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

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

Post by JourneymanN00b »

“Take me to them!” got 2 votes, so Commander Oishi will deliver that response.


56

Rising Sun sets off through the devastation that was once the most technologically advanced city on the planet.

You pass overturned cars, toppled streetlamps, and broken bridges on your journey through the ruins until you enter an empty plaza. You can’t help noticing that the structures around the square appear to be covered by long, thick strands of what looks like sticky cobwebs.

Rising Sun comes to a halt and kneels down in the street. A moment later, Kanesada exits the cockpit and climbs down to the ground, constantly eyeing the surrounding buildings as he does so.

Following his lead, you park Ronin 47 and join Kanesada out in the open. You feel very exposed, outside of your mech, and your heartrate starts to quicken.

“This way,” your companion says, setting off across the plaza.

It is then that you see the concrete bunker on the other side of the square. Once the two of you are in the shade of the bunker’s entrance, Kanesada picks up a broken piece of pipe, and uses it to bang on the steel hatch that is set into the concrete at your feet three times.

You wait as the clanging echo dies away and then hear two knocks come from the other side of the hatch. Kanesada strikes the hatch another four times, and then you hear the creaking of a wheel-lock being turned. Slowly the hatch opens from underneath.

A face appears in the gap, and a voice hisses, “Quick, inside, if you’re coming in!”

Kanesada leads the way once more and you follow, closing the hatch behind you. You climb ten metres down a circular shaft set with iron rungs to a dimly-lit passageway and pass through another steel door into somebody’s cramped living quarters. It is crammed with pre-K-Day tech and clearly has its own independent power supply, since various computer screens are aglow with views of the plaza and the surrounding city blocks.

Your host is a young woman with bright pink hair. You also can’t help but notice that the irises of her eyes are different colours.

“Oishi-san, let me introduce you to Nozomi,” Kanesada says, bowing his head respectfully. “Nozomi, this is Oishi-san.”

The girl bows too and then says, “Kane, what are you doing here?”

“I owe Oishi-san my freedom,” Kanesada says, and then proceeds to tell the girl about what happened on board the Wreckers’ supertanker as well as filling her in regarding the incident at Tokugawa Island.

When he is done, it is Nozomi’s turn to speak.

“You say this Kira took out the island’s security systems and all the other mechs using a virus?” You nod in confirmation. “It sounds like an assassin virus, in which case, if you are planning on going up against him, you are going to need to protect your mech to make sure it doesn’t suffer the same fate as that of your former companions.”

“Can you help?” says Kanesada.

“Of course, I can,” Nozomi replies, “but it’s going to cost you. I don’t give away my genius for free, you know.”

“What is it going to cost me?” you ask.

“The only currency that’s worth anything in this post-K-Day world,” she says. “Rations and Medi-Packs. Two, to be precise.”

If you have 2 lots of Rations or 2 Medi-Packs, or at least one of each, and are prepared to give them to the girl in exchange for her help, turn to 78. If not, turn to 109.

Commander Oishi has the Rations and/or Medi-Packs. Please make your votes 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 Beroli »

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

Post by deaddmwalking »

Rations only, I think.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Thaluikhain »

Give two rations, yeah.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Votes acknowledged; giving 2 Rations to the girl.


78

You hand over the payment. (Cross off the appropriate number of Rations and/or Medi-Packs.)

Nozomi immediately gets to work, sitting down in front of one of her numerous computer terminals, her fingers flying over the keyboard as lines of code appear on the screen in front of her.

While she works, you and Kanesada make yourselves comfortable and wait, but the enforced rest does you good. (Restore up to 2 Endurance points.)

“Done!” Nozomi suddenly exclaims, spinning round in her chair. Jumping to her feet, she takes a flash drive from a port in her computer and scrawls ‘Worm-Killer’ on it in permanent marker pen, before handing it to you.

