[Let’s Play] ACE Gamebook 07 – Ronin 47

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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Beroli »

Rescue her.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

Binary choice. It's probably a trap, but I think we should investigate.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Helping the young woman received 2 votes, so Commander Oishi will do this.


448

The sea is shallow enough for Ronin 47 to stand on the seafloor and still have its torso above the surface, so you bring the great mech to a halt and pop the cockpit hatch.

You have the colossal robot hold onto the piece of wreckage, so that it doesn’t drift away or tip over when you step onto it, and then climb down Ronin 47’s façade, using the rungs built into the mech’s superstructure.

Cautiously, you approach the unconscious young woman. As you bend down to shake her by the shoulder, a pair of figures launch themselves out of the water and land on the floating wreckage, setting it rocking. They are both wearing underwater survival suits and are carrying curious weapons that look like a cross between a crossbow and a rocket launcher. One of them depresses the trigger on his weapon and a net flies from the barrel, unfolding as it shoots through the air.

Take an Agility test. If you pass the test, turn to 470. If you fail the test, turn to 497.

Image

As previously explained, Commander Oishi will pass any Agility tests at the moment.


470

You dodge out of the way of the unfurling net and go for your attacker with your katana in your hand. It’s a good thing you always take it with you when you exit Ronin 47, from force of habit if nothing else. (Your opponent has the initiative in this battle.)

FROGMAN     COMBAT 8     ENDURANCE 8

If you are still alive after 5 Combat Rounds, or you manage to lower your opponent’s Endurance score to 4 points or fewer, whichever is sooner, you hear the hollow pop of the net-launcher in the other frogman’s hands being fired – turn to 497 at once.

The fight:
Round 1: Commander Oishi’s Combat Rating: 8+12=20, Frogman’s Combat Rating: 6+8+1=15;
Commander Oishi’s Endurance: 21, Frogman’s Endurance: 6
Round 2: Commander Oishi’s Combat Rating: 8+12+1=21, Frogman’s Combat Rating: 6+8=14;
Commander Oishi’s Endurance: 21, Frogman’s Endurance: 4
Frogman’s Endurance is 4

To nobody’s surprise, Commander Oishi flawlessly brings the Frogman to 4 Endurance points.


497

The net lands on top of you, but as you immediately start to pull it from you, a taser pulse of high voltage electricity passes through the metallic fibres and you lose consciousness.

Roll one die and add 1. Deduct this many Endurance points. (Alternatively, pick a card and deduct its face value from your Endurance score, unless it is 8 or above or a picture card, in which case deduct 7 points from your Endurance score.)

If you lose 4 Endurance points or more, also deduct 1 Combat point and 1 Agility point.

If you are still alive, turn to 112.

Rolling the die and applying the appropriate modification yields a 3, so Commander Oishi loses 3 Endurance points and stays alive.


112

Slowly the blackness abates, and you wake up.

The first thing you become aware of is the fact that you have been separated from your mech. The second thing you notice is... the noise, the low lighting, the smell...

You have a throbbing headache and, as you sit up, a wave of nausea passes through you. Swallowing hard to suppress the desire to vomit, you slowly take in your surroundings.

You appear to be in a large cell, and you are not alone. In fact, you haven’t seen so many people together in one place since Ako Base fell. There are men and women here, the representatives of many different races. Most are wearing hard-wearing combat fatigues of some kind or other, and all of them look like they have had their spirit beaten out of them.

The walls of the chamber are rust-red and appear to be constructed from steel. Set into the back wall is a heavily reinforced security door, which is closed, while running the entire length of the wall in front of you is an open slit, set with thick bars.

You and the others present are all quite clearly prisoners. You pat down your bodyglove and check your utility pouches. Your heart sinks still further when you realise you are also without your katana or your blaster.

Curiosity getting the better of you, rising to your feet you stagger over to the slit in the wall. Grasping the bars to support yourself, you peer through into the space beyond.

It appears to be a cavernous vault, its walls streaked with rust and oily effluent. The floor and steel plate walls are pitted and gouged as if they have been subjected to attacks by massive metal warriors.

A blaring klaxon sounds, and powerful arc-lights come on, illuminating the vast chamber. Your fellow prisoners start to join you at the slit, some of them cheering, others giving voice to insults.

