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Author Topic: Mercenary RTDX: Epilogue  (Read 77332 times)

Frelock

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #345 on: February 21, 2010, 05:00:56 am »

Should we switch at the last moment then, to at least get some compensation for this thing?  We could agree to, say, not slaughter the officer and all those at his camp...
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Flintus10

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #346 on: February 21, 2010, 05:39:17 am »

Like hell if we capture the officer we could ransom him!
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Errol

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #347 on: February 21, 2010, 07:02:59 am »

Weeell, gentlemen, I made my preparations for this. You should have, too.

We still have a very good chance of taking the camp and holding the officer ransom. Then we probably need to sell him back for a hefty ransom and use that ransom to bring a lot of distance between us and this camp.

In a forested region, finding a group of six people should prove problematic, especially if you have to bring in a clear numerical advantage to have a shot at victory. I imagine Liosra won't have enough manpower to send a significant force to chase after us anyway. The woman, however, could, if she has a vendetta or something against us.

Meet up with the remaining mercenaries, then suggest we employ a good helping of divide and conquer. If anyone enters these woods, to reinforce the other camp, he mustn't get through. Pick off the soldiers in the camp one by one. We probably should split. Again. Groups of two are probably good.

Derm, you stay in the woods and shoot the people in the camps if we stir them up. I and Roderick will form the assault team. We have rifles. (Be sure to smooch some ammo off him. I'm running low.) Patch and SK probably will form the interception team, together with the grunts. Anyone has a better idea?

I dunno where we would be now if I didn't have the sense to bring a semiautomatic weapon, heh.

/e: If we have the officer, we can agree to release him for some means of escape, for example. Remember that we pretty much can't turn back now, so it's either Garange or nobody.

A truce isn't out of our options. Someone organizes a white flag and stuff, goes to the Garange officer and tells him we are not that stupid to continue fighting after we failed for Liosra and are slightly outnumbered and stuff and therefore would be interesting in a partnership with him before we get on the blacklist of Garange, too.
« Last Edit: February 21, 2010, 07:10:40 am by Errol »
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Flintus10

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #348 on: February 21, 2010, 07:26:37 am »

It was originally implied that we were to hold the fort untill reinforcements come.

The rest of the plan sounds good I say we organise an assualt on the camp and save Fred and capture the officer, seems like the best we can do right now also since the majority of their guys will be guarding the fort we can do this without much trouble.
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S.K. Ren

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #349 on: February 21, 2010, 12:27:52 pm »

I am totally with Errol. Changing action to...

Meet up with everyone.
Reload my guns and light me a damn cigarette. Wait... I don't have any matches, f***. >:D
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Cheddarius

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #350 on: February 21, 2010, 12:29:28 pm »

Light it up with your mind.
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S.K. Ren

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #351 on: February 21, 2010, 12:45:19 pm »

What, you expect me to suddenly develop game breaking psychic powers on the spot?....ok
*Concentrates... gets an aneurysm and passes out*
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Frelock

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #352 on: February 21, 2010, 12:48:24 pm »

Alright, stealthily wiggle myself out of my bonds.
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tehstefan

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #353 on: February 21, 2010, 02:46:12 pm »

Okay, I go with Errol.

I join up with Errol, if possible. Then I go with him to raise hell!
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Errol

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #354 on: February 22, 2010, 10:55:02 am »

Oh, and use my silver lighter to light S.K. Ren's cig. If he wishes so.

Yeah, I mentioned my character having a silver lighter which is rather precious to him in my signup form. Go look it up.

See, I'm prepared for everything.
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dragnar

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #355 on: February 22, 2010, 12:21:45 pm »

See, I'm prepared for everything.
What about a zombie invasion!?
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Errol

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #356 on: February 22, 2010, 12:28:08 pm »

For that part, son, I've got my feet to run away with.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 25: Fort Lost
« Reply #357 on: February 22, 2010, 02:36:45 pm »

Alright, well... no update today. I haven't forgotten about this, but I'm not feeling well and I know if I try and compile a turn I will end up half-assing it and nobody will be happy with the results. So this is on... temporary hold until I get better. Sorry for the wait.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 26: Now what?
« Reply #358 on: February 23, 2010, 03:20:43 pm »

Turn 26: Now what?

I shoot people in the camp to cover Freds escape.
You lay in the trees and aim a shot at some of the sentries running into the forest. (7+3) you hit one in the back and kill him. {14} Several of the sentries notice and split off, heading in your direction instead.

+1 to Sharpshooting

Fall back with the remaining mercenaries and try to heal as many as I can.
You retreat from the forest edge and head deeper into cover, then try and heal the wounded.  (8+3) You heal the wounds of two of the mercenaries.

+2 to Medicine


Meet up with the remaining mercenaries, then suggest we employ a good helping of divide and conquer. If anyone enters these woods, to reinforce the other camp, he mustn't get through. Pick off the soldiers in the camp one by one. We probably should split. Again. Groups of two are probably good.
You head back through the forest, trying to locate the rest of the mercenaries. (9) You find Patch and the grunts in a small clearing.

I am totally with Errol. Changing action to...

Meet up with everyone.
Reload my guns and light me a damn cigarette.
You follow Gates and reload your pistols. You borrow Gate's lighter and light a cigarette.

Alright, stealthily wiggle myself out of my bonds.
You know that if you want to have any chance of getting out of here, you must act now. (15) You deftly remove your bonds from both your hands and your feet, and slip them off without making any noise.

+5 to Escape Artistry


Okay, I go with Errol.

I join up with Errol, if possible. Then I go with him to raise hell!
You decide to meet up with the rest of the mercenaries. (7) You wander around the forest, but don't find any of your allies.



Spoiler: Allied 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)

Spoiler: Enemy Personnel (click to show/hide)
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Dermonster

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Re: Mercenary RTDX Turn 26: Now what?
« Reply #359 on: February 23, 2010, 03:34:40 pm »

How many are coming my way?
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