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Author Topic: Mercenary RTDX: Epilogue  (Read 76980 times)

RandomNumberGenerator

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Re: Mercenary RTD Turn 1: Covert Operations
« Reply #60 on: January 05, 2010, 08:45:06 pm »

All hail the random number god!

Why thank you  :)

Yes, it is pretty funny.
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Flintus10

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Re: Mercenary RTD Turn 2: A Wrench in the Plan
« Reply #61 on: January 06, 2010, 03:07:27 am »

Tell the grunt squad we should move to a defensible location and pick off some enemy troops hopefully drawing them away and attempt to ambush them. Personally I will just keep cover and help anybody on our side who goes down.
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S.K. Ren

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Re: Mercenary RTD Turn 2: A Wrench in the Plan
« Reply #62 on: January 06, 2010, 04:26:36 am »

I move to some cover at the edge of the clearing and wait for the commotion to start before attacking the nearest enemy. On my approach I try and see if there is any cover in the camp I can use if I'm chased out of the trees.
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Errol

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Re: Mercenary RTD Turn 2: A Wrench in the Plan
« Reply #63 on: January 06, 2010, 11:23:53 am »

Camo and wait for orders or similar.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #64 on: January 06, 2010, 01:43:52 pm »

Turn 3: Pitched Combat

Grunt Team:

Quote from: Soldiers
Attack!
(8)(3)(5)(5)(12)(15)(8)(13)(2)(13)(8)(9)(9)
One of the soldiers shoots a sentry right in the head, killing him instantly.
Three more hit the other sentries right on, dealing heavy damage to two of the sentries. They hit the ground.
Four shots hit the other sentry, and he falls down.
Two shots miss, flying into the trees.
Two soldiers shoots themselves in the foot. They fall over.
The sergeant shoots one of the soldiers as he comes out of his tent. He is wounded.
Quote from: Enemy Soldiers
Return Fire!
(13)(3)(11)(12)(9)(10)(5)(8)(12)(13)(12)(5)(16)(3)(11)(6)
Most of the enemy soldiers wake up and start streaming out of their tents.
One shoots a soldier in the head, killing him.
Seven shoot at the soldiers. Five are heavily wounded and fall down. Two remain standing.
Two fire at the soldiers and graze them. They are wounded.
Six remain asleep. Don't ask me how they can sleep through this.
Tell the grunt squad we should move to a defensible location and pick off some enemy troops hopefully drawing them away and attempt to ambush them. Personally I will just keep cover and help anybody on our side who goes down.
(9+2=11) You tend to the wounds of several fallen grunts, stopping the bleeding and stabilizing them.
+3 to Medicine

Sniper Team:

Once attacks are made, pick off anyone holding the most dangerous looking weapons, turrets ant the like.
(7+3=10) Since there are no turrets, you shoot at one of the enemy soldiers. You hit him in the chest, and he falls.
+2 to Sharpshooting

Stealth Team:

I try and find a place to stay until the fighting starts preferably somewhere where I can shoot from safety.
You hide in the trees, watching the artillery encampment. Soon your hear shots to your south, and you know the fighting has started (8) You hear something behind you, and spin around to find two men attempting to sneak up on you. You fire at them (11-1=10) and hit one in the chest, slightly wounding him. He fires back (4+1=5) but misses.
+3 to Rifles
get into position in some sort of cover, then wait fer the right moment to strike.
You also hear the men behind you (8) and turn around as well. You shoot at the other one (10-1=9) and hit him, moderately wounding him. He fires back (3+1=4) but misses as well.
+2 to Pistols
Quote from: Sentries
Fire!
The other two sentries in the artillery camp fire on you. (5)(15) One misses, but the other shoots Dragnar in the back of the head, nearly killing him. He needs urgent medical attention.
(The hidden roll your previous turn was a 4 on your sneak roll. They knew you were there.)

