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Author Topic: RTD - Space Marines! Currently Full!  (Read 10511 times)

wolfchild

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Re: RTD - Space Marines! Currently Full!
« Reply #75 on: August 05, 2010, 03:54:47 am »

he already has hit buttons. plus it's better not leaving it partly done, and the lift will probably be somewhere near there anyway
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Zako

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Re: RTD - Space Marines! Currently Full!
« Reply #76 on: August 05, 2010, 06:37:13 am »

He's still hitting buttons, you still have time. Shoot him.
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Spartan 117

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Re: RTD - Space Marines! Currently Full!
« Reply #77 on: August 05, 2010, 06:40:43 am »

Yeah, we need to protect our medic. Shame if he survived a hundred foot drop only to get mushed by the elevator.
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Zako

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Re: RTD - Space Marines! Currently Full!
« Reply #78 on: August 05, 2010, 06:45:08 am »

He may still have time to quickly heal himself and then roll to the ladder. If it looks like you won't have time, crawl as fast as possible!
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Dwarmin

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Re: RTD - Space Marines! Currently Full!
« Reply #79 on: August 05, 2010, 09:17:52 am »

Damn...we can't wait for this. The life of one man does not take precedent over the mission. Wolf, if you can get that elevator locked down, we're moving. He can probably keep himself alive until help comes.

*pssht* Milo, if your still there...good luck. If your still with us, you know where we are headed.


Actions: We move onward after Wolf either locks down the lift, or fails to do so. WE MOVE ON!
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Jetsquirrel

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Re: RTD - Space Marines! Currently Full!
« Reply #80 on: August 05, 2010, 10:29:21 am »

Tecchie and medic go to the door and figure a plan do blast it and the rest take stand and protect them

i might actually got a idea, we could use one of our energy packs for that extra blast with the bomb

kilakan

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Re: RTD - Space Marines! Currently Full!
« Reply #81 on: August 05, 2010, 04:28:44 pm »

I saw we cut a small hole in the door for the satchel, then place that inside the hole, allowing the blast to cause far more damage.
Cut a hole big enough for the satchel in the outside of the titanium door, then set said satchel inside the hole, set it to breaching mode, then retreat a safe distance and detonate it.
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Zako

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Re: RTD - Space Marines! Currently Full!
« Reply #82 on: August 05, 2010, 04:53:11 pm »

I like your thinking, but what if there's a missile on  the other side?
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Nolor

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Re: RTD - Space Marines! Currently Full!
« Reply #83 on: August 05, 2010, 04:59:20 pm »

Looks like I'm with the techie.
See if we can't rig up some sort of directional charge to weaken the door, then weld through the weakened portion.
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kilakan

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Re: RTD - Space Marines! Currently Full!
« Reply #84 on: August 05, 2010, 05:26:09 pm »

I like your thinking, but what if there's a missile on  the other side?
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Vertigon

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Re: RTD - Space Marines! Currently Full!
« Reply #85 on: August 05, 2010, 09:16:44 pm »

I'm a little unclear as to my current location relative to the captain, but if possible,

shoot the pistol out of the captain's holster or hand.
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Grakelin

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Re: RTD - Space Marines! Currently Full!
« Reply #86 on: August 06, 2010, 01:31:15 am »

I search the missile tube for any emergency tunnels.

A good idea, but this is the point of no return for missile fire. There are no emergency tunnels on this side of the door. There will be on the other side.

I draw my pistol and empty my clip at Jenkins as quickly as possible.

5 - Jenkins goes down, the shots going straight through his head and torso and exploding onto the console. He falls from his chair, very dead.

[Deactivate the missile launch, and] While i'm there stop the elevator as well

[I spliced your two posts into one for you]

Looks like it was a close one, though it is hard to see through the blood and the damage. Jenkins had just armed the missiles all along that side of the ship. The security doors have just opened, and all that remained was for him to hit the LAUNCH button. Won't be too difficult to handle this console. The only issue will be the Imperial interface, which you aren't entirely familiar with.

1 - Oh shit! As you're wiping the blood off of the console, you accidentally hit the 'LAUNCH' button. Thinking fast, you manage to override the safety mechanism and lock the missiles back into place before any of them actually fire out of their ports. They'll be even more volatile than before, but at least they're not frying your buddies right now. Good thing you're a trained Techie!

Bad news is, the lift controls aren't here. You suspect that they're at the Systems Analyst's post.


***Meanwhile, in the Missile Tubes***

Tecchie and medic go to the door and figure a plan do blast it and the rest take stand and protect them

i might actually got a idea, we could use one of our energy packs for that extra blast with the bomb

As you and the Squaddie stand watch, you notice something almost miraculous. The Imperial Marines aren't chasing you down the Missile Tube! In fact, their shuttle seems to have vanished!

Wait... the stars are moving. That can't be right. Stars don't move. This means... the ship is tilting!

I saw we cut a small hole in the door for the satchel, then place that inside the hole, allowing the blast to cause far more damage.
Cut a hole big enough for the satchel in the outside of the titanium door, then set said satchel inside the hole, set it to breaching mode, then retreat a safe distance and detonate it.


Looks like I'm with the techie.
See if we can't rig up some sort of directional charge to weaken the door, then weld through the weakened portion.

You're just getting ready to rig up the explosives when the security door opens up before you. About fifty feet down the tunnel from you, you see a missile. There are a number of emergency tunnels and the like on the sides of this tunnel. Behind the missile is another security door, no doubt the blast door protecting the loading crew from the fires of a launching torpedo.

Looks like you found your way in!



***Back on the Bridge***

shoot the pistol out of the captain's holster or hand.

5 - You manage to blow the Captain's hand to pieces, a split second before he is able to kill himself. He drops to the floor, screaming in pain. His second in command immediately drops to his knees in surrender.


A green light pops up on a Comm. Console


***Meanwhile, in the elevator***

Your window of opportunity to escape via the hatch you came in has disappeared. There's still the ladder, if you can manage. Or maybe your squad will save you. But the blast door is getting closer and closer every second.
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HmH

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Re: RTD - Space Marines! Currently Full!
« Reply #87 on: August 06, 2010, 01:59:22 am »

I explore the emergency tunnels and see if I can find a way into hangar deck.
« Last Edit: August 06, 2010, 11:30:05 am by HmH »
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wolfchild

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Re: RTD - Space Marines! Currently Full!
« Reply #88 on: August 06, 2010, 03:09:14 am »

Quickly rush over to the systems anlyst's post and stop the lift, then com beta squad and tell them the missiles are on a hair fuse and to get out of there ASAP regardless of the position it puts them in
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Spartan 117

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Re: RTD - Space Marines! Currently Full!
« Reply #89 on: August 06, 2010, 04:14:56 am »

"Someone gather up the guns and secure the prisoners."

I stroll over and check out the comms console.
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