It is then that you realise there are others watching the battle and jeering from another caged block to your left. But these people are not prisoners; they have come here to bet on the outcome of the mech fight. They are the ne’er-do-wells – wreckers, scavengers, and pirates – who have proliferated across the seas since the fall of civilisation.

And then, with a heavy grinding of gears, a huge set of doors on the opposite side of the vault are winched open and you watch in amazement as a colossal robot strides into the chamber. It is a shining steel giant and, even though its hull is marked by all manner of battle damage, you can still make out a red, white and blue pattern of stars and stripes on its torso. Along with the flag of the United States of America, a name has been stencilled across its chestplate in English letter-forms: Devastator. You cannot help but notice the rocket launcher mounted on one shoulder and the pulse cannon on the other.

The cheers and hollering increase in volume as the Devastator strikes a dramatic battle pose.

Moments later, a second giant robot joins the American mech in what you now realise is an arena. This second combatant is more slightly built and less broad across the shoulders. It also doesn’t carry anything like as much heavy ordnance as the Devastator, but is armed with a long, thin mech-blade.

You recognise the characters painted in red on the robot’s carapace as being Korean. They spell out the word Suhosin, meaning ‘Guardian Spirit’.

As the Korean mech takes its place on the other side of the combat arena, opposite the American robot, it performs a balletic pirouette that ends with a flourish of its elongated sword. The cheers become deafening, and you realise several of your fellow prisoners are placing bets on the outcome of the battle.

“What do you say, wanderer?” says a broad-chested Caucasian in stilted English. He has a shaved head and bushy beard, and his thick Slavic vowels suggest that he is from Russia. “Do you want to make a wager on the outcome of the fight?”

“For what currency?” you ask. Your command of English is more assured, one of Director Asano’s dictates having been that everyone who operated out of Ako Base should be fluent in more than one language.

“Rations! What else?” laughs the Russian.

If you have some Rations left and agree to place a wager on the outcome of the imminent mech-battle, turn to 393. If you do not want to place a bet on the fight, or you do not have any Rations to use as currency, turn to 94.

Image

Commander Oishi has some Rations left. Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Commander Oishi’s Adventure Sheet
Agility: 12
Combat: 12
Endurance: 18
Equipment:
Bodyglove
Blaster
Katana
Ration Packs: 5
Medi-Packs: 5
Notes and Code Words:
Connected
Amabie affects Arachnida, Byakko affects Aves, Chochinbi affects Crustacea, and Datsue-ba affects ???
GPS coordinates: 138.7274° E
Resurrections: 4
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Beroli »

Bet on the Suhosin.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Thaluikhain »

May as well.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Agreeing to place a wager on the outcome of the imminent mech-battle got 2 votes, so Commander Oishi will do this.


393

“Come on then, new meat. Ivan will let you choose. Who do you think will win? The American or the Korean? And how many rations are you willing to risk on your choice?”

You may wager as many Rations as you want, as long as the amount does not exceed the total number of Rations you have left. Having decided how many portions of Rations you are willing to bet, you then need to decide which of the combatants will win the fight.

As the battle gets under way, you notice that the Devastator’s rocket launcher and pulse cannon remain dormant.

Conduct the battle between the two mechs as you would a battle between Ronin 47 and another giant robot created by the Guardian Programme. (Please note that the mechs’ artillery weapons are inactive during this battle, so cut straight to the Close Combat phase.)

USS DEVASTATOR
SPEEDARMOURMELEEARTILLERYINTEGRITY
243-30

SUHOSIN
SPEEDARMOURMELEEARTILLERYINTEGRITY
424-25

As soon as one of the mechs has its Integrity score reduced to 15 points or fewer, the klaxon sounds again, and the fight is halted.

If the combatant you bet on winning did indeed win the bout, turn to 74. If your choice of mech lost the battle, turn to 53.

Image

The Double Damage rule will not be in effect for this particular fight. Please make your votes on how many Rations to bet and whether to change the mech to bet on before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Thaluikhain »

Just bet one ration.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

Sure. One ration is fine.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Betting 1 Ration on Suhosin got 2 votes; so Commander Oishi will do this before the battle starts.