Heavy Team:

Frederick quickly hides in the bushes (8) as some troops from the northern camp start marching south to check on what is happening(2)(3)(1)(3)(3)(4). They remain completely oblivious to the heavy team's presence until they step on Frederick's grenade traps. One detonates, killing the soldier who stepped on it. Another explodes, killing both the soldier who triggered it and a nearby one. The third is faulty, and doesn't explode.
Commence operations
(13-1=12) You shoot at one of the three remaining soldiers, hitting him in the chest. He remains standing.
+4 to Pistols

I move to some cover at the edge of the clearing and wait for the commotion to start before attacking the nearest enemy. On my approach I try and see if there is any cover in the camp I can use if I'm chased out of the trees.
(12+2=14) You shoot at the soldier who's trap didn't trigger, hitting him. He goes down.
+6 to Pistols
Camo and wait for orders or similar.
(3+1=4) You shoot at the soldiers as they pass, but spray your shots in a wide arc over the soldiers.
Quote from: Patrol
Return Fire!
(9)(12)
Both standing soldiers shoot at Gates, as a wide spray of bullets tends to draw attention. His armor completely deflects one shot, and blunts the impact of another.


Grunt Team:
Spoiler: Platoon (click to show/hide)

Heavy Team:
Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)

Sniper Group:
Spoiler: Derm(dermonster) (click to show/hide)

Stealth Group:
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Alex D.(dragnar) (click to show/hide)

Spoiler: Enemy Troops (click to show/hide)
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Errol

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #65 on: January 06, 2010, 03:40:56 pm »

Off the wounded one with the knife. I'm not exactly made of ammo.
« Last Edit: January 06, 2010, 03:44:01 pm by Errol »
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tehstefan

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #66 on: January 06, 2010, 03:41:49 pm »

Return fire on the soldiers, make sure to take cover behind whatever may shield me from some of their bullets.
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Dermonster

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #67 on: January 06, 2010, 03:48:37 pm »

Shoot the people in the artillery, kill them ALL MUHAHAHAHAHA

...

follow with jarate
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dragnar

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #68 on: January 06, 2010, 04:48:15 pm »

uh...Bleed? Heal myself through sheer willpower?
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Frelock

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #69 on: January 06, 2010, 08:05:59 pm »

Lob a grenade into the south camp, if possible.  If not, continue firing on the enemy patrol.

I didn't expect the initial exchange to go that badly.  I mean, those soldiers just woke up, completely ready to fight, knew exactly which direction the attack was coming from, and shot in the dark at troops which should have been under some kind of cover, and killed or wounded nearly all of them.  Not to mention that our guys concentrated their fire, while the enemy seemed to go one-for-one; no-one on our side got hit twice.  Doesn't help that two of our guys shot themselves in the foot.  Oh well; the RNG givith, the RNG takith away.
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S.K. Ren

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #70 on: January 06, 2010, 08:42:13 pm »

I will weave through the trees and make my way around behind the largest group of enemy troops, shooting any enemies I come across. I also keep an eye out for our stranded stealth team

((Hey dragnar, call medic, maybe flintus10 will come to your rescue))
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Dermonster

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #71 on: January 06, 2010, 08:45:05 pm »

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"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.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #72 on: January 06, 2010, 09:39:18 pm »

Lob a grenade into the south camp, if possible.  If not, continue firing on the enemy patrol.

I didn't expect the initial exchange to go that badly.  I mean, those soldiers just woke up, completely ready to fight, knew exactly which direction the attack was coming from, and shot in the dark at troops which should have been under some kind of cover, and killed or wounded nearly all of them.  Not to mention that our guys concentrated their fire, while the enemy seemed to go one-for-one; no-one on our side got hit twice.  Doesn't help that two of our guys shot themselves in the foot.  Oh well; the RNG givith, the RNG takith away.
Eh... maybe I could have done that better. I did give the enemy a penalty (because they were sleeping) but they still hit the grunts pretty hard...
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dragnar

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #73 on: January 06, 2010, 10:10:55 pm »

((Hey dragnar, call medic, maybe flintus10 will come to your rescue))
Ah yes of course! E...E, E, E. It's not working.
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Dermonster

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Re: Mercenary RTD Turn 3: Pitched Combat
« Reply #74 on: January 06, 2010, 10:20:43 pm »

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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.
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