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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 82972 times)

Dsarker

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Re: Commissar Quest - A Grimdark Adventure
« Reply #30 on: November 25, 2011, 05:13:28 am »

Which forces are we assigned to?
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Shade-o

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Re: Commissar Quest - A Grimdark Adventure
« Reply #31 on: November 25, 2011, 05:29:43 am »

-=-Handoria Insurrection-=-
Every Commissar has to start somewhere
Part 3

Some PDF squad. The other Cadets at the Schola are taking other squads too.

Code: [Select]
1.   Quinton Mergen Sergeant Grenade Launcher
2.   Elwood Sturn Corporal Flamer
3.   Tarra Vasi Corporal Lasgun Vox
4.   Ming Modic Corporal Lasgun Medicae
5.   Quinton Labonne Trooper Lasgun
6.   Thaddeus Haare Trooper Lasgun
7.   Thaddeus Shuskey Trooper Lasgun
8.   Rod Saglimben Trooper Lasgun
9.   Laurinda Burrel Trooper Lasgun
10.  Moises Naef Trooper Lasgun

The day before deployment, you and the other Cadets meet your squads. Sgt Mergen is somewhat nervous to be host to a Cadet Commissar, but he seems competent enough. Cpl Sturn also seems competent. The rest are the finest regular PDF.

Mergen, aware that you are quite invested in this mission, asks you if you have any special loadout preferences. Based on the expectation of dense urban combat, he's planning on taking a grenade launcher, with Sturn handling a flamer. He's decided against taking a heavy bolter, as their mission is based on speed and surprise. They will also be carrying a set of demolition charges in the event of impassable obstacles.
« Last Edit: November 25, 2011, 06:47:26 am by Shade-o »
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Ghazkull

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Re: Commissar Quest - A Grimdark Adventure - Shout to make Cadet Jump!
« Reply #32 on: November 25, 2011, 02:38:31 pm »

ask the rest of the squad if they have any special preferences of what they would like to take into combat, other wise stick to the Sgts. loadout.

EDIT: propably exchange Lasguns with Combat Shotguns and Hellfire-ammunition (bullets filled with poisonous acid) for the personal touch.
« Last Edit: November 25, 2011, 02:42:00 pm by Ghazkull »
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kaian-a-coel

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Re: Commissar Quest - A Grimdark Adventure - Shout to make Cadet Jump!
« Reply #33 on: November 25, 2011, 03:34:58 pm »

woot some 40k-related RPG!
...
wait, that's commissar again.
i guess playing a tyranid is not this attractive for most people...
just joking :P

combat shotguns seem a good idea. Propose, but do not give orders on equipment. Sergeant is likely to be wiser than you on the subject.
40k soldiers have shotguns: their barrels are vertically stacked for some reason.

PS: i have a 40k-RPG book, so i have a list of weapons, spaceships, psy powers and so on... if you want some info, ask me. ;D
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Dsarker

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Re: Commissar Quest - A Grimdark Adventure - Shout to make Cadet Jump!
« Reply #34 on: November 25, 2011, 03:41:43 pm »

Lasguns are cheaper, they'll know how to use them, and have a longer range.
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[Dsarker is] a good for nothing troll.
You do not convince me. You rationalize your actions and because the result is favorable you become right.
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Shade-o

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Re: Commissar Quest - A Grimdark Adventure - Shout to make Cadet Jump!
« Reply #35 on: November 25, 2011, 05:13:39 pm »

-=-Handoria Insurrection-=-
Every Commissar has to start somewhere
Part 4

Mergen agrees that some shotguns would be useful - in that case he'll form his squad into two fireteams.

