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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 83069 times)

Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #555 on: February 27, 2012, 10:31:33 am »

Yeah, the Captain does have a boltpistol and powersword.
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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!"

Deamonpies

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #556 on: February 27, 2012, 10:45:31 am »

I was figuring that with enough of them firing enough the tyranid would die. I wasn't suggesting that they were super lasers or anything.

I will admit that the books about the guard i've read have been limited to Cain and Guants stories, both of which tend to have skillful guard troopers.
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Ghazkull

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #557 on: February 27, 2012, 12:34:30 pm »

hey no offense intended :P


but yeah after all its the size of a train, i doubt that it would be a little bit more than annoyed if we shoot it with lasguns
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Deamonpies

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #558 on: February 27, 2012, 12:50:20 pm »

None taken :)

Then we should follow the Imperial Guard's routine and throw bodies at it until it notices the lasguns  :D

Or just distract it so the captain or us can use his bolt pistol to shoot its brain out.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #559 on: February 27, 2012, 02:50:43 pm »

The beast has half of it's face gone, I surround it with gaurdsman and open full auto on the weaker parts of the chitin or even the wound we made in it's face.

Also if it gets up pop a grenade instead! (perhaps take the captain's powersword)
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #560 on: February 28, 2012, 06:42:44 am »

-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 24

The Captain reappears beside you, and frowns slightly at the tyranid form.

"I suppose we can't leave it here, it'll just get back up and cause more trouble. We don't have any ordinance of that magnitude... Commissar, if you would be so kind as to take my heirloom blade and drive it through the brain? I'll remain here, out of reach of any sudden signs of life."

With no way to reasonably object to any of that, you disembark from the stalled train and cautiously approach the xeno. The guards follow you, shotguns raised in a likely futile gesture of firepower. The power sword is charged and raised, and with all of your might you impale it clean through the burned crater in its head, while at the same time leaping backwards. Predictably, the alien fiend rears up from the floor and swings its many lethal limbs about, so vigorously that nobody chooses firing over gaining distance.

With the power field bouncing around inside it, even this resilient foe has a limit of how much damage it can take. After much too long, the gargantuan beast collapses and the power sword is retrieved intact. As you present it to the Captain, you see he is examining a portable hololith of the ship.

"We're not too far from the station, less than a kilometre. I don't fancy our chances of making it without an ambush or two, especially after this spectacle."
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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!"

Demonic Spoon

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #561 on: February 28, 2012, 12:06:54 pm »

Continue speedily but with due caution, each moment we delay is a moment longer until we vanquish the enemies of the emperor!
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #562 on: February 28, 2012, 12:24:40 pm »

"I believe this beast was attempting to use the tracks as a highway."

Form around the captain and make due!
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"Also I always figured you were like Tesla, only requiring two hours of sleep before going onto whatever you do"

Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #563 on: February 28, 2012, 03:39:15 pm »

-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 25

"Forward, for Emperor and Imperium!" you cry, brandishing your chainsword and spraying the guards with bits of carnifex. The group sets off at a brisk march, and the distance melts under your righteous pace. A few hormagaunts are encountered, but they prove no challenge. In a pleasant turn of events, you are not ambushed by lictors or genestealers.

The secondary bridge proves to be a very utilitarian and understated place. There's no wasted space and certainly no gold filigree, just banks of consoles and displays stacked along every surface. The Captain seems happy with 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!"

Xardalas

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #564 on: February 28, 2012, 04:01:17 pm »

Order the troopers under your command to make makeshift barricades at the entrances to the secondary bridge. You must hold it at all costs!
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #565 on: February 28, 2012, 10:37:31 pm »

Try to vox the Lord General on your progress and to see how he is holding.
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Heavy Weapons Pony

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #566 on: February 29, 2012, 02:09:39 am »

SPESS MAHRINES!!

On a related note this thread needs more BOREALUM http://www.youtube.com/watch?v=Lp5A0YFQGEc
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Ahhh, yes... Killing the ecosystem of a other planet and burn the product as fuel... Simply brilliant 

Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #567 on: February 29, 2012, 03:16:05 am »

Space Marines in the next campaign, I promise.

-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 26

While the crew focus on sealing the doorway with a few cargo boxes and coaxing the machine spirit into locking, the Captain begins re-establishing command over his vessel. As he scans status reports and tests connections, you pace back and forth a bit and get back into vox contact with the Lord General. The sound of battle seems to have intensified since the last call.


