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Author Topic: You are Space Marine: First Battle, and a Genestealer Cult  (Read 6810 times)

Sinpwn

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Re: You are Space Marine: The Trials Begin
« Reply #15 on: May 13, 2012, 09:33:42 pm »

Inconsequential arguments about bullet containment aside:

Member of the Salamanders and heading to save the Mechanicus.
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Kestrel_6

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Re: You are Space Marine: The Trials Begin
« Reply #16 on: May 13, 2012, 09:35:28 pm »

We must be Blood Ravens, BOREALE Demands it.
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Kestrel, ITS A TRAP! It's luring you into false security! DON'T FALL FOR IT!!
Tomb of Horrors can pretty much be summarized by "ackbar.jpg"

Heavy Weapons Pony

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Re: You are Space Marine: The Trials Begin
« Reply #17 on: May 14, 2012, 01:32:24 am »


If it opposes the God Emperor it is a Heretic, it does not matter if it is part of the Imperium of Man or not. (Just my view)
We should have a Meltagun or Flamer for fighting Tyranids...
We are either Space Wolves (Excel in Melee combat and c'mon ride able WOLVES!)
or Salamanders (CQB Shooting)

< We help the fight at the Adeptus Mechanicus Temple.
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Ahhh, yes... Killing the ecosystem of a other planet and burn the product as fuel... Simply brilliant 

adwarf

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Re: You are Space Marine: The Trials Begin
« Reply #18 on: May 14, 2012, 02:25:36 pm »

Votes so far ...
Code: (Votes) [Select]
Salamanders - 2
Ultramarines - 1
Blood Ravens - 1
Blood Angels - 1
Novamarines - 1

We should have a Meltagun or Flamer for fighting Tyranids...
Your mission requires you to get to your objectives fast, and strike quickly, a heavy weapon would slow you down far to much, and securing those objectives is necessary if you want to strike back at the Tyranids.
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adwarf

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You are Space Marine: Two Paths, One Easy, and One Drawn in Blood
« Reply #19 on: May 14, 2012, 04:25:31 pm »

You walk up to the scout who you now know to be Scout Sergeant Alfrus Larus, and speak to him, "I'd like to go on the mission to save those of the Adeptus Mechanicus, and free their temple from the Tyranid forces." The Sergeant gives you a quick nod, and replies, "You'll be teamed with  Werner Balthial, and Xavier Scope, this is their first mission as well so I ask you recruits to do well in the name of the Emperor, and His Imperium." With that the group of scouts begin to break up, you head to the two the Sergeant had pointed out, and join up with them. Werner Balthial, a tall lanky man, even by scout standards, with brown hair and green eyes, stands with his arms behind his back holding onto the barrel, and stock of his sniper rifle as he idly chats with the other scout. The other one, Xavier Scope, is a bit bulkier, and has more of lean build as he carries the bolt pistol in one hand, and his sniper rifle in a sling across his back, his hair a deep jet black and a deep dark-blue.

As you approach each of them give you a short nod, and as a group you turn and begin making your way down through the building below using a maintenance staircase located on the far side of the building. Once you reach the bottom, and throw open the door you find a large street running side to side in front of you, and a dark alley across from you. Looking around with a quick glance Xavier speaks up, "So which way are we going to get to the Mechanicus Temple? I'd say side the alleys since it'd allow us to avoid any large hordes of tyranids, and get us there quickly." Werner gives a small shake as he replies, "I say we follow the main roads, a bit more dangerous, and a longer route, but we can meet up with some of the Imperial Guardsmen who've formed outposts out here, and use them to support us at the Temple." They both look to you as if asking, 'Which way will it be?'

Spoiler: Signus-Star (click to show/hide)

Spoiler: Werner Balthial (click to show/hide)

Spoiler: Xavier Scopes (click to show/hide)
« Last Edit: May 14, 2012, 06:26:13 pm by adwarf »
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adwarf

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Re: You are Space Marine: Two Paths, One Easy and One Drawn in Blood
« Reply #20 on: May 14, 2012, 06:29:27 pm »

Added the other Scout's statuses
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adwarf

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Re: You are Space Marine: Two Paths, One Easy and One Drawn in Blood
« Reply #21 on: May 15, 2012, 02:47:46 pm »

Bump ...
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10ebbor10

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Re: You are Space Marine: Two Paths, One Easy and One Drawn in Blood
« Reply #22 on: May 15, 2012, 03:03:36 pm »

Main road. Why choose the easiest solution?
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Doomblade187

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Re: You are Space Marine: Two Paths, One Easy and One Drawn in Blood
« Reply #23 on: May 15, 2012, 03:16:17 pm »