Code: [Select]
1.   Quinton Mergen Sergeant Grenade Launcher
2.   Tarra Vasi Corporal Lasgun Vox
3.   Ming Modic Corporal Lasgun Medicae
4.   Quinton Labonne Trooper Lasgun
5.   Thaddeus Haare Trooper Lasgun
6.   Moises Naef Trooper Lasgun

1.   Octavius Halian Commissar Sabre + Pistol
2.   Elwood Sturn Corporal Flamer
3.   Thaddeus Shuskey Trooper Shotgun
4.   Rod Saglimben Trooper Shotgun
5.   Laurinda Burrel Trooper Shotgun

In the event of a dug-in enemy, his team will lay down covering fire. Meanwhile you will lead the close-combat troops in and finish them off. All members of the squad will be given two frag grenades, while you will have a frag and krak. Mergen will have both frag and krak payloads for his launcher, so anything the miners try to pull off should fail miserably.

All good to begin mission?

kaian-a-coel> You mean Dark Heresy or Rogue Trader? That's good, I fully expect you to notify me if I screw something up terribly.
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Dsarker

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Re: Commissar Quest - A Grimdark Adventure - Shout to make Cadet Jump!
« Reply #36 on: November 25, 2011, 05:15:34 pm »

Can we get a microbead or something so as to stay in contact with the squad leader?
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[Dsarker is] a good for nothing troll.
You do not convince me. You rationalize your actions and because the result is favorable you become right.
"There are times, Sember, when I could believe your mother had a secret lover. Looking at you makes me wonder if it was one of my goats."

Shade-o

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Re: Commissar Quest - A Grimdark Adventure - Shout to make Cadet Jump!
« Reply #37 on: November 25, 2011, 05:32:11 pm »

Damn, I keep forgetting these things.

Unless specified otherwise, in a combat mission you will always have:

-Microbead
-Weapon and sidearm (including spare batteries/ammunition)
-Commissar regalia
-Flak armour
-Several days worth of food and drink
-Small medical kit
-Combat knife
-Field glasses
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Dsarker

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Re: Commissar Quest - A Grimdark Adventure - Shout to make Cadet Jump!
« Reply #38 on: November 25, 2011, 05:42:56 pm »

Rightio. Well, I can't think of anything else that we need. Anyone?
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Dsarker is the trolliest Catholic
Quote
[Dsarker is] a good for nothing troll.
You do not convince me. You rationalize your actions and because the result is favorable you become right.
"There are times, Sember, when I could believe your mother had a secret lover. Looking at you makes me wonder if it was one of my goats."

adwarf

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Re: Commissar Quest - A Grimdark Adventure - Shout to make Cadet Jump!
« Reply #39 on: November 25, 2011, 06:19:52 pm »

Hmmm .. what support will we have, and are there any other squads we will be working with ?

Do we have even a relative term (1/4th 1/2) of how many troops left our side ?
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Shade-o

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Re: Commissar Quest - A Grimdark Adventure - Shout to make Cadet Jump!
« Reply #40 on: November 25, 2011, 07:03:19 pm »

The other decapitation squads are hitting different targets and entering by different docks - unless things go very wrong you won't be seeing them. Another shuttle will follow up with a reinforcing squad, but if all goes to plan they just get to help you extract.

If worst comes to worst and you face overwhelming resistance, you might be forced to extract without completing the mission.

There's no intel on how many loyalist PDF are left, or if there are any in this area of the city. The communication arrays were captured by the rebels immediately, then destroyed by the SDF. If they still have their vox equipment you might get in contact with them once inside.
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Elfeater

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I'm simple waiting for everything to go to shit, and I have the Dark Heresy handbook, so I might be able to help.
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Shade-o

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Incidentally, (in Dark Heresy rules) what's the difference between the average lasgun and autogun in terms of accuracy and damage?
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Dsarker

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Autoguns can fire on full auto, lasguns can't. Lasguns have more range (by ten metres). Lasguns have more ammo per load. They're also more reliable. Damage is just in different types.
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Quote
[Dsarker is] a good for nothing troll.
You do not convince me. You rationalize your actions and because the result is favorable you become right.
"There are times, Sember, when I could believe your mother had a secret lover. Looking at you makes me wonder if it was one of my goats."

Elfeater

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Autoguns can fire on full auto, lasguns can't. Lasguns have more range (by ten metres). Lasguns have more ammo per load. They're also more reliable. Damage is just in different types.
Aswell as different ammo types, lashings are rechargeable, but auto gun is cheaper.
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