As soon as you are back on board your mech, you will be able to download Nozomi’s anti-virus software into Ronin 47’s tactical computer.

Record the code word Protected on your Adventure Sheet and then turn to 432.


432

It is time you were on your way. Nozomi leads you back to the entrance to her hideout, unbolts the steel hatch, and bids you both farewell. But as you are exiting the bunker, you freeze when you see what awaits you outside.

A vast shadow has fallen over the plaza, which draws your attention to the colossal creature that is even now examining the Rising Sun, probing Kanesada’s mech with its monstrously elongated limbs. The kaiju’s presence also answers the question, what made the colossal webs?

You know it is impossible for a spider to grow this large, but this is of course not actually an arachnid, but an eight-legged kaiju that just happens to look like a gigantic spider. But that doesn’t make the encounter any less terrifying, particularly since Ronin 47 is one hundred metres away on the other side of the plaza.

It would be suicide for Kanesada to attempt to reach his Samurai, but there might be a chance you can reach yours before the monster spots you.

Gathering yourself, you take a deep breath, body tensing, and then sprint from the shelter of the concrete bunker across the open square, heading for your parked war-machine.

Take an Endurance test. If you pass the test, turn to 453. If you fail the test, turn to 477.

Image

Rolling the four dice yielded a 12, so Commander Oishi passes the Endurance test.


453

Catching sight of you with no doubt more than one of its myriad eyes, the arachnoid kaiju extricates itself from the Rising Sun and starts to scuttle across the plaza in pursuit. But you are too quick, managing to reach Ronin 47 and clamber up to the security of its cockpit before the eight-legged freak can catch up with you.

As you bring your mech’s systems online, the AI’s pattern recognition software informs you, via the HUD, that this particular kaiju has been classified as a Tsuchigumo, and you are going to have to act fast if Ronin 47 is not to succumb to its massive fangs and acid-salivating jaws. So will you:

Launch a Hunter-Killer Missile at it (if you can)?     Turn to 142.

Detonate a DNA Bomb (if you have one)?     Turn to 6.

Active Ronin 47’s other weapons and attack the kaiju?     Turn to 205.
Image

Ronin 47 cannot launch a Hunter-Killer Missile at it or detonate a DNA bomb, so its other weapons will be activated.


205

The Samurai-class robots were built for this very purpose – to eliminate the threat posed by the monstrous kaiju – and so that is what you will do now, before the monster can wrap your mech in its corrosive webs.

TSUCHIGUMO
SPEEDARMOURMELEEARTILLERYINTEGRITY
414315

If Ronin 47 is using a Flame-Thrower, you may roll one additional die when determining damage.

If you manage to kill the Tsuchigumo, turn to 233.

Ronin 47 is not using a Flame-Thrower.

The fight:
Round 1: Ronin 47’s Combat Rating: 4+1+5+3=13, Tsuchigumo’s Combat Rating: 1+1+4+3=9;
Ronin 47’s Damage Rolls: 3, 4, 4, 4, 4; five rolls scored 0 or higher
Ronin 47’s Integrity: 31, Tsuchigumo’s Integrity: 5
Round 2: Ronin 47’s Combat Rating: 1+6+5+3+1=16, Tsuchigumo’s Combat Rating: 3+3+4+3=13;
Ronin 47’s Damage Rolls: 2, 2, 1, 5, 5; five rolls scored 0 or higher
Ronin 47’s Integrity: 31, Tsuchigumo’s Integrity: -5

Ronin 47 flawlessly kills the Tsuchigumo, to some mild surprise.
Image


233

The arachnoid horror is dead!

Write the code word Exterminated on your Adventure Sheet, and if you have the code word Allied already written on your Adventure Sheet, turn to 257; if not, turn to 582.

Commander Oishi already has the code word Allied written on the Adventure Sheet.


257

The Tsuchigumo dead, Kanesada sprints from the bunker entrance across the shattered plaza and boards his Samurai once more before any other overgrown horrors turn up.

