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Author Topic: You Are Imperial II: The Adeptus Arbites - Escort Duty, Slavers, and Mayhem  (Read 7568 times)

Elfeater

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Re: You Are Imperial II: The Adeptus Arbites - Riots in the Warehouse District
« Reply #60 on: November 05, 2012, 07:00:13 pm »

Wait who is Ghaz?
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I for one support our child snatching overlords.
there is a difference between droping red numbers representing magma on Es representing elves, and finding it hot when a girl moans like a retarded seal

adwarf

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Re: You Are Imperial II: The Adeptus Arbites - Riots in the Warehouse District
« Reply #61 on: November 05, 2012, 10:47:23 pm »

Wait who is Ghaz?
Ghaz is the Lord Commander of the Arbites Fendark Branch
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adwarf

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Re: You Are Imperial II: The Adeptus Arbites - Riots in the Warehouse District
« Reply #62 on: November 12, 2012, 06:07:03 pm »

Red Raiders Hideout Raid

Base Shelling
Death Guard 1 - [6], Massive Effect
Death Guard 2 - [6], Massive Effect

Effect: [2], Unknown Effect

Within seconds your Arbites Death Squads are in a line formation covering the road to the hideout, one line of men crouched on the ground with their guns supported by stands, and a second standing up hefting the massive weapons in their hands. As the captain voices the command to fire you plug your ears, and duck behind the wall of the alley, even with your ears covered by your hands the sounds of the heavy bolters pierces into your hound at a constant pace. After what seems like half an hour, but was in reality a minute, you look around the corner to find the front of the building has collapsed and the rubble fills the street blocking the main road from the rest of the building thus making the most direct path to it inaccessible by your men.

Shouting the order to move in you sprint from the cover of the alleyway and head for the doorway set deeper into the alleyway across from you, as you run you here feet pounding behind you as three Peacekeepers draw up around you. Making it to the door you find it locked and take a step back as you raise your foot to smash the door open, the hinges squeal for a second as your foot hits the door but gives way and slams against the wall inside showering the corridor with dust that has settled from years of neglect. Pounding through the hallway you see several doors crack open out of the corner of your eye, but ignore them as the doors close back just as fast as they open, the next door is no problem as the Peacekeeper to your left hefts his gun and blasts a foot size hole into the door.

Bashing it aside you rush through to find a small square courtyard, the only exit on the right blocked by the mound of rubble reaching far over your head. Looking around you see a pair of benches built into the wall across from you, a trashcan, and a ... a U-shaped pipe jutting up from the ground on the side of the wall next to the partially destroyed wall. Looking up to the windows on the far side of the courtyard you see no would be assailants and start your walk over to the strange pipe, as you take a step forward a shot rings out in the courtyard and a scream comes from behind you. Whipping your head towards the building you lift your gun, and the shadowy silhouette of the assassin fills your vision as you pull the trigger.

Your round misfires as it reaches its target, exploding against the glass it sends shards of glass flying at high speeds, you faintly hear a grunt of pain as you cover your face. Bringing your arm down you check the building again to find the assassin had already disappeared, turning to where the scream had come from you find the Peacekeeper that had been covering the rear on the ground gasping for breath, a ragged hole covered in blood is shot through his armor right above where his lungs would be. You watch for a few seconds before turning your head, as you look away you hear him take one last shuddering breath and his body quivers violently knocking bits of rock about before falling still.

You say a small prayer for the man's soul and make the revered sign of the Aquila as you think of how to proceed ...

Options:
A) Examine that pipe and wall next to the hideout.
B) Go after the shadow assassin
C) Call for back up to scour the surroundings for clues and lock-down the area while finishing the raid.
D) Other (Your choice)

Imperial Navy Landing Pad in the Upper Spires

As you start to walk towards the base of the ramp you stop to watch as a Tauros Devastator speeds up the street, and screeches to a halt in front of the landing pad. Several of the Imperial Navy guards raise their weapons towards the car, but put them back down when they notice the Arbites symbol painted onto the side of the Devastator. Shaking your head you walk towards the vehicle with a scowl on your face which fades as the driver hops out and you see the blood covering his right side. The man runs up to you, and gives a hasty salute before jumping right into an explanation,

"Lord Commander, forgive us for our lateness, but our escort detachment got ambushed as we made our way up from the Wall. We attempted to hold them off, but the two squads on foot were wiped out and we were forced to flee, there are only four of us left from the detachment but we know who committed the act. The ambushers were screaming about how we should pay the Red Raiders for the ambushes, and how the Red Raiders would rule the Hive, Lord Commander we got news of a war in the underhive.

