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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 82012 times)

Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #360 on: January 07, 2012, 08:11:35 am »

Yeah, calling for help is a good idea.

Also, no-one like my idea of sending a suicide ship full of explosive piloted by an expendable fanatic pilgrim?
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Kestrel_6

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #361 on: January 07, 2012, 08:13:19 am »

They'd get shot down.

And that's a Terrible waste of faithful servants.

Cmon, Celestial Hawks have a TRON Power Armor in earlier versions...
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #362 on: January 07, 2012, 08:18:57 am »

Yeah, calling for help is a good idea.

Also, no-one like my idea of sending a suicide ship full of explosive piloted by an expendable fanatic pilgrim?

Well, by the time you're halfway there in the elevatus you'll be wading through termagants.
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Zako

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #363 on: January 07, 2012, 08:31:20 am »

And what explosives do you suppose we use in said suicide ship? This isn't a military ship, remember? Plus, in order to do serious damage to something this size, you need REAL firepower, like big battleship destroying guns and self destructing reactors level of firepower. A small ship simply cannot carry this measure of firepower, so while it is an interesting idea, its ultimately probably useless.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #364 on: January 07, 2012, 08:54:20 am »

Oh, so we've got like 2 minutes worth of time before boarding begin? Well, then I can only guess our kind GM got some form of help hidden somewhere. Because even if we manage to kill every single Genestealer around, we still cannot prevent the Tyranid ship to crack ours open like a walnut.

Oh, wait. Maybe we could let him chew the front part of the ship and make THAT detonate? Sure got reactors and stuff that can go Kasplodey, right?
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #365 on: January 07, 2012, 09:04:18 am »

Not two minutes, more like half an hour. But this ship is huge and going around recruiting pilgrims and throwing them into space would take a long time. It took an hour to get from that last chapel to the Bridge.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #366 on: January 07, 2012, 09:07:01 am »

How much would it take to get to the General?

Also, is it possible to point the ship at the beast's mouth, charge inside (while blasting most of the escort in the next 30 minute) and short-circuit the reactors in the front half of the ship to kill the beast?

Is it possible to do so and survive? Even if we evac the ship in the last tense minutes?
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #367 on: January 07, 2012, 09:10:23 am »

So what I gather, the approved actions that seem right in our Commissar's mind are:

> Throw out a distress/alert message through the vox
> Order the gunnery officers to target vital smaller targets other than the big one
> Order evacuation.
> Noble Sacrifice on most of the crew, this does not necessarily include our Commissar
> Protect the Lord General (?)

Tyranids = Bad Omen.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #368 on: January 07, 2012, 09:15:38 am »

Actually, there is a consensus that evacuating would mean putting us at the mercy of the escorts ships. Passangers that aren't combat-worthy should be stowed in some safe place away from all the fighting.
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Zako

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #369 on: January 07, 2012, 09:34:24 am »

No, we don't evacuate yet. That will come later, if need be. Also, if we detonate the reactors in the ship bow, then we will blow up OUR ship, which is our only real way to get back into the warp and escape from any tyranid that may be lurking around.

But we MUST protect the general! It's our DUTY as a commissar to do so!
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #370 on: January 07, 2012, 10:25:45 am »

Well, from what was said, any other Tyranids (if there are some) will be sleeping. Just don't shoot at them with the lance batteries. Anyway, we MIGHT be able to escape through the Warp. (Probably only after killing tons of boarders).

So, what about this:
-Use the Lance Batteries to shoot the escorts.
-Try to Warp away ASAP
-Send a Vox S.O.S.
-Move all the pilgrims that cannot fight, as well as the Nobles far from any possible boarding, and have some civilians authority figures amongst them start to organize a possible evacuation. Threaten to shoot anyone who panic and/or disobey.
-Arms all combat-capable pilgrims, and organize them as well as the ship security into squad to repel boarders. Try to have some security guys in command of each squad.
-If our General is an actual good fighting general, give him the command. Else, try to convince him that his skills will be best used for the hardest of all tasks: managing civies.
-Somewhere in between those, find a couple minutes to pray the Emperor.

And that should be it for the next 20 minutes, until we get Warped/Boarded.
And we wait the
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Elfeater

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #371 on: January 07, 2012, 11:07:16 am »

Ram into it's side.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #372 on: January 07, 2012, 11:25:35 am »

We apparently have close to no agility (cannot turn without stopping). So either we try to run away from him, or we go toward its mouth. We cannot circle it and strike his side.
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #373 on: January 07, 2012, 11:32:48 am »

To battle.

Protect the Lord General!

((Great actions everyone! Drive the xenos filth out of our sight.))
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #374 on: January 07, 2012, 12:06:29 pm »

-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 11

Given the situation, you immediately vox the Lord General and appraise him of the situation. He is understandably surprised, but rallies quickly. He informs you that he is still at the main party hall, and has a contingent of stormtroopers ready and waiting. They will coordinate the shipboard security, and anyone else who wants to help. Unfortunately, it would take approximately half an hour for you to reach his position, no doubt worsened by the chaos that must be breaking out all over as rumours spread.

Looking over the navigators, you see that the Spirit of Silver is engaged in a shallow, high-speed turn to port. Even with artificial gravity and inertial dampeners, you can feel the pull to starboard as the ship strains to change course while maintaining velocity. The malingering parasite pursuing you is approaching from starboard, still surrounded by a swarm of smaller organisms. It's scored by numerous lance-hits, but none seem to do more than take small chunks from its shell.




Chartist-Captain Meer
Poor tidings, Commissar. It will take some time to get a message out of the system. My astropath is dead, brain hemorrhage. Some manner of xeno sorcery, no doubt. We can still send long-range vox to the local deep-void station, but they have to relay it out of system for us. Already sent top-priority distress to every nearby base, including Ghenna, but it will take a while for a response.


Commissar Halian
Can we expect any local support? SDF, Navy, wandering Astartes battlebarge?

Chartist-Captain Meer
Afraid not. Only some light fighters at the void-station, and that's on the other side of the system. Some more craft at Jirin, that's this system's only colony. Never quite recovered from the greenskins. No chance of anything bigger than armed shuttles though, and that's assuming they wanted to involve themselves in this. It would be suicide for anything smaller than a Luna-class cruiser, though.

Commissar Halian
How's the new course you set in?

Chartist-Captain Meer
We'll be in an aft pursuit soon enough, this long turn is letting us keep up speed. We can't escape unless we get to warp, and from what I'm hearing that won't be happening soon, especially if the beasts are trying to disrupt it. I don't see any way of fighting off the beast if it gets its claws on my hull. Between my crew, the passengers and the Lord General's detail we should be able to give any boarders a good fight of it, but it can only be a delaying action as long as the big one is still out there.

Commissar Halian
What about evacuations? There must be tens of thousands of passengers aboard, are there enough escape craft?

Chartist-Captain Meer
This vessel may be slow, under-armed, and victim of exceptional circumstances, but I can assure you that it has enough lifeboats to see everyone off. What concerns me are those escorts. If decades in the void have taught me anything, it's that while the capital ships fight to the death, the escorts end up picking on the easiest, weakest targets. I have no doubt that shuttles will be exactly what these beasts are hunting for, so I've redirected the lances to take as many of them out as possible. I'm pleased to say that after practicing on pirates, those overgrown bugs are easy meat for my gunners. Nowhere near as resilient as their progenitor, at least.

Commissar Halian
Are you considering scuttling the ship if all is lost?

Chartist-Captain Meer
I will do my duty to this ship, my station, the Imperium and the Emperor. If that means personally detonating the reactors inside that creature's maw, so be it.

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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"
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