“Rising Sun detected energy signatures that looked like they could belong to another class of mech when we flew in from the south,” your companion’s voice comes over the comm. “I would recommend caution.”

“But they could be a sign that Kira, or at least his forces, are in the city, which could in turn indicate the path to vengeance,” you tell him.

“Then let us split up,” Kanesada declares. “We have a better chance of finding them that way.”

And so that is what you do.

Make a note that your starting grid square is E5 and then turn to 420.


420

You set out across the city, picking your way between the toppled skyscrapers and the burnt-out shells of tenement buildings.

Look at the city plan below. Shaded squares indicate ruined buildings Ronin 47 cannot pass through. The white squares with three-digit numbers in them indicate the city streets and squares that the mech can cross.
Image

As you explore the city, each turn you may move up to the number of white squares equal to Ronin 47’s Speed score. Please note, you can move north, south, east and west, assuming there are no buildings in the way, but you cannot move diagonally to an adjacent square.

When you have made your move, turn to the number printed in the square you have just landed on. (If you land on grid square A1, simply make another movement turn. It would make sense to bookmark this page, as you will be back here before you are done.

Please make your votes before 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.

Commander Oishi’s Adventure Sheet
Agility: 12
Combat: 12
Endurance: 20
Equipment:
Bodyglove
Blaster
Katana
Ration Packs: 4
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
Protected
Exterminated
Starting Grid Square: E5
Resurrections: 4
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

I don't have a particular plan for how to tackle the city. What is our speed again?

We've been to A1 and E5, so I would kind of like visiting C3 - maybe there's something about squares where the numeric value of the letter matching the numeric portion is significant. If that does seem interesting, G7 and I8 might be worth checking out.

Outside of that, F8 seems interesting - it's not along a straight passage.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Ronin 47’s Speed is 4.

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

Post by deaddmwalking »

That'll get us to C3 in one move, so that's my vote.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Vote acknowledged; moving to C3.


589

As you explore the ruins of Tokyo, you wonder – and not for the first time – how humankind could have been so foolish as to let climate change go unchecked for so long. If the nations of the world had done something about it sooner, you wouldn’t be in this situation now and the population of the planet would be counted in billions rather than millions. Turn to 545.


545

Roll one die (or pick a card). If the number rolled is odd (or the card is red), turn to 16. If the number rolled is even (or the card is black), turn to 582.

Rolling the die yielded a 4, so we will head to section 582.


582

You continue on your way through the devastated metropolis. Turn to 420 to keep exploring the city.

Please make your votes on what Commander Oishi’s next move should be 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 Beroli »

I vote for G3 next.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Vote registered; moving to G3.


593

You have heard rumours that the inhabitants of the city that remained after K-Day have become degenerate savages, not averse to a spot of cannibalism, if the opportunity arises.

Roll one die (or pick a card). If the number rolled is odd (or the card is red), turn to 420. If the number (rolled) is even (or the card is black), turn to 435.

Rolling the die yielded a 4, so we will turn to section 435.


435

Warning lights within the cockpit start to flash red as you hear the roar of rockets coming from overhead. Ronin 47 is the target of a missile barrage.

As the Combat AI tracks the incoming projectiles and calculates firing solutions, you activate your mech’s own artillery weapons.

Take an Artillery test. If your mech passes the test, turn to 11, but if you fail the test, turn to 36.

Rolling the die yielded a 4, so Ronin 47 has failed the test.


36

There is simply not enough time to shoot down every single missile.

Roll one die and add 3; deduct this many Integrity points from your mech. (Alternatively, pick a card and deduct its face value from your mech’s Integrity score, unless it is a 10 or a picture card, in which case deduct 9 points from the Samurai’s Integrity score; if it is less than 4 you must deduct 4 Integrity points.)

If Ronin 47 has lost 7-9 Integrity points, you must also deduct 1 point from its Armour score.