This must be them gathering resources to press their advantage, now if I may suggest we get alternate transport back to the Wall I don't think traveling through the lower levels is a good idea right now Sir. Your orders?"


Options:
A) Look for help from *insert group here*
B) Continue back to the Wall via the Tauros
C) Other (Your own idea of what to do)
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mesor

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #63 on: November 12, 2012, 06:11:13 pm »

(( Was one of those my turn? I'm not entirely sure. Sorry. ))
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adwarf

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #64 on: November 12, 2012, 06:48:22 pm »

(( Was one of those my turn? I'm not entirely sure. Sorry. ))
No.
First was Elfeater, and the second was Ghaz's.
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Elfeater

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #65 on: November 12, 2012, 09:50:41 pm »

"Well that is that radio in the siting of this assassin to base, for now our mission is complete, get our Death guards up here, and begin looking for anything suspicious." And with that he turns away and decides to look around until ordered to do other wise.
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I for one support our child snatching overlords.
there is a difference between droping red numbers representing magma on Es representing elves, and finding it hot when a girl moans like a retarded seal

adwarf

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #66 on: November 13, 2012, 08:31:16 pm »

The next update may take a little over a week to get finished just so you guys know. This weekend is to be occupied by the upcoming Guild Wars 2 trial a friend gave me a the key for :D Any who in game related news I'm going to start work on expanding units, and vehicle stuff over the next couple of days so I can start introducing new units like the Hydra and Thunderbolt (Both of which will be IG vehicles you'll see in a future storyline.

Which brings me to my next topic, all players will receive various story lines throughout the game from chasing a shadowy assassin and tracking his origins to digging out a hidden Chaos Cult or Genestealer Cult. These story lines will usually stretch from four to 12 months in or basically twelve of the main game turns, these quests will usually gain the player new items, skills, etc. that give stat boosts or the like. And that's all I got for now.
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mesor

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #67 on: November 13, 2012, 08:38:05 pm »

Hah have fun with guild war, I meant to get myself one of those beta keys but I got side tracked by Halo 4.

Sounds good, I can't wait to see what I get given first.
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Ghazkull

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #68 on: November 14, 2012, 10:00:22 am »

Get yourself cleaned up man! Is that how an Adeptus Arbites shows himself? Bugg? Remind me to reprimand this man.

"Yes, Master...immediately Master."

Now, get back into that Driver's Seat, we drive back directly to the Wall. Contact the other Commanders and inquire why the hell the Streets are not safe anymore. I want detachments clearing out those ambushes. That doesn't do, i am appaled at the lack of order...Bugg, remind me to reprimand all Commanders.

"Yes Master."

B and C: Orders to the Commanders to clear the way goddammit, we are Adeptus Arbites not street Beggars. Can't be too hard to clear out some Gangs. Take the Tauros and Drive back.


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Dragor23

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #69 on: November 14, 2012, 04:42:52 pm »

"...Understood" said Ovator after he got a message, that he got a warning from the new Lord Commander. Wonderful news.

"...Hnngh." came from the Commander again and he started to get those rioters interrogated.


Interrogate the rioters
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Elfeater

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #70 on: November 14, 2012, 07:26:32 pm »

What are the reprimands for?
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I for one support our child snatching overlords.
there is a difference between droping red numbers representing magma on Es representing elves, and finding it hot when a girl moans like a retarded seal

adwarf

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #71 on: November 17, 2012, 04:29:52 pm »

And I have completed the Underhive Block stuffs, here you guys go :)

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mesor

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #72 on: November 17, 2012, 04:31:02 pm »

Nice.

