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Author Topic: Mercenary RTDX: Epilogue  (Read 77165 times)

S.K. Ren

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Re: Mercenary RTDX Turn 51: I ROLLED A 5! DID YOU HEAR ME? A 5!!!
« Reply #795 on: July 23, 2010, 11:57:20 pm »

Kneel & draw one pistol, then aim and fire 3 rounds at the head of the nearest enemy and then run like hell down the path towards the large turret tower.
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xander_morhaime: Briefly.

Dwarmin

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Re: Mercenary RTDX Turn 51: I ROLLED A 5! DID YOU HEAR ME? A 5!!!
« Reply #796 on: July 24, 2010, 11:09:50 am »

So, who's going forward to breach and who's covering us? Should we wait till the turret is incap? I might need some volunteers...

Also, I know I chose "Tactics" as my main skill-I envision it's use as a sort of a group buff to accuracy/damage if I roll well? Does it work like that RNG?

Actions
Coordinate our actions to provide overlapping suppressing fire on the turret and enemy personnel.

Also, hand my 2 pulse grenades to Roderick (Tehstefan), he can use them on the turret.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Zako

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Re: Mercenary RTDX Turn 51: I ROLLED A 5! DID YOU HEAR ME? A 5!!!
« Reply #797 on: July 24, 2010, 11:18:09 am »

TAKE COVER!!! When in cover, return fire with my revolver.
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Errol

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Re: Mercenary RTDX Turn 51: I ROLLED A 5! DID YOU HEAR ME? A 5!!!
« Reply #798 on: July 25, 2010, 07:36:50 am »

Move forward to the rest of the group and whip out that semiautomatic rifle thing to fire a full salvo at that pesky autoturret.
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Zako

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Re: Mercenary RTDX Turn 51: I ROLLED A 5! DID YOU HEAR ME? A 5!!!
« Reply #799 on: July 25, 2010, 01:05:07 pm »

Don't shoot it with the rifle, blow them all to hell with a good motar round to the turret! Help our siege engineer instead.
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Frelock

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Re: Mercenary RTDX Turn 51: I ROLLED A 5! DID YOU HEAR ME? A 5!!!
« Reply #800 on: July 26, 2010, 06:48:02 pm »

Get down and heal myself.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #801 on: July 26, 2010, 10:34:57 pm »

Coordinate our actions to provide overlapping suppressing fire on the turret and enemy personnel.

Also, hand my 2 pulse grenades to Roderick (Tehstefan), he can use them on the turret.
You try to direct the flow of battle to provide an advantage to your team, (8+2) but you find it difficult to gain control in the chaos, and only marginally help the group.

+1 to Tactics


MOve forward to group a, and unleash a 12 bullet burst at the enemy position

You walk forward while spinning up your minigun, then steady yourself as you unleash a quick burst (7+2)(10+2)(12+2) You have difficulty controlling the large weapon at first, but you quickly correct your aim. One guard falls before you and two more are wounded.

+2 to Heavy Weapons


Move east a bit then Rapid-snipe three people in the head.
You quickly advance to a better position and try to shoot people as fast as you can. (7)(6)(9) You fire all three shots, but because you didn't have time to aim you only hit one guard in the shoulder, wounding him.

Show that turret what the might of Roderick can do!
You adjust your mortar and fire at the turret (5+3) but your aim is off, and the shell lands quite a bit off to the right, hitting the deck. Pooey; you didn't even manage to wound one of the guards.

Fire at the guards. Take out as many as I can.
You fire at the guards as well, (12+2)(13+2) only you take a fraction of a second to aim. You hit one guard right in the forehead and kill him instantly, though the other shot hits the guard in the face; it does significant damage, but doesn't kill him.

Kneel & draw one pistol, then aim and fire 3 rounds at the head of the nearest enemy and then run like hell down the path towards the large turret tower.
You fire off three quick shots (6+3)(12+3)(12+3) killing a guard and wounding two others. You then sprint down the path towards the tower.

TAKE COVER!!! When in cover, return fire with my revolver.
You leap for cover, but there isn't much to hide behind unless you wanted to dive into the murk, in which case a crocodile would probably eat you. (11-1)(4-1)(7-1) You fire your revolver, but only manage to wound one guard.

+1 to Pistols

Move forward to the rest of the group and whip out that semiautomatic rifle thing to fire a full salvo at that pesky autoturret.
You advance on the turret and fire at it. (6+3)(7+3) The bullets mostly fly at the turret, but they also mostly ricochet off. The turret is damaged, but not disabled.

+1 to Rifles

Get down and heal myself.
You quickly duck and apply medical sealant to your worst wounds. (7+2) You partially them.

+1 to Medicine


The guards return fire on the group, {3/7} but are apparently shaken by the retaliatory attacks, and their aim shows it. {3/3} By sheer chance, the bullets that do hit, hit in the worst places possible.

One of the guards takes off running to the south.

The turret continues firing a stream of bullets, (8-1) but it's aiming system seems to have been damaged by Errol's attack, and most of the shots miss.

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: Ched(Cheddarius) (click to show/hide)
Spoiler: Aesith(wolfchild) (click to show/hide)

Damn, you guys really need Patch back. Or better rolls. One of the two would surely help.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 51: I ROLLED A 5! DID YOU HEAR ME? A 5!!!
« Reply #802 on: July 26, 2010, 10:35:38 pm »

Map:

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Dermonster

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Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #803 on: July 26, 2010, 10:38:39 pm »

I snipe that southern guy.
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Cheddarius

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Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #804 on: July 27, 2010, 12:14:41 am »

Snipe two healthy guards.
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tehstefan

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Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #805 on: July 27, 2010, 01:06:57 am »

Grumble and Re-aim, taking care to hit the turret this time!

Also, where did patch go?
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Frelock

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Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #806 on: July 27, 2010, 01:34:35 am »

Dunno, but I could use the enemy shooting at anyone but me.

Patch up my new wounds.
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Errol

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Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #807 on: July 27, 2010, 01:49:02 am »

Try my hand at being a field medic. It can't be that hard, right?! Help Frelock with his wounds.
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wolfchild

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Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #808 on: July 27, 2010, 04:36:51 am »

Shoot 4 bullets at the fleeing one, unless he is dead in which case i fire another 12 bullet burst at the enemy position
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Zako

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Re: Mercenary RTDX Turn 52: Bogged Down
« Reply #809 on: July 27, 2010, 05:53:08 am »

We need to stop that southern guy! He's running for help and we are too exposed here! CHARGE!!!

Sprint to the southern large gun, firing on the way with my pistol. A full clip.
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