If you are still alive and Ronin 47 is still standing, turn to 95.

Rolling the die and applying the appropriate modification yielded a 6, so Ronin 47 loses 6 Integrity points. Ronin 47 is still standing after taking the damage, so we will proceed to section 95.


95

Clearly your attacker is nearby, so how do you want to respond?

Deploy a flight of Drones, if you can?     Turn to 213.

Engage a Cloaking Device, if you have one?     Turn to 121.

Perform a long-range sensor sweep, if Ronin 47 has Enhanced Scanners?     Turn to 241.

Keep moving, in the hope that your attacker loses your position again?     Turn to 582.
Image

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: 25
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
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

You missed my entirely pointless anecdote about G3 since I typed too slowly.

Half vote for using Enhanced Sensors.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Thaluikhain »

Seconding enhanced sensors.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Votes recognized; performing a long-range sensor sweep.


241

You perform a long-range sensor scan and, in doing so, risk your enemy pinpointing your location with another rocket attack. There is a lot of interference – although whether that is being caused by the metal frameworks of the ruined buildings or whether it is fallout from whatever devices were detonated here during the desperate weeks after K-Day, you cannot tell – but Ronin 47’s Enhanced Scanners do manage to give you an approximate location for your foe.

You set off again, knowing that whatever is firing on you is located somewhere within grid squares I2, I3 and I4.

Turn to 420 to keep exploring Tokyo.

Please make your votes on where to move next 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 Beroli »

Cheatily metagaming, I observe that I2 and I4 are identical while I3 is unique. I therefore vote to go to I3, which must be where our enemy is.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

It's also in the middle of the range, which seems the best place to start even if we didn't notice they were the same numbers. I did a scan looking for duplicates and hadn't noticed that on first pass.

Edit - Looks like we can get there in one move, so no need to specify a stop on the way.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Moving to I3.


222

Your search is over! Turn to 215.


215

Finally, you round the corner of a building and there before you, squatting in the middle of the broken street is a colossal mech, bristling with all manner of rocket pods and missile launchers.

It is five metres taller than Ronin 47 and probably weighs twice as much. Not only that, but its head has been sculpted to look like one of the red-skinned demons of legend, so as to help it intimidate any kaiju it may encounter.

But right now, its target isn’t one of the giant mutants – it’s you!

Will you:

Target the Oni-class mech with a Hunter-Killer Missile (if you have one)?     Turn to 251.

Trigger an EMP Device (if you have one)?     Turn to 301.

Engage the heavy ordnance mech in close combat?     Turn to 274.

Ronin 47 does not have a Hunter-Killer Missile but has an EMP Device. Please make your votes before 9:00 AM 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 Beroli »

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

Post by Thaluikhain »

EMP seems like a useful tool for this.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by deaddmwalking »

We've been saving it for this. Let's see if it works.
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by JourneymanN00b »

Votes registered; triggering an EMP Device.


301

You activate the device, sending a pulse of electromagnetic energy rippling out across the ruined city, with Ronin 47 at its epicentre.

(Cross the EMP Device off your Adventure Sheet; you will not be able to use it again.)

If Ronin 47 is fitted with EMP Shielding, turn to 359. If not, turn to 327.

Ronin 47 is not fitted with EMP Shielding.


327

The EMP weapon is as devastatingly effective against Ronin 47’s systems and Combat AI as it is against the Oni-mech. Both giant robots are effectively dead in the water.

However, as you fight to reboot Ronin 47, a second Oni-class heavy ordnance mech trudges into view at the other end of the street. There is nothing you can do to defend yourself as the mech-killer opens up with everything it has, and Ronin 47 is blown to kingdom come.

Your adventure, like your life, is over.

THE END

Certainly a dumb way to die. We will rewind to section 215, and where Commander Oishi will engage the heavy ordnance mech in close combat by proceeding to section 274.