The fight:
Round 1: USS Devastator’s Melee Rating: 3+4+3=10, Suhosin’s Melee Rating: 1+3+4+1=9;
USS Devastator’s Damage Rolls: 1, 2, 2; two rolls scored 2 or higher
USS Devastator’s Integrity: 30, Suhosin’s Integrity: 21
Round 2: USS Devastator’s Melee Rating: 2+1+3+1=7, Suhosin’s Melee Rating: 2+7+4=13;
Suhosin’s Damage Rolls: 4, 2, 4, 5; three rolls scored 4 or higher
USS Devastator’s Integrity: 24, Suhosin’s Integrity: 21
Round 3: USS Devastator’s Melee Rating: 1+2+3=6, Suhosin’s Melee Rating: 5+1+4+1=11;
Suhosin’s Damage Rolls: 5, 4, 1, 2; two rolls scored 4 or higher
USS Devastator’s Integrity: 20, Suhosin’s Integrity: 21
Round 4: USS Devastator’s Melee Rating: 1+2+3=6, Suhosin’s Melee Rating: 6+4+4+1=15;
Suhosin’s Damage Rolls: 6, 2, 6, 4; three rolls scored 4 or higher
USS Devastator’s Integrity: 14, Suhosin’s Integrity: 21
USS Devastator’s Integrity is below 15

Suhosin got off to a substandard start, but managed to readily bring the USS Devastator down to size.


74

“Congratulations,” says Ivan begrudgingly, a pair of sycophantic cronies behind him looking like they’re squaring up for a fight. The big Russian tosses you some Rations. “Enjoy your winnings. Never let it be said that Ivan ‘The Bear’ Bukovski isn’t a gracious loser.”

(Increase the total number of Rations you have by the number you bet on the mech-fight.)

Record the code word Trusted on your Adventure Sheet and then turn to 387.


387

The fight over, the crowd gathered by the grille retreats to various corners of the steel dungeon, splitting up into small groups.

It’s clear to you now what the Wreckers’ scheme is; they capture mechs out on patrol, and their pilots, and then force them to fight each other, for the entertainment of the ne’er-do-wells who are drawn to this place, wherever this place might be.

You find a spot by yourself, to sit and think, and plot your escape.

Someone, wearing a ragged robe, their head hidden by a heavy cowl, approaches you and bows, before sitting down cross-legged beside you.

“The supreme art of war is?” the stranger says at last, speaking fluent Japanese.

“To subdue the enemy without fighting,” you reply. “Is that how they caught you?”

“They used my own better nature against me. I was ambushed.”

“In the Great Pacific Garbage Patch?” you ask.

“Just so. I am Kanesada of Okinawa Prefecture,” the stranger says, pulling back his hood to reveal a hairless head and age-lined face. A livid red scar runs from the corner of his left eye down to his chin.

“Oishi of Ako Base,” you offer in return. “There are still Guardians in Okinawa?”

“I was the last. And now I and my mech, Rising Sun, are trapped here.”

“Where is here?” you ask.

“I do not know,” Kanesada replies, “only that it cannot be far from the place where we were both taken.”

“So, what do you know about this place?” you ask the old warrior.

He tells you that he has been here a week, and, in that time, he has discovered that no artillery weapons will work here. The Wreckers are employing some sort of dampener tech, which he believes must be located in the control room high above the arena.

Before he can reveal any more secrets, the door to the cell suddenly opens and a squad of armed guards enters. “You, come with me!” one of them snaps, pointing directly at you.

You look to your new friend as if to say, “This is our chance to get out of here.” But, as if reading your mind, he shakes his head. “Go with them. Do what you have to do, and we will talk again later.”

If you want to follow Kanesada’s advice, turn to 316. If you would prefer to seize this opportunity and make a break for it, turn to 339.

Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Commander Oishi’s Adventure Sheet
Agility: 12
Combat: 12
Endurance: 18
Equipment:
Bodyglove
Blaster
Katana
Ration Packs: 6
Medi-Packs: 5
Notes and Code Words:
Connected
Amabie affects Arachnida, Byakko affects Aves, Chochinbi affects Crustacea, and Datsue-ba affects ???
GPS coordinates: 138.7274° E
Trusted
Resurrections: 4
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

Listen to the wise old man. You know what they say - when the student is ready, the master will appear.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Vote registered, following Kanesada’s advice.


316

In the company of ten armed guards, you are led through a maze of narrow metal tunnels, past what you realise are other holding cells, as well as up and down staircases that double-back on themselves, until you and your armed escort enter a huge hangar that you realise must be on the other side of the arena-vault.

There you find half a dozen pilotless mechs, including your own, forlorn-looking, Ronin 47. By the sparking light of welding torches, you can see that the American mech is undergoing vital repairs, while the Korean robot hangs lifelessly from a jerry-rigged support cradle. But there are also three other machines.

