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Author Topic: RTD - Space Marines! Currently Full!  (Read 10576 times)

Vertigon

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Re: RTD - Space Marines! 2 More Players Requested!
« Reply #30 on: August 03, 2010, 01:10:59 pm »

Sorry about being so non-specific earlier, I was kinda rushed.

Open fire on the foolish crew.
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Grakelin

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Re: RTD - Space Marines! 2 More Players Requested!
« Reply #31 on: August 03, 2010, 02:05:15 pm »

I open fire with mah rifle

Fire at will gentlemen! No prisoners!

Actions: Shoot shoot shoot!

Eat lead you poor bastards!

Unleash chaingun hell.

Sorry about being so non-specific earlier, I was kinda rushed.

Open fire on the foolish crew.

While Wolf slices into a wall panel, the rest of you blaze lead into the corridor behind you. While you are all quite fast, the enemies manage to get an extra shot in at Johnson while he revs up the chaingun.

Defends:

Johnson: 3, 3 - Energy clips smash around the squad as Johnson gets his chaingun ready.

Attacks:
Major Orange: 2 - Orange fails to hit anything.
Pvt. Minderbinder: 6 - Minderbinder sprays blindly into the corridor, dropping three of the crewmen immediately
Pvt. Igon: 1 - Igon's gun jams. Damn it all!
Sgt. Johnson: 6 - Avery does his job well. The chaingun tears apart the corridor, shredding the enemy crewmen. Some of them try to rout, but it is to no avail. Nothing gets out of there alive.

attempt to hack into the ship systems while the others open fire, and disable the life support systems, at least in this section, cut the power to achieve this if i have to.

You slice open the wall panel, oblivious to the pistol fire smashing around you and your squad, and tear open some wires. The lights flicker but nothing changes, as you'd expected. [You Roll a 4] Carefully, you cross two of the wires here, opening the blast doors on the far side of the corridor and exposing the corridor to vacuum. Unfortunately, you only effected the one set, the ones in your corridor, and you're quite certain that opening the others in this way will need to be done from the opposite side.



***

The squad is now in front of a powered down elevator platform in a depressurized crew quarters covered in blood. You may now bypass the blast door and return to the hull breach, if you like. What will you do next?
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I am have extensive knowledge of philosophy and a strong morality
Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?

Nolor

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #32 on: August 03, 2010, 03:41:35 pm »

I'll join Squad Beta as Cpl. Sturgeon Wickerblade, Medic.
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Vertigon

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #33 on: August 03, 2010, 06:15:06 pm »

Follow the others while unjamming my gun.
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Dwarmin

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #34 on: August 03, 2010, 06:47:11 pm »

Nice shooting guys...Igon, get that junk gun working again, better yet have Wolf look at it...we're moving up the shaft. Our quarry awaits.

Actions: Lead my men up the elevator shaft, using our magnetic boots. No ladders for us! We're looking for the quickest way to the bridge.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

wolfchild

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #35 on: August 03, 2010, 07:18:50 pm »

"wait is a gun jammed, gimme that, take mine for now"

Swap my working gun for igon's jamed one, fix jamed gun
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

maxicaxi

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #36 on: August 04, 2010, 01:41:17 am »

[Shout out joke action]develop advanced legal economic system based on military resources that is designed to make me the most powerful man in the universe (And EVERYBODY has a share!)[/Shout out joke action] Cookie if you get the reference.

follow Major Orange while upgrading pistol
« Last Edit: August 04, 2010, 03:59:49 am by maxicaxi »
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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

Evergod41

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #37 on: August 04, 2010, 02:39:19 am »

ill take the open slot

maxicaxi

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #38 on: August 04, 2010, 04:00:05 am »

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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

Zako

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #39 on: August 04, 2010, 04:12:32 am »

Too slow!