274

Hoping that what Ronin 47 lacks in artillery abilities, compared to the Oni-mech, will be more than compensated for by its greater speed, manoeuvrability, and capacity for close combat, you engage the demonic giant in battle.

ONI-MECH
SPEEDARMOURMELEEARTILLERYINTEGRITY
232425

If Ronin 47 is still standing after 8 Combat Rounds, or if you reduce the Oni-mech’s Integrity score to 15 points or fewer, whichever is sooner, turn to 375.

The fight:
Round 1: Ronin 47’s Combat Rating: 6+6+5+3+1=21, Ronin 47 Rolled Doubles
Ronin 47’s Integrity: 25, Oni-Mech’s Integrity: 15
Oni-Mech’s Integrity at 15

Thanks to rolling boxcars, Ronin 47 flawlessly subdues the Oni-mech.


375

Hearing a great crash from the other end of the street, you are momentarily distracted by the arrival of a second colossal mech. There were two of the demon-robots hunting you through the ruins of Tokyo!

If you have the code word Allied recorded on your Adventure Sheet, turn to 412. If not, turn to 471.

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

Image


412

Now it is the demonic robot’s turn to be taken by surprise, as Rising Sun arrives at the street junction behind it, its ten-metre-long Electro-Katana laying a blow against its crimson adamantium alloy shell.

Kanesada has been stalking the new arrival through the streets of Tokyo while the Oni-mech was fully focused on finding you!

Rising Sun takes on the other Oni, while you finish the fight with your opponent.

Continue your battle with the Oni-mech, and if Ronin 47 is victorious, turn to 452.

The fight:
Round 1: Ronin 47’s Combat Rating: 4+4+5+3+1=17; Ronin 47 Rolled Doubles
Ronin 47’s Integrity: 25, Oni-Mech’s Integrity: 5
Round 2: Ronin 47’s Combat Rating: 5+6+5+3+1=20; Oni-Mech’s Combat Rating: 1+3+2+4=10;
Ronin 47’s Damage Rolls: 4, 5, 4, 4, 5; five rolls scored 2 or higher
Ronin 47’s Integrity: 25, Oni-Mech’s Integrity: -5

Thanks to some rather lucky rolls, Ronin 47 flawlessly finishes off the Oni-Mech.


452

“Oishi-san!” Kanesada hails you over the comm. “We have conquered our enemies.”

“Another two traitors dead, but not the traitor I seek,” you reply, thoughtfully.

“Do you know where the reprobate is hiding?” Kanesada asks.

You reply in the negative.

“Perhaps they know where he is skulking,” he says, as his Samurai points at the downed Oni-mechs.

Perhaps Kanesada is right.

Using Ronin 47’s uplink and Combat AI, you hack into one of the Oni’s computer systems. However, with its destruction in battle, some manner of ‘Scorched Earth’ protocol has been initiated and so you are only able to retrieve a limited amount of data before you have to logout again to preserve Ronin 47’s own processing power.

Among the information you do manage to download, however, is one half of a set of GPS coordinates: 35.3606° N. (Record this information on your Adventure Sheet.)

“I regret that you must go on without me, Oishi-san,” Kanesada tells you. “Rising Sun must be repaired before it can fight again.”

And so, thanking your companion, you prepare to continue your quest alone once more. However, before you do so, you pillage the Oni-mechs’ ordnance weapons for additional rockets and missiles that Ronin 47 can use. (Add 1 point to your mech’s Artillery score, even if it takes it above its current maximum level.)

If you have now collected both halves of a set of GPS coordinates, ignore any numbers that appear after a decimal point and add the two numbers together, then turn to the section that is the same as the total. If the paragraph you turn to makes no sense, then you have made a mistake or do not actually have the information you need – turn to 449.

Commander Oishi has collected both halves of a set of GPS coordinates. Adding the two numbers without accounting for numbers beyond the decimal point yields a total of 173, so we will turn to section 173.