The problem is, we don't have that much ammo. Side roads would be more efficient, and we could still make our way to the main road to join up with the guardsmen if we see any of them.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Kashyyk

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Re: You are Space Marine: Two Paths, One Easy and One Drawn in Blood
« Reply #24 on: May 15, 2012, 05:14:11 pm »

The problem is, we don't have that much ammo. Side roads would be more efficient, and we could still make our way to the main road to join up with the guardsmen if we see any of them.
Agreed, and even though we're space marines, it ain't a good idea to get into melee with a tyranid.
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Doomblade187

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Re: You are Space Marine: Two Paths, One Easy and One Drawn in Blood
« Reply #25 on: May 15, 2012, 05:17:09 pm »

The problem is, we don't have that much ammo. Side roads would be more efficient, and we could still make our way to the main road to join up with the guardsmen if we see any of them.
Agreed, and even though we're space marines, it ain't a good idea to get into melee with a tyranid.

Exactly. Why? Genestealers, that's why.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

adwarf

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Re: You are Space Marine: Two Paths, One Easy, and One Drawn in Blood
« Reply #26 on: May 15, 2012, 06:17:08 pm »

"Lets go through the side alleys, our primary objective is getting to that Temple, once we free it we can come back and rescue anyone who has holed up along the main road. If they held out this far, and if they did that they can last still we free the Adeptus Mechanicus in that Temple, lets get moving I don't want to be out in the open to long." You answer, and both of them give grim nods to your suggestion, they know your right, and as of right now you don't stand much of a chance against the tyranids if they manage to get close to you. Dashing across the street you, and the others run into a medium-sized alley running between a series of apartment complexes, and shops that surround it on both sides. Walking through it you see spatters of blood, spent casings, and the remains of what you believe to be guns that crunch underneath your feet, all is silent as you walk along the alleyway. Off to the right, and slightly ahead of you Werner stalks forward his bolt pistol held in both hands and ready to shoot anything that comes near. Behind you, and off to the left of you Scopes has his sniper rifle up on his shoulder, and is flipping it back and forth, up and down as he searches for any of the Tyranid monstrosities that could lurk in every shadow.

As you proceed down the alley you hear the distant sounds of a disgusting chewing, grinding noise of some unseen creature eating who knows what, taking a glance to either side you see no signs of Tyranids, or any signs of corpses that should have been present from the carnage that had been reaped in this alley. A sudden pit forms in your stomach when you realize what it is that is making the noise, you open your mouth and start to yell, but you are cut off as sloshing sound comes from above you. You barely dodge out of the way as a group of rippers jumps out of the windows above your head, and launches themselves at you snapping their jaws just inches from your feet. The sound of gunfire reaches your ears as Werner unloads his bolt pistol into the Rippers. As the shells impact the rippers themselves, and the ground around them, either tearing the beasts apart with the bullet themselves, or turning them to blood smears as a the explosives packed inside the bolt shells turn them to little more then small puddles of blood and bio-material.

Scopes pipes up as be smashes the last of the rippers under foot, "If these were here then that means this assault is nearing its end far sooner then we expected, it also means there some bigger guys nearby. We need to move." With that he starts sprinting down the alleyway, you and Werner not far behind as you pelt down the dark alleyways covered with litter, and the results of this unexpected attack. You remember a sentence the beginning of the briefing, 'The assault just happened out of nowhere, seven million people died within an hour of the first wave of attack, ever since then the losses have dropped, but every day the passes brings thousands of more casualties to those that remain on the world below.' You snap back to the real world as you see a small haze off down another side alley, looking upon it your glad of the specialized rebreather given to you along with your armor, and the weapons you now carry. After several minutes of running you notice the dark alleyway begins to open up ever so slowly getting wider, and wider until it makes a sudden sharp turn off to the right. Slowing down as you reach it Scopes takes a quick look around it, and gives a slight nod of the head to you, a signal to look around the corner.

Doing so you slowly poke your head around the corner, looking out into a plaza littered with the skeletons of several Leman Russ tanks, and around a dozen Chimera all arranged in a circle with every bit of scrap metal someone get a hold of welded onto the frames to form a sort of wall. From where you stand the place looks abandoned except for three plumes of smoke coming from within, the air feels thick with tension, and it eerily quiet as you look out into the plaza before you. Pulling your head back around the corner the others look to you for some form of order, it seems they have decided to make you the leader. What should you do?