You recognise a great, red robot as being a Russian Boyar-class heavy artillery machine, while there is also a four-armed Guan Yu-class mech of Chinese origin. It is sporting the latest in mimetic cloaking tech – that literally takes the form of a cloak comprised of polychromatic graphene scales – and is armed with a Guan-Dao Polearm, as befitting its famous namesake.

The last mech you can see appears to be another Samurai-class robot, but one with a red sun-disc motif painted on its white hull. It bears no number or other obvious classification marks.

“Get in!” the lead guard says, pointing at Ronin 47’s open cockpit hatch.

As you scale the exterior of your mech, by means of the recessed rungs set into its hull, you consider taking out your escort as soon as you are inside. But then you spot the Wreckers’ own spiky, beetle-like mechs lurking in the corners of the hangar. They would be on you in seconds.

You will just have to bide your time and have your revenge when the opportunity presents itself. You know what the Wreckers expect you to do. They expect you to fight, and fighting is something you are good at.

It feels reassuring to take your place inside Ronin 47’s cockpit once more, but that feeling soon passes as you attempt to interface with the mech’s Combat AI. There is clearly something wrong, as if something is suppressing the CPU. On top of that, no matter what you try, you cannot bring the mech’s artillery weapons online; only its melee weapons appear to be active.

The lighting within the cockpit is subdued and the HUD-projected image on the screen is awash with static interference.

The doors to the great arena grind open and you follow a track of lights in the floor into the gladiatorial chamber. Murmurs of excitement pass among the onlookers and then a great cheer rises from them as the American joins you.

The klaxon sounds for the battle to begin, and the Devastator assumes a familiar fighting stance, looking like a heavyweight boxer compared to your own mech’s more refined form.

If you have the code word Forewarned recorded on your Adventure Sheet, turn to 282. If not, turn to 262.

Commander Oishi does not have the code word Forewarned recorded on the Adventure Sheet.


262

The USS Devastator appears to enjoy getting the crowd hyped up, as if relishing their adulation. But as The Art of War teaches those who are willing to learn, “If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.”

You heft Ronin 47’s own enormous melee weapon, signalling that you are ready, and then the fight begins. (Cut straight to the Close Combat phase of battle.)

USS DEVASTATOR
SPEEDARMOURMELEEARTILLERYINTEGRITY
243-30

If you reduce the Devastator’s Integrity score to 10 points or below, or after 10 Combat Rounds, whichever is sooner, turn to 221.

The fight:
Round 1: Ronin 47’s Melee Rating: 4+4+5+1=14, Ronin 47 Rolled Doubles
Ronin 47’s Integrity: 37, USS Devastator’s Integrity: 20
Round 2: Ronin 47’s Melee Rating: 5+1+5+1=12, USS Devastator’s Melee Rating: 1+4+3=8;
Ronin 47’s Damage Rolls: 4, 2, 1, 6, 5; three rolls scored 3 or higher
Ronin 47’s Integrity: 37, USS Devastator’s Integrity: 14
Round 3: Ronin 47’s Melee Rating: 6+4+5+1=16, USS Devastator’s Melee Rating: 6+6+3=15;
Ronin 47’s Damage Rolls: 6, 1, 2, 6, 6; three rolls scored 3 or higher
Ronin 47’s Integrity: 37, USS Devastator’s Integrity: 8
Devastator’s Integrity is below 10

Ronin 47 flawlessly brings the USS Devastator’s Integrity below 10.


221

The klaxon sounds once more, signalling that the bout is over. As you and the American exit the arena, you see the Russian mech and the Chinese Guan Yu getting ready to enter it.

Who knows how long it will be before you have to fight in the arena again, or when you will be able to effect a breakout? For the time being, the sensible approach would be to keep biding your time, learning all you can about your captors and the gladiator ring, and only make your move when you know their every weakness. For as The Art of War states, “Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.”

The guard escort takes you back to the cells, where you decide to get some rest, and maybe eat something. (Now would be a good time to consume some Rations or use a Medi-Pack, if you are able to.)

If there is still a fully-charged Spider droid on board Ronin 47, turn to 201. If not, turn to 181.

There is no fully-charged Spider droid on board Ronin 47.


181

You wake after what feels like several hours’ sleep. Checking your chronometer, you realise you have spent one entire night here.