Can I have my turn now please :P.
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adwarf

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Re: You Are Imperial II: The Adeptus Arbites - An Assassin, and Gang Wars
« Reply #73 on: November 23, 2012, 04:01:38 pm »

Patrol Gone Bad
C, If we are to fight Insurgent troops, we must fight them at their source when they aren't ready for it. We know our duty and we will do it. As Imperials, AS ARBITES!

Your men form into five columns, looking at them you'd think they were about to march through an Ork warband with the way their heads looked all around for any sign of danger. Disregarding the thought you quickly wave the men on as you walk into the middle of the formation, your path takes you out down the side of the main highway running through the hive. You walk for several blocks before turning off onto one of the roads that branch off deeper into the residential districts that cover the entirety of Level 3, a couple dozen people make their way about the business they have, but most who live here are further up in the Hive attending to their jobs in the factories, or markets that keep the powerhouse that is Fendark running.

As you walk deeper into the residential area you start to notice fewer people, and even some that walk around with seemingly soulless cast down looks, this confuses you for a bit, but as you pass by an alley you notice a large group of men surrounding a large cargo truck with the sides stripped of paneling and covered in spikes and razor wire. You barely get a glance at the contents of the truck, fifty or so people crowded in and locked inside, before the tires squeal and it takes off down a side road. You and many of your men dive out of the mouth of the alley, but some of your men aren't as quick.

Spoiler: Battle Info (click to show/hide)

Combat Begins, Surprise Round
GangerSW 1 [5] vs. PS 1 [2] - 1 Damage Dealt, PS 1 Stubbed from the world.
GangerSW 2 [5] vs. PS 2 [3] - No Damage

Morale Shock: [4] - No effect on PS 2

Half of the men that don't manage to get out of the way are riddled with slugs as the gangers open fire upon your men, those that manage to survive the initial attack soon find their way to cover, but your soldiers' bodies still lay on the ground. As the fire from the gangers stop your men attempt to form into a basic shield wall, two of the squads manage to form up but the rest are to scattered to either side to successfully get into place.

Combat Round 1
Leadership: 2, No effect

PS 2 [4] vs. GangerSW 1 [4] - No Damage
PS 3 [5] vs. GangerSW 2 [0 ] - Two Damage Dealt, Loss of Morale; GangerSW 2 wiped out
PS 4 [6] vs. GangerSW 3 [0 ] - Two Damage Dealt, Loss of Morale; GangerSW 3 wiped out
PS 5 [4] vs. GangerSW 4 [4] - No Damage

GangerSW 5 [5] vs PS 2 [7] - No Damage

GangerIW 1, Ganger IW 2, Ganger IW 3 engaged in melee combat with your men next round.

Rounding the corner two of the remaining squads form a line across the alleyway with their shields at the ready, the rest of the men including you gather behind them with weapons ready to take potshots at the gangers. The first action is yours, and your men fire into the alleyway with all they have, gangers drop left and right as the shells tear through armor and flesh leaving many a man dead on the ground. Your men manage to block all the return fire with their shields as the criminals with bats and chains begin to charge at you.

Combat Round 2
Leadership: 1, No effect

PS 2 [7] vs GangerSW 1 [4] - No damage
PS 3 [5] vs GangerSW 5 [1] - One Damage Dealt, GangerSW 5 annihilated.
PS 4 [5] vs GangerIW 1 [2] - One Damage Dealt, Ganger IW 1 wiped out.
PS 5 [5] vs GangerSW 4 [2] - One Damage Dealt, GangerSW 4 destroyed.

GangerIW 2 [3] vs PS 3 [5] - No Damage
GangerIW 3 [1] vs PS 4 [3] - No Damage

With little time to spare your men open fire again trying to finish off the ones with the guns before the others clashed with them, more men die, and some of those charging at your position are torn to shreds in the crossfire. Within seconds the two forces collide and you find yourself in the middle of a full on battle, all around you Arbites fight men with bats, chains, pipes, and every other sort of weapon with shields and the butt of their guns, the sound of gunfire still resounds as some of your men break off from the brawl to engage the last gunsmen. You see a ganger go down as one of your men bashes his shield into the man's throat then your swept away into the midst of the battle once more.