Spoiler: Map (click to show/hide)

Spoiler: Signus-Star (click to show/hide)

Spoiler: Werner Balthial (click to show/hide)

Spoiler: Xavier Scopes (click to show/hide)
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Doomblade187

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Re: You are Space Marine: Two Paths, One Easy and One Drawn in Blood
« Reply #27 on: May 15, 2012, 06:35:39 pm »

Carefully survey the area for tyranids, and if it appears safe, try to signal those within.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

adwarf

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Re: You are Space Marine: Two Paths, One Easy and One Drawn in Blood
« Reply #28 on: May 16, 2012, 02:51:04 pm »

Carefully survey the area for tyranids, and if it appears safe, try to signal those within.
Any specific way or would you like me to choose :3 {/joking}
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adwarf

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You are Space Marine: The Horde is Closing In.
« Reply #29 on: May 18, 2012, 06:18:28 pm »

Peeking your head back around the corner you take a more observatory look at the plaza, all around blood splatters and chunks of masonry, and machinery litter the ground. In some places craters several feet deep are present from the fierce blasts of Leman Russ Tanks, and artillery shells, in the far distance the vaulted roofs, support arches, and intricate steeples of the Mechanicus Chapel. Fresh puddles of blood here, and that coupled with the butts of still burning smokes upon the ground tells you that either someone is in there ... or they were. Taking another glance around the plaza you find nothing new, and the ever-present silence buzzes in your ears. Signalling Scopes, and Werner to move forward you crouch down and advance in front of them.

Both of them set up at the corners of the alleyway's mouth and set up quick firing positions as you move forward alone, side-stepping small shreds of shrapnel, and puddles of dried blood you approach the gate formed from what looks like metal plates welded into a frame, and reinforced with rockrete poured into the rough built frame. Raising your voice slightly you say, "This is Signus-Star, Space Marine Scout, of the Slamader 7th Company, anyone inside respond." After several seconds you here the soft clanging of boots on steel, and soon enough you look up to find around twenty guardsmen setup just behind the tops of the makeshift wall, their lasguns in position over looking the entire plaza and the buildings nearby. As you watch an Enginseer looks over the wall, his face is covered in soot, and grime, and his cloak is covered in oil stains, as he speaks his voice changes pitches slightly from time to time, "Welcome among us Signus-Star, come inside quickly before those bastard creatures return."

With that the Enginseer, and the guardsmen quickly disappear from the wall above, and a grinding noise fills the air as the wall is pulled aside slowly before you, when the crack is big enough for you to enter through it stops, and you hurriedly rush inside with the others. The gate grinds shut behind you, and you take a look at the camp concealed within the wall, a dozen or so basic tents are built in a semi circle in the middle of the camp facing the gate. In front of those three large areas covered with cameleoline tarpaulins, and beneath them several people of the Officio Medicae run around under them taking care of the wounded, and the dying. In the center of all these a much larger tent with its side flaps fully open is occupied by several men arguing over a table with what appears to be a map laid upon it. All around the circle of tents you see a ring of Tarantula Sentry Turrets set up with several guardsmen carrying boxes of munitions to the sides of them, or double-checking the foot thick power cords that feed the turrets with energy.

You start to make your way to the tent you believe to be the command tent, but stop as the Enginseer from before walks over, and talks to you, "I am glad you have come here, this camp is filled with the majority of the remnants of the 2nd Solaris Armored Division. I am the Alfrus Winsar, the last of the Enginseers attached to this regiment, follow me to the Command Tent." With that the Enginseer leads you to the largest of the tents, and slinks away as you, Scopes, and Werner enter the tent proper. As you enter the men gathered around the table snap to attention, and give you salutes while one of them, a man with a thick beard, and all the signs of a full rank Commissar, speaks and his booming, deep voice is easily heard, "Welcome Scouts of the Salamander 7th Company, I am Commissar Ulrek, and this is Captain Litz Walrks, he is the current Commander of the 2nd Solaris Armored Division. We know your mission, to an extent, and would be glad enough to help you secure the Mechancius Church, but we have a slight problem."

At the end of the sentence he pointed at a line of red markers, and massive blobs of them across a map of this section of the Forge World before continuing, "These right here represent the main Tyranid assault forces closing in on us from our last report one hour ago, right there in the middle of the line, yes that mob of markers, represents an entire horde of Tyranid forces. They are heading right for this base, and are between us and that Church, we need you to help us hold them off. Estimated arrival is two hours, and the reinforcements from the Rearguard forces of the regiment won't arrive for three hours. Help us hold the Tyranid off, and we can escort you with an entire squadron of tanks and a hundred or so guardsmen to back them up. Will you help us? If not we are more then willing to escort you to a safer path for you to continue on to your mission."

Spoiler: Map (click to show/hide)

Spoiler: Signus-Star (click to show/hide)

Spoiler: Werner Balthial (click to show/hide)

Spoiler: Xavier Scopes (click to show/hide)
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