Later that day, you are collected again by the Wreckers and taken to the hangar to lead Ronin 47 into battle once more. But who will your opponent be this time?

The crowd of gamblers cheers when Ronin 47 enters the arena, but the roars of adulation for your opponent are even louder. It is the red menace, the Russian giant. Ronin 47’s sluggish AI translates the Cyrillic letters on its hull plating as Volos, while its database dredges up the fact that ‘Volos’ was the name of a chthonic deity from Russia’s mythic past.

As tall as an Oni-class mech, the Russian machine is not unlike a great bear in the way it hunches its shoulders, which are weighed down with heavy ordnance, and rocks from side to side on its pelvic pivot like some cage fighter eager for the bout to commence. It looks powerful enough to lift Ronin 47 off the ground.

And then a booming voice rings out across the chamber and in English says, “It’s the fight you’ve been waiting for – Ronin 47, piloted by Commander Oishi, versus Ivan ‘The Bear’ Bukovski and Volos!”

As a great cheer goes up from the bloodthirsty crowd, you are struck by inspiration. But before you can do anything about implementing your idea, and putting your hastily-formulated plan into action, Volos barrels towards you, spoiling for a fight. (Cut straight to the Close Combat phase of battle.)

VOLOS
SPEEDARMOURMELEEARTILLERYINTEGRITY
244-28

After 5 Combat Rounds, if Ronin 47 is still in the fight, or if you reduce Volos’s Integrity score to 20 points or fewer, turn to 151.

Image

The fight:
Round 1: Ronin 47’s Melee Rating: 5+5+5+1=16, Ronin 47 Rolled Doubles
Ronin 47’s Integrity: 37, Volos’s Integrity: 18
Volos’s Integrity is below 20

Due to a lucky roll, Ronin 47 manages to bring Volos down without getting hit.


151

That last collision sent the two mechs reeling. As the pilot of the Russian giant recovers himself and steadies the war-machine, you seize your chance.

Hailing on all frequencies, you say in English, your common tongue, “Ivan! Wait! Listen to me!”

If you have the code word Trusted recorded on your Adventure Sheet, turn to 127. If not, turn to 103.

Commander Oishi has the code word Trusted recorded on the Adventure Sheet.


127

It seems to you that the Russian mech is about to take a step forward and then hesitates.

“What is it, Wanderer?” the Russian’s voice comes over the comm.

“Never let it be said that Ivan doesn’t play fair,” you say, repeating his own words back to him.

“That’s right! Never let it be said!”

“For there is no honour in not playing fair,” you say, your mech indicating its artillery weapons with a jerk of a gigantic robotic thumb and then pointing to the control room high above the arena.

“No honour at all!” Ivan bellows.

Turn to 65.


65

You charge at the Russian robot, the mech’s melee weapon in hand. But as you do so, the hulking war-machine hunkers down, ramming its knuckles against the oily floor to give it purchase.

You make an almighty leap and, as your robot lands on the Russian robot’s back, the mighty Volos pushes upwards, sending Ronin 47 flying into the air.

Your outstretched weapon connects with the squat metal box of the control room, tearing it in two. A series of electrical explosions ripples through the suspended chamber and gasps of disbelief rise from gamblers, Wreckers, and prisoners alike.

You come to ground again on the other side of the gladiatorial arena, a great clang reverberating around the chamber as Ronin 47 lands in a crouch.

At the same time, static washes through the HUD and then the lights within the cockpit rise to full brightness, while markers on the screen indicate that the mech’s artillery weapons are back online.

It is not only Ronin 47’s ordnance weapons that are active again. With a whoosh of rockets, Volos launches a barrage of missiles at the gallery where the gamblers were whooping and jeering only moments ago.

The gallery vanishes in a series of explosions that send blackened bodies flying in all directions. As the echo of the devastating fusillade fades, the sound of the explosions is replaced by the screams of the dying and the desperate, who are already attempting to flee.

You are about to turn your attention to freeing your fellow prisoners, when four Wrecker mechs charge into the arena, ready to take you both down.

How do you want to deal with the Wreckers?

Trigger an EMP Device (if you can)?     Turn to 280.

Launch a Hunter-Killer Missile (if you can)?     Turn to 22.

Engage the robots in battle?     Turn to 43.

