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Author Topic: Mercenary RTDX: Epilogue  (Read 77117 times)

RandomNumberGenerator

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Re: Mercenary RTD:Turn 8: Enemy Flees
« Reply #135 on: January 20, 2010, 12:12:07 pm »

Still need Errol, I believe.
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Errol

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Re: Mercenary RTD:Turn 8: Enemy Flees
« Reply #136 on: January 20, 2010, 12:22:03 pm »

Shout "MEDIC!"
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RandomNumberGenerator

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Re: Mercenary RTD:Turn 8: Enemy Flees
« Reply #137 on: January 20, 2010, 09:19:40 pm »

Turn 9: A Small Respite

Grunt Team:

Quote from: Soldiers
Rest
(4)(11)(12)(9)(16)(9)(7)(9)(9)
Wounded and weary, the soldiers put down their weapons and try to recover from their wounds. One fallen soldier ends up dying from blood loss, but the rest partially recover. One of them even has some medical knowledge, and begins treating the wounds of himself and his fallen brothers.
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)
You head into the camp and find a first-aid kit (9+2=11) in one of the enemy's tents. (2) Unfortunately it is mostly empty, containing only a single bandage. You remove your bullet and bandage up your wound, then proceed to help the rest of the wounded.

+2 to Medicine

Sniper Team
quietly sneak towards the northern camp, initiate scope-spying.
You climb down from your position and move towards the northern camp (?) You look through your scope and see four soldiers in the camp, doing various activities. One appears to be cleaning his rifle. Another is eating food. The last two simply appear bored.

Heavy Team
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.
You move to the edge of the clearing (?) The gunners appear to still be hiding behind cover.
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.
You crawl over to where you heard the noise. Hmm... those tracks. (15) It must have been a fox.

+5 to Tracking

Pick up a grunt's weapon, and get into the cover of the trees.
Seeing no nearby grunts, you grab one of the rifles off of an enemy soldier (13) and retreat into the trees.

Shout "MEDIC!"
You call out for a medic (9) and Patch hears you. He runs over to assist. You are healed.



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 20, 2010, 09:52:46 pm by RandomNumberGenerator »
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Dermonster

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Re: Mercenary RTD:Turn 8: Enemy Flees
« Reply #138 on: January 20, 2010, 09:27:04 pm »

Observe them. no telling when something might happen.

i suggest the others get over here.

also, i forgot why we came. something about artillery.
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S.K. Ren

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Re: Mercenary RTD Turn 9: A Small Respite
« Reply #139 on: January 20, 2010, 11:27:46 pm »

Radio our position to the other squads and ask that they join up at the artillery clearing.
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Frelock

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Re: Mercenary RTD Turn 9: A Small Respite
« Reply #140 on: January 21, 2010, 12:41:48 am »

Get into position near the artillery base; quietly.
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tehstefan

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Re: Mercenary RTD Turn 9: A Small Respite
« Reply #141 on: January 21, 2010, 02:31:36 am »

Wow. what a lucky roll. Tracking could come in handy, at some point.

I keep quiet, watching and prepping my rifle quietly if it can be done, so I can shoot anything that might spot me.
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Flintus10

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Re: Mercenary RTD Turn 9: A Small Respite
« Reply #142 on: January 21, 2010, 07:25:44 am »

Search the camp for any intel and supplies the grunts could probably use some better weapons and some ammo.
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Errol

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Re: Mercenary RTD Turn 9: A Small Respite
« Reply #143 on: January 21, 2010, 09:48:37 am »

Get familiar with one of the Garange rifles, then join up with the rest of the squad.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #144 on: January 21, 2010, 10:24:12 am »

Turn 10: Phase 2

Grunt Team:
Quote from: Soldiers
Wait
With nothing to do, the soldiers mostly sit around. They are unlikely to heal any further until they return to a proper medical facility.
Search the camp for any intel and supplies the grunts could probably use some better weapons and some ammo.
You search through the camp, but don't manage to find anything of importance. (5) The Garange rifles are not too different from the Byor model, even though they use a slightly different caliber.

Artillery Camp Team
Radio our position to the other squads and ask that they join up at the artillery clearing.
You get out your radio and call your position to the rest of the squad (10). You give good information about your current position, so the rest of the squad can find you.
Get into position near the artillery base; quietly.
Having the location of Alexi and Roderick, you proceed to meet up with them at their position (9). It is unlikely that anybody in the forest was alerted to your position, though I wouldn't try sneaking through a guarded military compound that way.

+1 to Stealth

I keep quiet, watching and prepping my rifle quietly if it can be done, so I can shoot anything that might spot me.
You steady your nerves and get your rifle ready to fire at a moment's notice (13). Nothing appears, however.

Get familiar with one of the Garange rifles, then join up with the rest of the squad.
You practice drawing, aiming and shooting(without any ammo loaded) and gain a decent respect for the rifle (9). It is fairly well-made.

+1 to Rifles

Northwest Camp Team
Observe them. no telling when something might happen.
Staying in the underbrush, you observe the enemy (8+1=9). You notice nothing unusual.

+1 to Observation




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

Artillery Camp 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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Errol

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #145 on: January 21, 2010, 10:47:50 am »

Go to wherever S.K.Ren is.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #146 on: January 21, 2010, 11:20:58 am »

Go to wherever S.K.Ren is.

You are already next to him.
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Frelock

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #147 on: January 21, 2010, 12:33:16 pm »

Set up a few traps in the woods for any northern troopers coming by, using native materials.
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Errol

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #148 on: January 21, 2010, 12:56:54 pm »

This was sooo obvious, RNG. I assumed you dropped the second part.

Anyway, new action: I ready my rifle for some sniping potshots.

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Dermonster

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #149 on: January 21, 2010, 02:18:47 pm »

I ask the rest of the team to please finish up there.

Hide a bit better, getting 5/5 Camouflager
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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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