Name: Jackson 'Slugger' Pierce
Class: Medic
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OmnipotentGrue

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #40 on: August 04, 2010, 05:15:36 am »

Dang!
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Jetsquirrel

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #41 on: August 04, 2010, 05:23:07 am »

I'll join Squad Beta as Cpl. Sturgeon Wickerblade, Medic.

that guy took the last spot and somewhere earlier you can see that i also claimed a spot so there is no more free ones!

Grakelin

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Re: RTD - Space Marines! 1 More Player Requested!
« Reply #42 on: August 04, 2010, 02:40:53 pm »

follow Major Orange while upgrading pistol

2 -  A voice from your past indicates to you that now may not be the time to blindly tinker with your weaponry.

"wait is a gun jammed, gimme that, take mine for now"

Swap my working gun for igon's jamed one, fix jamed gun

4 - The gun clears!

Actions: Lead my men up the elevator shaft, using our magnetic boots. No ladders for us! We're looking for the quickest way to the bridge.

The five of you clank your way up the elevator shaft. It's a long way up, two hundred feet at least. Nobody will bother you here, though. Suddenly, a violent explosion rocks the ship. The electronic systems in your suit fail just long enough for the magnetic boots to go out.

Orange: 6 - Your reflexes are fast. You do a backflip and are attached to the wall by your feet in no time.

Johnson: 5 - Your reflexes are fast. You grab a rung from the nearby ladder and manage to reattach yourself to the wall.

Wolf: 6 - Your reflexes are fast. You fly across the shaft in a single bound and reattach yourself to the wall.

Minderbinder: 4 -Your reflexes are fast. You manage to grab some panelling with one hand and crawl back into your attached position.

Igon: 6 - Your reflexes are fast. You stay resolute, sliding a few feet down the wall in the same stance before the boots kick in again.


That was a close one. It must have been a nuclear strike from one of your side's battleships. What are they doing shooting at the vessel while you're inside?

You won't get much time to think about it, though. The explosion has triggered a blast door at the top of this shaft, no doubt where the access to the bridge is located. If you want to get in that way, you'll have to move fast.




Squad Beta (Sabotaging the Weapons)
Lt. Matan "Ghost" Jetsquirrel (Squad Leader 2)
Sgt. Greggory McGreggorson (SWO)
Cpl. Sturgeon Wickerblade (Medic)
Pvt. Urist Boozebrain (Techie)
Pvt. George "Snap" McRipper (Squaddie)

A missile streaks by you as your shuttle approaches and prepares to drop you in the enemy missile tube. One of your own! It smashes into the hull of the Victoria, tearing it open with relative ease. Boozebrain recognizes it as being a nuclear device immediately. Those things are dangerous!

The last of you have just barely dropped yourself down into the missile tube when your shuttle is torn apart. Several enemy fighters, guarding a large marine carrier of their own, have spotted you!

The entryway to the ship is about a hundred feet into the dark missile tube. There's no guarantee that this particular port is open, or that if it is, the Victoria won't decide to fire a missile through it. Once you're in, you'll have to fight through dozens of marines behind you to get out.

On the other hand, you could always make your way to one of the hull breaches along the ship. You'll probably be torn to pieces by the fighters, and there's no guarantee you'll ever find the weapons depot again, thus failing your mission, but both avenues seem to be of equally risky value at this point.
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I am have extensive knowledge of philosophy and a strong morality
Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?

Nolor

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Re: RTD - Space Marines! Currently Full!
« Reply #43 on: August 04, 2010, 02:59:37 pm »

"I humbly suggest we take the missile tube. The sooner we accomplish our mission, the higher our chances of survival. Nothing's worse than being lost on an enemy ship in the middle of a battle. Taking too long will either result in our ships winning (and blowing up the ship we're stuck on) or the enemies winning (and us having nowhere to run)."
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Realmfighter

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Re: RTD - Space Marines! Currently Full!
« Reply #44 on: August 04, 2010, 03:50:24 pm »

KILL EVERYTHING
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We may not be as brave as Gryffindor, as willing to get our hands dirty as Hufflepuff, or as devious as Slytherin, but there is nothing, nothing more dangerous than a little too much knowledge and a conscience that is open to debate
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