Ronin 47 can trigger an EMP Device, but not launch a Hunter-Killer Missile. Please make your votes before 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.
Last edited by JourneymanN00b on Tue May 26, 2026 4:22 am, edited 1 time in total.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Thaluikhain »

Oh, try out our new EMP toy.

EDIT: Change to half vote to avoid tie.
Last edited by Thaluikhain on Tue May 26, 2026 7:56 am, edited 1 time in total.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by pragma »

We only have one use of the EMP. I prefer to save it for the end game. I vote to engage in battle and hope Volos has our back.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Beroli »

Use the EMP device.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

I spent all night agonizing that we made the wrong decision trusting the old man - that they were going to implant us with an explosive device and our head would explode when we disobeyed them. They got us with a dirty trick - I figured they'd do it again by pretending to have a prisoner in with us.

So I'm happy.

I think we can take these 4 mechs in combat. I vote we save our EMP device and fight normally.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Votes counted; engaging the robots in battle won by a 2-1.5 vote.


43

The Wreckers aren’t interested in capturing you this time. This is going to be a fight to the death! (You must fight the Wrecker mechs simultaneously.)

First WRECKER-MECH
SPEEDARMOURMELEEARTILLERYINTEGRITY
244220

Second WRECKER-MECH
SPEEDARMOURMELEEARTILLERYINTEGRITY
243225

If you defeat your two opponents, turn to 319.

The fight:
Round 1: Ronin 47’s Combat Rating: 2+1+5+3=11, First Wrecker-Mech’s Combat Rating: 8+2+4+2=16, Second Wrecker-Mech’s Combat Rating: 4+2+3+2=11;
Die Roll: 1, First Wrecker-Mech’s Damage Rolls: 6, 1, 5, 5; three dice scored 5 or higher
Ronin 47’s Integrity: 31, First Wrecker-Mech’s Integrity: 20, Second Wrecker-Mech’s Integrity: 25
Round 2: Ronin 47’s Combat Rating: 2+6+5+3=16, First Wrecker-Mech’s Combat Rating: 3+4+4+2=13, Second Wrecker-Mech’s Combat Rating: 1+4+3+2=10;
Ronin 47’s Damage Rolls: 5, 1, 4, 3, 1; three dice scored 3 or higher
Ronin 47’s Integrity: 31, First Wrecker-Mech’s Integrity: 14, Second Wrecker-Mech’s Integrity: 19
Round 3: Ronin 47’s Combat Rating: 5+5+5+3=18, Ronin 47 Rolled Doubles
Ronin 47’s Integrity: 31, First Wrecker-Mech’s Integrity: 4, Second Wrecker-Mech’s Integrity: 9
Round 4: Ronin 47’s Combat Rating: 6+2+5+3=16, First Wrecker-Mech’s Combat Rating: 4+3+4+2=13, Second Wrecker-Mech’s Combat Rating: 4+2+3+2=11;
Ronin 47’s Damage Rolls: 1, 5, 6, 3, 6, four dice scored 3 or higher
Ronin 47’s Integrity: 31, First Wrecker-Mech’s Integrity: -4, Second Wrecker-Mech’s Integrity: 1
Round 5: Ronin 47’s Combat Rating: 4+5+5+3+1=18, Second Wrecker-Mech’s Combat Rating: 3+5+3+2=13;
Ronin 47’s Damage Rolls: 5, 3, 4, 6, 6, five dice scored 3 or higher
Ronin 47’s Integrity: 31, Second Wrecker-Mech’s Integrity: -9

Ronin 47 takes 6 Integrity damage before defeating the two Wrecker-Mechs.


319

The rusted iron walls reverberate with the cheers of the prisoners and the desperate shouts of their captors, as the last of the Wrecker-mechs falls, the Russian giant Volos having made sure that the other two won’t be bothering anyone ever again.

Now to find a way out of this place, wherever – and whatever – it is.

Focusing Ronin 47’s firepower on one wall, you are rewarded when daylight suddenly bursts into the chamber in the aftermath of your attack. Approaching the great rent you have made, you peer through it and find yourself gazing out across a collection of abandoned ships, actually within the Great Pacific Garbage Patch itself. You have been kept prisoner in the belly of an ancient supertanker!

Before you exit the hold, ready to resume your journey, you offer a final parting shot, taking out the wall to the holding cells that looks over the arena. You will let your fellow hostages take their revenge against the Wrecker pirates. You have your own quest for revenge to complete!

(Record the code word Allied on your Adventure Sheet.)