173

So, the Traitor Kira has gone to ground at the top of Mount Fuji. The only question that remains is how to you want to approach his hideout?

If you have a Booster Rocket and want to use it now, turn to 584. If not, Ronin 47 will have to walk there – turn to 7.

Ronin 47 does not have a Booster Rocket, so our hero will have to walk to Mount Fuji.


7

The ruined city is soon many kilometres behind you and you begin your ascent of Mount Fuji, every colossal stride taking you higher up the sloping side of the dormant volcano.

If your mech is equipped with a Cloaking Device, and you want to activate it now, turn to 23. If not, turn to 51.

Ronin 47’s no longer has a working Cloaking Device, so we will turn to section 51.


51

Eventually you pass beyond the treeline and find yourself scaling the steeper snowy slopes, as Ronin 47 makes for the coordinates you programmed into its nav-systems.

The HUD starts to light up with all manner of potential hostiles, as Ronin 47’s Combat AI constantly revises its ongoing threat assessment. But it completely fails to detect the most serious and immediate threat.

Two lithe matte-black mechs suddenly burst from their hiding place under the thick blanket of snow, each armed with a pair of Electro-Wakizashi swords, and one of them manages to lay a blow against Ronin 47 before you have time to react to their unexpected appearance.

(Deduct 6 Integrity points.)

If your mech is still capable of fighting back, that is what you are going to have to do now (turn to 309), unless Ronin 47 is equipped with an EMP Device, and you want to activate that instead (turn to 232).

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: 20
Equipment:
Bodyglove
Blaster
Katana
Ration Packs: 4
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, 35.3606° N
Trusted
Allied
Protected
Exterminated
Starting Grid Square: E5
Resurrections: 3

Ronin 47’s Adventure Sheet
Speed: 4
Armour: 5
Melee: 5
Artillery: 4
Integrity: 19
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.
Thaluikhain
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Re: [Let’s Play] ACE Gamebook 07 – Ronin 47

Post by Thaluikhain »

Ok, lack of EMP Shielding being an issue makes sense, but still...grrr...

I vote to fight normally.
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Beroli
Prince
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Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Fight normally.
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JourneymanN00b
King
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Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

Fighting back received 2 votes, so Ronin 47 will do that.


309

The Ninjas must be equipped with some kind of ‘ghostware’ stealth tech, which is why Ronin 47’s systems were blind to their presence. But now that they have revealed themselves, you no longer need the automated weapons’ systems to be able to target them when you can use the haptic controls to battle them in hand-to-hand combat.

First NINJA-MECH
SPEEDARMOURMELEEARTILLERYINTEGRITY
525215

Second NINJA-MECH
SPEEDARMOURMELEEARTILLERYINTEGRITY
525213

If you manage to defeat both of the Ninja-mechs, turn to 75.

The fight:
Round 1: Ronin 47’s Combat Rating: 5+5+5+4=19, Ronin 47 Rolled Doubles
Ronin 47’s Integrity: 19, First Ninja-Mech’s Integrity: 5, Second Ninja-Mech’s Integrity: 3
Round 2: Ronin 47’s Combat Rating: 6+6+5+4=21, Ronin 47 Rolled Doubles
Ronin 47’s Integrity: 19, First Ninja-Mech’s Integrity: -5, Second Ninja-Mech’s Integrity: -7

Thanks to some very lucky rolls, Ronin 47 flawlessly defeats both of the Ninja-Mechs.


75

The last Ninja falls, throwing up a great cloud of snow that obscures your view as surely as a wash of snowy static would, as it passes across the cockpit screen.

And then, as the powder settles again, you catch sight of your objective for the first time, close to the peak of Mount Fuji. It looks like an outcropping of black rock, but then you are able to make out the stacked, sloping, butto-style roofs and you realise then that the vast structure is man-made. Facing you is a wall a hundred metres tall. But before you can even attempt to breach the walls of the fortress, you are going to have to deal with the red-hulled Oni-mechs that are trudging towards you across the snowfield, their artillery weapons primed.

