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Author Topic: Mercenary RTDX: Epilogue  (Read 77061 times)

Flintus10

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #120 on: January 12, 2010, 08:26:55 pm »

Continue to fire on the enemy and watch for any of our guys who go down and see if i can at least drag the wounded to cover.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #121 on: January 12, 2010, 08:41:57 pm »

why did we not have this before?

Nobody asked for it before. I thought you guys knew where you were.



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Frelock

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #122 on: January 13, 2010, 03:28:23 am »

Get behind some sort of cover Then take the bullet out and apply pressure to the wound.
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S.K. Ren

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #123 on: January 13, 2010, 03:39:24 am »

Are Derm and I the only ones unharmed in all this?
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Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Errol

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #124 on: January 13, 2010, 10:50:24 am »

Take cover and do some improptu first aid. Keep weapon within reach.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #125 on: January 13, 2010, 02:12:48 pm »

Are Derm and I the only ones unharmed in all this?
Patch hasn't been shot yet.

----------

Tomorrow I'm flying out to Seattle for a couple days. Still need Roderick to post, so there probably won't be another update until Monday. Anyway, this seems like a good time to ask you guys what you think of the game so far. I'm hosting it in a different style than Arcanum Octet, and there are more players, so I'm a little worried I might be missing things or letting parts get out of hand. You can either post in this thread or PM me, I don't care which. If there is something several players want changed, I'll look into it when I get back. 

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tehstefan

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #126 on: January 13, 2010, 03:41:09 pm »

Gah!Every time I think I've posted, it seems I haven't.

I look around, studying for that sound, then trying to take some sort of cover, so I won't get shot up when I'm already wounded.
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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.

S.K. Ren

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #127 on: January 13, 2010, 03:47:20 pm »

Woo, Seattle. I'm from Washington myself.

Anywas, I think this is pretty goo dso far. It's my first RTD so I can't really compare it to anything.
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Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Flintus10

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #128 on: January 14, 2010, 01:00:10 am »

Hey yeah this rtd is the best i have been in.
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RandomNumberGenerator

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Re: Turn 8: Enemy Flees
« Reply #129 on: January 18, 2010, 06:17:49 pm »

Turn 8: Enemy Flees

Grunt Team
Quote from: Soldiers
Charge!
(3)(16)(9)(4)(8)
Sensing victory is close at hand, the one(and only) non-wounded soldier charges out of cover toward the enemy position. Two of the wounded soldiers make a halfhearted attempt to follow him, but the rest of the soldiers stay behind. This impromptu squad kills two more enemy soldiers.
Quote from: Enemy Soldiers
Panic!
(9)(13)(10)
The three soldiers who can still run try to do so, heading for the trees.
Continue to fire on the enemy and watch for any of our guys who go down and see if i can at least drag the wounded to cover.
You aim at the fleeing soldiers and shoot one (10), killing him. The other two manage to escape.

+2 to Rifles

Sniper Team
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.
Gunfire has ceased, and you don't see anyone firing any sort of shell. (?) You do see those two soldiers running for the trees, and radio their movement in.

Heavy Team

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
The nearest heavy object is a tree, still rooted in the ground. (6) You don't manage to lift it, and barely manage to not hurt yourself.
I look around, studying for that sound, then trying to take some sort of cover, so I won't get shot up when I'm already wounded.
You look for the sound and find out that is is, in fact, an animal. (13-2=11) You're not sure what kind of an animal, but you know it isn't a human.

+2 to Observation
Get behind some sort of cover Then take the bullet out and apply pressure to the wound.
You dig around for the bullet, managing to find it and remove it from your body. (13-2=11) You did make quite a mess, and the bleeding seems to have worsened a little... but you should be okay. You rip off a piece of your shirt and hold it on the wound to stop the bleeding.

+2 to Medicine

Take cover and do some improptu first aid. Keep weapon within reach.
You also try to heal yourself, though you have slightly less luck. (9-2=7) You find one of the bullets which hasn't penetrated too far thanks to your vest, and remove it. The other bullet stays stuck in, however.
+1 to Medicine


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)

« Last Edit: January 18, 2010, 08:55:54 pm by RandomNumberGenerator »
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S.K. Ren

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #130 on: January 18, 2010, 06:50:31 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
The nearest heavy object is a tree, still rooted in the ground. (6) You don't manage to lift it, and barely manage to not hurt yourself.
Lol, who do I think I am ... He-man?

Anyways, I will resume moving myself and Roderick, (if he wishes), to the edge of the clearing. If Roderick opts to stay behind I'll simply scout the clearing again and report via the handset.
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Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Dermonster

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #131 on: January 18, 2010, 07:13:06 pm »

quietly sneak towards the northern camp, initiate scope-spying.
« Last Edit: January 18, 2010, 07:15:42 pm by dermonster »
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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.

tehstefan

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Re: Mercenary RTD Turn 7:Southern Camp - Clear!(Well, almost...)
« Reply #132 on: January 18, 2010, 07:54:50 pm »

I keep moving with him, though I let him drop me close to the clearing, so he can scout out without having to worry about me. I also try and figure out what kind of animal it is.
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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.

Flintus10

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Re: Mercenary RTD:Turn 8: Enemy Flees
« Reply #133 on: January 18, 2010, 10:46:59 pm »

Head to the southern camp with the grunt squad and look for more medical supplies to see if I can heal the wounded (Including myself)
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Frelock

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Re: Mercenary RTD:Turn 8: Enemy Flees
« Reply #134 on: January 19, 2010, 12:12:53 am »

Pick up a grunt's weapon, and get into the cover of the trees.
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