Combat Round 3
Leadership: 1
PS 2 [5] vs GangerSW 1 [2] - One Damage Dealt, GangerSW 1 crushed.
PS 3 [5] vs GangerIW 2 [3] - No Damage
PS 4 [4] vs GangerIW 3 [1] - One Damage Dealt, GangerIW 3 exterminated.
PS 5 [2] vs GangerIW 2 [5] - One Damage Dealt, PS5 (HP: 1/2)
Morale Crippled: [4] - [4], GangerIW 2 surrenders

In one last push you gather some men around you and charge through the melee aiming for the gunmen, bullets bounce off shields, and shatter against walls as you run. To your left one of your men falls as a bullet finds his throat then you collide with the gunsmen and all hell breaks lose, within moments you lose your shield and bolt pistol and stand fighting back to back with one of your soldiers power maul in hand, you bash assailants away left and right. Some you feel die as you hit, but others you are sure live, after what seems like hours a silence fills the alley, you've won, but your men also lie among the corpses on the ground.

Now to sort everything out, and find out what these guys were up to ...

5 Ganger units annihilated (Slug Weaponry, Outdated Armor, Green | HP: 1/1, Morale: Rattled)
2 Ganger units annihilated (Improvised Weapons, Outdated Armor, Green | HP: 1/1, Morale: Poor)
1 Pacifier Squad lost (Pacifier Gear, Flak Armor, Green | HP: 1/1, Morale: Poor)

3 Pacifier Squads attain Bloodied (Pacifier Gear, Flak Armor, Bloodied | HP: 2/2, Morale: Good)

1 Ganger unit surrendered and taken prisoner (Improvised Weapons, Outdated Armor, Green | HP: 1/1, Morale: Poor)
3 Units of Gear salvaged

Rioter Interrogation
Spoiler: Setup (click to show/hide)

You walk over to the five of the rioters you had manged to catch as the rest fled, these had been the instigators your sure, mosty in part due to the fact they told you so then spit in your soldiers faces. As you walk up to them one of the group, a woman it seems but the grime covering the face and shortness of the hair hide any absoluteness, collapses as their eyes roll up into their head. Shaking your head slightly at such weakness you look at the one that is most defiant, a young man not much older then eighteen at-least, you lift the man up off the ground and up to your height until your looking him eye to eye.

He sneers at you and spits in your face, wiping the spit off your face you drop the man to the ground and with your other hand you take your bolt pistol from its holster. With a flash of movement and a resounding boom that fills the silent square his head is no more, the man's blood covers the faces of his partners in the crime and you find them to all have grim expressions on their face. You hold your gun to the head of another one and the woman shakes slightly in terror, but she looks up into your eyes and as you watch she bites her own tongue off.

Falling to the ground she begins to convulse and choke, you turn your head away and after a minute her body stops moving. You close your eyes for a moment and grit your teeth at the devotion these people have to whatever cause they follow, the next one you move for flings up his hands and starts yelling.

"Fine, fine I'll talk, just don't kill anymore of us! We're members of the Tunnel Rats gang, we'll tell you everything I swear."

With that ten of the Adeptus militia walk into the courtyard hefting their weapons and looking around warily, they whisk the prisoners away to the main HQ and you start organizing your men to head off to your next patrol route.

~~TIMESKIP~~

Lord Command & Commander of the 4th Regiment : Escort Duty
Level 6 of the Hive, Time - Unknown
You sit in the passenger seat of the Tauros with your hand gripping the handle (Also known as the O' shit handle), as you watch the Tauros skids around the turn, and you get a look at the road ahead. Across the street is a formation of troops facing down the ramp, their riot gear quite out of place for the current situation, one of the men is waving the driver down and soon enough you come to a halt just behind the men.

The driver quickly hops out, and says

"Ah your Honor, I didn't expect you to be here. Lord Commander this is the Commander of the 4th Regiment and Judge, Mercinus Ovator, thank the Emperor we have some extra help to get you to the wall."

Spoiler: GM Note (click to show/hide)
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adwarf

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Re: You Are Imperial II: The Adeptus Arbites - Escort Duty, Slavers, and Mayhem
« Reply #74 on: December 03, 2012, 03:49:09 pm »

Bump for actions and stuff.
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