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Author Topic: Mercenary RTDX: Epilogue  (Read 77026 times)

S.K. Ren

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #105 on: January 11, 2010, 05:18:59 pm »

I go back to Roderick. After looting the stun grenade, lockpick, cigarettes and knife off of Alex, I give Roderick my left shoulder, and try to move him closer to the artillery guns. I keep my right hand on my gun... just in case.
« Last Edit: January 11, 2010, 05:22:01 pm by S.K. Ren »
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RandomNumberGenerator

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #106 on: January 11, 2010, 06:57:09 pm »

I go back to Roderick. After looting the stun grenade, lockpick, cigarettes and knife off of Alex, I give Roderick my left shoulder, and try to move him closer to the artillery guns. I keep my right hand on my gun... just in case.
He is perfectly capable of walking. He was shot, yes, but he's not severely wounded (impairs abilities) or fallen(can't fight). The guy who shot him rolled low on his damage dice.
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S.K. Ren

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #107 on: January 11, 2010, 07:05:30 pm »

I figured getting shot in the chest would provide issues. You listed it as a moderate wound. I consider that a 4-5 on a scale of 10. From breathing problems or keeping balance, I figured he could use a hand or a shoulder to move.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #108 on: January 11, 2010, 07:27:49 pm »

Ehh... I guess you're right.
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Flintus10

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #109 on: January 11, 2010, 09:22:30 pm »

Take a hunting rifle and some ammunition from one of the dead grunts and take some shots at any enemies I see.
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dragnar

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #110 on: January 11, 2010, 10:02:47 pm »

Ehh... I guess you're right.
Heh, I bet Roderick's real happy about that.
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Frelock

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #111 on: January 11, 2010, 10:56:55 pm »

Pot Shots de Pistol
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tehstefan

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #112 on: January 12, 2010, 11:00:35 am »

Yeah, thanks for getting me more wounded there...

Take the shoulder and follow him, keeping an eye out for anyone who might try and ambush us like last time.
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Errol

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #113 on: January 12, 2010, 11:02:05 am »

Empty another SMG clip at the enemy soldiers. If they are still fighting back afterwards, take cover and prepare the rifle.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 7: Southern Camp - Clear!(Well, almost...)
« Reply #114 on: January 12, 2010, 03:46:27 pm »

Turn 7: Southern Camp - Clear!(Well, almost...)

Grunt Team
Quote from: Soldiers
Fire!
(9)(11)(11)(15)(9)(8)(8)
Most of the soldiers only hit the enemy barricades, but one shoots an enemy soldier in the head when he looks out to take a shot. Oddly enough, the shot doesn't seem to have had much of an effect.
Quote from: Enemy Soldiers
Fight the new threat!
(7)(6)(7)(6)(5)(16)(14)(10)(10)
Suddenly realizing they are under attack from both sides, panic and confusion spreads throughout the ranks. Several of the soldiers realize where the attackers are and fire at them. Fredrick and Gates each take a bullet, and are moderately wounded.
Take a hunting rifle and some ammunition from one of the dead grunts and take some shots at any enemies I see.
You grab a rifle from one of the dead soldiers and aim at the enemy camp. (11) You graze one of the enemy soldiers, wounding him.

+1 to Rifles


Sniper Team

frick it, shoot everyone ever except my team mates.
With the gunners under cover, you look back at the southern camp. (9+2=11) You shoot one of the enemy soldiers, though you only wound him.
+1 to Sharpshooting

Heavy Team
I go back to Roderick. After looting the stun grenade, lockpick, cigarettes and knife off of Alex, I give Roderick my left shoulder, and try to move him closer to the artillery guns. I keep my right hand on my gun... just in case.
You grab the rest of Alexi's equipment and try to help move Roderick closer to the artillery guns though don't manage to go very far. (?) You hear a sound off to your right, and spin around, but don't see anything.
Take the shoulder and follow him, keeping an eye out for anyone who might try and ambush us like last time.
Taking his soldier, you try to move closer to the guns but don't manage to go very far. You hear the same sound, but don't see anything either (?), though you think it might have just been a forest animal fleeing from the area.

Pot Shots de Pistol
Blam! Blam! Blam! You fire three shots at the enemy soldiers (11, 6, 6) though only one shot hits a soldier. He is wounded, and nothing more.
+1 to Pistols
Empty another SMG clip at the enemy soldiers. If they are still fighting back afterwards, take cover and prepare the rifle.
With only a few soldiers remaining, you fire at them with a full clip (16+1=17) and every shot magically hits one of them. Four soldiers fall to the ground, and several others are wounded. About time you did some damage with that thing.

+7 to Pistols

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)
Spoiler: Roderick(tehstefan) (click to show/hide)

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

Spoiler: Enemy Troops (click to show/hide)

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Dermonster

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #115 on: January 12, 2010, 04:02:17 pm »

Get rid of the people firing shells at us.

whats the observer skill do?

if it does what i think it does, Radio enemy movements to teammates.
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"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.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #116 on: January 12, 2010, 04:48:37 pm »

whats the observer skill do?
Gives a bonus to perception checks, i.e., hearing or seeing something. I suppose it could work for troop movement.
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S.K. Ren

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #117 on: January 12, 2010, 05:31:01 pm »

I pick up a heavy object from the ground and throw it in the direction of the noise and wait a few seconds. I also take a quick look around at the surroundings

Can you describe my current location? I've officially lost track of my position. I mean are we near the edge of the clearing, in the camp, by the guns or what.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 6: Mop-Up
« Reply #118 on: January 12, 2010, 05:40:54 pm »

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Dermonster

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #119 on: January 12, 2010, 05:47:13 pm »

why did we not have this before?
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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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