Tokyo lies 500 clicks roughly northwest of your current position, but how do you want to travel there?

If Ronin 47 is equipped with a Booster Rocket, and you want to use it to reach Honshu Island, turn to 60. If not, or you would prefer not to use the Booster Rocket at this time, you have no choice but to travel by sea – turn to 566.

Ronin 47 is not equipped with a Booster Rocket.


566

At last, the southern shore of Honshu Island and the region once known as the Kanagawa Prefecture come into view on the horizon. And beyond that, shrouded in early morning mist and barely visible on the screen in front of you, is the snow-capped peak of Mount Fuji.

If you have the code word Invaded recorded on your Adventure Sheet, turn to 532. If not, turn to 273.

Commander Oishi does not have the word Invaded recorded on the Adventure Sheet.


273

The Sagami-nada Sea is littered with intelligent mines, while the approach to Tokyo Bay is protected from kaiju attacks by sentry gun-towers. You doubt the latter are still functioning, since the city was last overrun years ago, but you cannot be so sure about the minefield.

Indeed, as you approach Honshu’s southern coast, your scanners reveal that the sentient minefield is still in place, and at least some, if not all, of the AI-controlled floating bombs are operational.

How do you intend to negotiate the minefield and make it safely to shore? Will you:

Activate a Booster Rocket (if Ronin 47 is fitted with one)?     Turn to 247.

Fire up your mech’s jump-jets (if you still can)?     Turn to 217.

Launch a Hunter-Killer Missile (if you can)?     Turn to 190.

Subject the minefield to an artillery barrage?     Turn to 146.

Proceed with caution?     Turn to 107.

Ronin 47 can fire up its jump-jets, but does not have a Booster Rocket or a Hunter-Killer Missile. Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Commander Oishi’s Adventure Sheet
Agility: 12
Combat: 12
Endurance: 18
Equipment:
Bodyglove
Blaster
Katana
Ration Packs: 6
Medi-Packs: 5
Notes and Code Words:
Connected
Amabie affects Arachnida, Byakko affects Aves, Chochinbi affects Crustacea, and Datsue-ba affects ???
GPS coordinates: 138.7274° E
Trusted
Allied
Resurrections: 4

Ronin 47’s Adventure Sheet
Speed: 4
Armour: 5
Melee: 5
Artillery: 3
Integrity: 31
Reactor: 1
Upgrades:
Electro-Katana
Enhanced Scanners (-1 from opponent’s Armour in close combat)
Upgraded Hull (+1 Armour, +5 Integrity)
Cloaking Device
EMP Device
Depth Charges: 1
Drones: 0
Flares: 0
Say No To Fascism. The left is the one true way to go.
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deaddmwalking
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

I think we can use the jump jets again. 3/4 vote for that.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Beroli »

Use the jump jets.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by pragma »

Use the jump jets
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Votes recognized; firing the mech’s jump-jets.


217

Ronin 47 rises out of the sea, propelled by only its jump-jets, and seeming to levitate above the water as you guide it towards Tokyo Bay. By the time you reach the Miura peninsula, the reactor readings are in the red and you are forced to set down again, still outside the city, but at least you are clear of the sentient minefield.

Add 1 to your mech’s Reactor point and turn to 288.
Image


288

The entrance to Tokyo Bay is guarded by a pair of monolithic sentinels – great gun-towers that are taller than Ronin 47 by a good ten metres and bristling with high calibre cannons and energy weapons. This is hardly surprising, since they were intended to repel kaiju that are taller and more heavily-armoured than a Samurai-class mech.

Despite your speculation – or maybe even your hope – that the decades-old guardians would no longer be operational, as you come within range, their drooping gun turrets rise and fix on you. Whatever you intend to do to get past Tokyo’s ancient defences, you are going to have to act fast.

Will you:

Activate a Cloaking Device (if you can)?     Turn to 505.

Broadcast a signal stating that Ronin 47 is not a viable target?     Turn to 129.

Launch a Hunter-Killer Missile at one of the towers (if you can)?     Turn to 329.

Trigger an EMP Device (if you have one)?     Turn to 487.

Deploy Flares (if you can)?     Turn to 396.

Deploy Drones (if you can)?     Turn to 418.

Fire up the mech’s jump-jets (if you still can)?     Turn to 439.

Fire up a Booster Rocket (if you can)?     Turn to 464.