If you have the code word Allied recorded on your Adventure Sheet, turn to 154. If not, turn to 438.

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


154

The comm crackles with static and then a familiar voice comes over the comm. “Incoming!”

A missile streaks down out of the snow-riven sky and hits the heavy ordnance mech on the left, causing it to stumble as a ball of smoke and flame envelops its right shoulder.

Moments later, Rising Sun lands in a crouch beside you, the carbon-fibre muscle bundles in its legs absorbing the force of the impact.

“Come, my friend,” Kanesada says. “There are deaths to be avenged. Do not falter now, for quickness is the essence of war.”

As Rising Sun engages the already injured Oni, you prepare to engage the other one.

If you want to hit it with a Hunter-Killer Missile, if you have one, turn to 556. If not, turn to 534.

Ronin 47 does not have a Hunter-Killer Missile.


534

You charge towards the other Oni, determined that the demonic robot will not stop you from breaching the walls of the traitor Kira’s fortress and avenging the deaths of all those slaughtered during the Ako Incident.

First ONI-MECH
SPEEDARMOURMELEEARTILLERYINTEGRITY
232425

If you defeat the mech, turn to 570.
Image

The fight:
Round 1: Ronin 47’s Combat Rating: 5+4+5+4+1=19, First Oni-Mech’s Combat Rating: 1+3+2+4=10;
Ronin 47’s Damage Rolls: 6, 5, 6, 4, 4; five rolls scored 2 or higher
Ronin 47’s Integrity: 19, First Oni-Mech’s Integrity: 15
Round 2: Ronin 47’s Combat Rating: 3+3+5+4+1=16, Ronin 47 Rolled Doubles
Ronin 47’s Integrity: 19, First Oni-Mech’s Integrity: 5
Round 3: Ronin 47’s Combat Rating: 4+2+5+4+1=16, First Oni-Mech’s Combat Rating: 6+2+2+4=14;
Ronin 47’s Damage Rolls: 2, 5, 2, 4, 5; five rolls scored 2 or higher
Ronin 47’s Integrity: 19, First Oni-Mech’s Integrity: -5

Ronin 47 flawlessly destroys the Oni-Mech, to nobody’s surprise.


570

As your opponent falls, so does the other Oni, Rising Sun taking the robot’s demonic head from its shoulders with a sweep of its Electro-Katana.

But there is no time to celebrate your victory, as the gates of the fortress open and a host of black-clad figures pour out. Many are riding snowmobiles and light all-terrain vehicles, and they are accompanied by a squadron of aerial gun-drones.

Having seen you defeat his guard-mechs, Kira has sent his army of devoted followers to stop you. He must be getting desperate!

“Go!” Kanesada shouts, as Rising Sun points at the open gate to the fortress with a huge, armour-plated arm. “I’ll hold them off. You do what needs to be done!”

Leaving Kanesada to face Kira’s army alone, you direct Ronin 47 towards the open portal, even as the gates start to close, hoping to throw your mech through the gap before they can close completely. However, some of the soldiers direct their fire at Ronin 47 as the giant robot runs past them.

Take a Speed test. If you pass the test, roll 1 die, multiply the result by 2 and deduct this many Integrity points. However, it you fail the test, roll 1 die and multiply the result by 4 before deducting the total from Ronin 47’s Integrity score.

If Ronin 47 is still operational, turn to 18. If not, you will have to abandon your mech and continue on foot – turn to 510.

Rolling the die yielded a 1, so Ronin 47 passes the Speed Test. Rolling the die and applying the modification yields a 12, so Ronin 47 loses 12 Integrity points, but is still operational. However, I will still give Commander Oishi the option to continue on foot, if a majority wishes to do this. 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: 4
Integrity: 7
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
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Thaluikhain
Overlord
Posts: 7564
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Stay in the mech.
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