) a way to undo them.  Watch for a moment of intense confusion.
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S.K. Ren

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Re: Mercenary RTD Turn 21: The Assault
« Reply #269 on: February 08, 2010, 05:52:08 pm »

I would like to request another map from RNG. Please?
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