Ronin 47 can activate a Cloaking Device, trigger an EMP Device, and fire up its jump-jets, but cannot launch a Hunter-Killer Missile, deploy Flares or Drones, or fire up a Booster Rocket. Please make your votes before 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.

Ronin 47’s Adventure Sheet
Speed: 4
Armour: 5
Melee: 5
Artillery: 3
Integrity: 31
Reactor: 2
Upgrades:
Electro-Katana
Enhanced Scanners (-1 from opponent’s Armour in close combat)
Upgraded Hull (+1 Armour, +5 Integrity)
Cloaking Device
EMP Device
Depth Charges: 1
Drones: 0
Flares: 0
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Thaluikhain »

Hmmm...cloaking device.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

Yeah, I wanted to use the Cloaking Device before even reading any options.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Votes acknowledged; activating a Cloaking Device.


505

You activate the Yurei Corporation-made ‘ghostware’ Cloaking Device, not knowing how long it will remain operational for before either its circuits burn out or the reactor core suffers burnout.

As you pilot Ronin 47 towards the entrance to Tokyo Bay, the sentinels’ guns power down once more, believing there to be no threat present now. The ghostware worked – Ronin 47 has become invisible to the computer-minds of the Kyojin guns!

The Cloaking Device doesn’t give up the ghost and deactivate until you are approaching the docks that once served the city of Tokyo.

Strike the Cloaking Device from your Adventure Sheet and then turn to 370.


370

Tokyo was once a bustling, vibrant city, home to fourteen million people, but since the apocalyptic events of K-Day it is now little more than ruins. You have heard that a few people still live here, but you have also heard rumours of them turning to cannibalism in order to survive.

Nonetheless, it was here that the Tengu Array pinpointed energy readings that were many times greater in magnitude than would indicate mere cook-fires. You are convinced that there has been mech activity here, at least in the past 48 hours. But are they potential allies, enemies, or the traitor you have been hunting ever since Ako Base fell?

If you have the code word Allied recorded on your Adventure Sheet, turn to 14. If not, make a note that your starting grid square is A1 and then turn to 420.

Commander Oishi has the code word Allied recorded on the Adventure Sheet.


14

Ronin 47’s Combat AI alerts you to the presence of something descending from the azure sky on jets of flame. The mech automatically trains its long-range weapons on the target, but you do not activate them when you see through the HUD that it is another Samurai-class war-machine.

The mech lands fifty metres away from you, throwing up a great cloud of dust and debris as it does so. But when the cloud clears again, you see the stylised sun decoration on the robot’s hull and are relieved when it is Kanesada’s voice you hear over the comm.

“Commander Oishi!” Kanesada declares.

“It is good to be reunited with you and Rising Sun again,” you reply. “But what are you doing here?”

“I was able to escape after you initiated that breakout at the Wrecker arena. All the mech-pilots were, and after sending that supertanker to the bottom of the ocean we went our separate ways. I thought about what you told me, when we were incarcerated together, and I thought you could probably do with a hand.”

“But what of Okinawa Prefecture?” you ask. “Are you not needed there?”

“I am the last of my kind,” Kanesada explains, his tone sombre, “and there is work to be done here. Honourable work. Deaths to be avenged. Besides, I think I may be able to help.”

“I am sure you will,” you say. “Two mechs are definitely better than one.”

“No, I mean I can offer more immediate help. There is one who I believe still survives in this ruined city, one who may be able to give us an advantage even against a foe as terrible as this Shogun-class mech you have told me of.”

This is an intriguing offer, but do you have time to indulge in a search for someone who may not even be alive anymore? When you accessed the Tengu Satellite Array, you saw what looked like mechs active in the city. One of them may even be the Shogun you are hunting.

So how will you respond to Kanesada’s offer?

“Take me to them!”     Turn to 56.

“There is no time to delay, we have mechs to hunt!”     Turn to 31.

Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Ronin 47’s Adventure Sheet
Speed: 4
Armour: 5
Melee: 5
Artillery: 3
Integrity: 31
Reactor: 2
Upgrades:
Electro-Katana
Enhanced Scanners (-1 from opponent’s Armour in close combat)
Upgraded Hull (+1 Armour, +5 Integrity)
EMP Device
Depth Charges: 1
Drones: 0
Flares: 0
Say No To Fascism. The left is the one true way to go.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Thaluikhain »

Take me to the contact.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

Take me to them I will demand, imperiously, as the book apparently requires.
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