Commissar Halian
Lord General, I have escorted the Captain to the secondary bridge, he's gaining control over the ship as I speak. We've taken no further losses, but encountered... heavy... resistance on the way here. We will be fortified in this position for the foreseeable future. What's your status?

Lord General Verhoff
Excellent work, Commissar. We've got a good spot here and it'll be paid for in blood, but I can't promise that we'll be sharing amasec tomorrow. These beasts seem to be getting more cunning, and they aren't troubled by their losses at all. That bio-ship must be spawning hordes of them, so it's imperative that it gets removed from the equation. Otherwise it'll be a race as to who can get to the stomach first, and I have no intention of letting you win. The Emperor protects, Commissar.


The Captain catches your eye, and you join him over to a console. The normally green hololith is spattered with too many yellow and red spots, presumably breaches and structural faults. A scan of the tyranid vessel squats atop it, plunging limbs and mouths into the tormented Imperial starship while swarms of smaller organisms flit about like carrion birds.


"As you can see, the ship is in grave danger." the Captain begins, setting a bright tone, "According to my engineers the machine spirit is crying out in pain and anger at being violated so, and if they're concerned then I should be too. The Imperial Navy have roused themselves to come to our aid, but we can't expect their advance elements for hours yet. In the mean time I have isolated two means by which we may potentially survive. The orders to prepare for both of these were sent out before the primary bridge was cut off, so my engineers are just about done. Neither are particularly attractive...

"The first is to execute an emergency thruster burn. This bio-ship may have sunk its talons deep into us, but it has ruined the integrity of the hull around it and only by our steady path does it hold fast. With the Emperor's blessing it should be possible to wrench it loose with a high-speed turn, and bring the Spirit around for a point-blank broadside right down its throat. Of course, it's possible that it will simply dig in deeper or the Spirit will be torn in half, but that's hardly the worst thing that could happen today.

"The second is to execute a limited, in-system Warp jump. No concrete destination, just a short jaunt in whatever direction we happen to be facing. I can only guess as to how this beast would react, but I would wager, well, my ship that it won't like it one bit. The Geller field is ready so we should be safe, but I am concerned about the effects of having such a large, Warp-manipulating creature attached. I pray for nothing unfortunate, but the Emperor's attentions are in high demand lately.

"We could try both if the inititial method fails, but I doubt the ship will be in good shape after one, let alone two. The machine spirit won't let me forget, that's for sure. So, Commissar, you've carried us this far, what do you think?"
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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!"

Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #568 on: February 29, 2012, 03:20:11 am »

The Captain is one of the richest men in the galaxy. He personally owns a kilometres-long ship, thousands of crew, ancient relics of a bygone age, and probably a planet or two. And his hololiths display in more than green.
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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!"

Heavy Weapons Pony

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #569 on: February 29, 2012, 03:57:03 am »

I think we should do both, AT THE SAME TIME!

> Initiate Thruster Burn then Transfer into a Warp-Jump

FOR THE EMPIRE, AND HONOR!

My feeble attempt at a new character:

Name: Sgt. John "Quasar" Withers (or Lt depending if the gear I want wouldn't be all available to a Sgt)

Gender: Male

Homeworld: Corvus II (subtle reference to a game you guys might not know about is very subtle with this here)

Homeworld Type: Death Jungle

Might: 4
Alacrity: 3
Endurance: 4
Willpower: 2
Perception: 2
Charisma: 1

Gear (DAKKA!! mostly):
(also feel free to change these if I have no idea about stats)

Modified Plasma Pistol (I have no idea about these stats)
-1 to hit
7 - 18 Damage
Armour Piercing
A heavily modified Plasma Pistol which got John "Quasar" his title.

Standard Issue Chainsword (SPESS MAHRINE!)
+1 to hit ( Being trained helps in hitting stuff dunnit?)
6 - 16 Damage (and damage?)
A standard issue Chainsword with nothing really special about it, apart from the awesome sound it makes when revved.

Standard Issue Marine Armour (Flak Vest still?)
+6 Armour
+3 Health
A solid and intact piece of armour. Covers much of your body, providing good protection from shrapnel and small arms. (Copy + Paste is obvious here)

« Last Edit: February 29, 2012, 04:47:14 am by Heavy Weapons Pony »
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Ahhh, yes... Killing the ecosystem of a other planet and burn the product as fuel... Simply brilliant 
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