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Author Topic: Mercenary RTDX: Epilogue  (Read 76939 times)

tehstefan

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Well, I guess I know what I need do now.

Go up to the hole in the wall, grenade launcher drawn, and take a quick look in
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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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Fire at the mechanical man that is staring at Desmond.

Dude, that's cold. These guys are probably some poor dumb grunts that got suckered into this... Also, he doesn't have any kind of weapon, so...lemme try something! Oh, my empathy will be the death of me...

I attempt to talk to the metal man, trying to convince him we're not here to hurt him. I try not to let anyone else shoot him if he wants to talk either...If he gets hostile, and more than halfway across the room toward us, I open fire, aiming for his non-metallic parts.
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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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Oh shit, cyborgs. The intel was right, they ARE doing inhumane experiments on people.

"No sudden moves please gentlemen." Prepare to fire in case one makes any agressive moves.

I hope you aren't about to get your arm ripped out... Be careful dude...
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wolfchild

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sorry about not niticing the new turn up, i was quite sick for a few days (more so than i have been)

Get out of danger and seek medical aid (im already inaccurate enough as it is)
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Errol

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Restrain people from firing on the cyborg guy. When that's done, I drag Aesith to our current location and provide medical aid.
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Frelock

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Lob a frag grenade into the room with the scientists.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #951 on: September 03, 2010, 12:04:18 am »

So... if it seems like I have been neglecting my RTDs, it's probably because I have been. New Student Orientation has been going on all week at my college, and a combination of that and going out meeting all these new people with similar interests is taking up pretty much all of my time. Hopefully I should be able to wrap this game up in a couple more turns though, so that should make it somewhat easier on allowing me to stay updated with Arcanum Octet.

Restrain people from firing on the cyborg guy. When that's done, I drag Aesith to our current location and provide medical aid.
You notice Cheddarius aiming at the metal man, and move to intercept him. (13) He ignores your attempt to stop him, and continues aiming. (13) Your efforts distract him, but they do not prevent him from shooting.

You then try to help Aesith (13) and help take care of his wounds.

Fire at the mechanical man that is staring at Desmond.
After evading Gate's attempt to stop you, you aim at the metal man. (9+2) You shoot at his torso, and you hear the ringing of metal and a slight hiss as the bullet pierces his chest.

Attempt to kick in the door again. If Frederick wishes to do so as well, we kick at the same time.

You try once more to open the stubborn door. (11) You bash it with your boot and it finally breaks open. Suddenly someone jumps out and attacks you! Oh wait... that's a mop. You are now in a janitor's closet. Congratulations.

I Fire at another ground machine. Aim for the firing mechanisms.

You quickly aim at the rigging attached to the cannon on the machines, (10+4) sniping it and disabling it. Being unable to do anything else, the disabled and immobile machine sits on the floor, lights blinking at you.

Well, I guess I know what I need do now.

Go up to the hole in the wall, grenade launcher drawn, and take a quick look in

You jump down from your nice turret and head over to the hole. (6) You can't see much, several large objects obstruct your view. You do hear sounds of combat and mechanical movement though.
Dude, that's cold. These guys are probably some poor dumb grunts that got suckered into this... Also, he doesn't have any kind of weapon, so...lemme try something! Oh, my empathy will be the death of me...

I attempt to talk to the metal man, trying to convince him we're not here to hurt him. I try not to let anyone else shoot him if he wants to talk either...If he gets hostile, and more than halfway across the room toward us, I open fire, aiming for his non-metallic parts.

Enraged at seeing Cheddarius shoot the defenseless man, you turn on your former friend and fire your shotgun at him. (6+2) You are shaking so much you can't really aim properly, and only two of the pellets hit him.

Oh shit, cyborgs. The intel was right, they ARE doing inhumane experiments on people.

"No sudden moves please gentlemen." Prepare to fire in case one makes any agressive moves.

I hope you aren't about to get your arm ripped out... Be careful dude...
You tell the men-machine hybrids in the room not to move. (?) They seem to comply.

sorry about not niticing the new turn up, i was quite sick for a few days (more so than i have been)

Get out of danger and seek medical aid (im already inaccurate enough as it is)

You retreat from the fighting and seek medical aid. Gates patches you up some, (15) and you also heal most of your own wounds.

+5 to Medicine

Lob a frag grenade into the room with the scientists.

You grab a grenade in hopes to end the fight with the scientists quickly. (8+3) The grenade goes off in the middle of the room, destroying one robot and damaging the other. The scientists are too far away to be injured by the blast.

+2 to Grenades



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)


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wolfchild

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #952 on: September 03, 2010, 02:35:51 am »

Keep aleart for danger, if team moves stay with them
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

tehstefan

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #953 on: September 03, 2010, 04:10:31 am »

Go around to meet up with the group, how they went in.

Shooting the hole there was wholely impractical.
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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 RTDX Turn 63: Heightened Tensions
« Reply #954 on: September 03, 2010, 07:10:04 am »

>_>

Go forward and try to talk to the metal men. Listen to what they have to say. Tell them we could use help dismantling the base, if they want to help. Also tell them rescue will be coming, so it's up to them. If attacked, retreat up the North hallway where we can bottleneck them...
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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."

Frelock

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #955 on: September 03, 2010, 10:37:44 am »

Go exploring to the end of the EW hallway
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Dermonster

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #956 on: September 03, 2010, 12:19:48 pm »

shoot the tesla coil again.

Whats the status of the scientist room?

It seems like they should have been firing at us.
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I can do anything I want, as long as I accept the consequences.
"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.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Errol

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #957 on: September 03, 2010, 12:32:26 pm »

Restore order. Everybody who shoots at someone not from the team who isn't clearly attacking them gets to know the butt of my rifle.
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S.K. Ren

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #958 on: September 03, 2010, 03:12:14 pm »

I will proceed to inspect the right end of the main hallway. Weapon drawn and ready for any traps/ambushes
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Zako

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #959 on: September 04, 2010, 09:17:49 pm »

Keep watching these mechanical men. Shoot them if they ttry to attack. Keep a safe distance from them at all times.
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