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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 82072 times)

Doomblade187

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #840 on: May 02, 2012, 07:27:04 pm »

We have no psychics yet...

Ask one of the astropaths or someone similar. Also, see if there's a sanctioned psychic on board, and as them if there is one.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
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Shade-o

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #841 on: May 06, 2012, 03:01:03 am »

The only psykers onboard should be the Astropath and Navigator, both of whom are assigned to the Navy and are each worth about as much as the ship itself. It is unlikely that they are permitted to go on random, potentially dangerous adventures.
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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!"

Ghazkull

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #842 on: May 06, 2012, 03:56:06 am »

Shouldn't a ship usually have whole astropath Choir, especially to prevent complete loss of communications in case that one of them dies?
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Sheb

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #843 on: May 06, 2012, 05:48:47 am »

Still, we can't go and ask one of them to check some slightly haunted bunk. I vote we evacuate the bunkspace and cleanse it with fire.
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Blizzlord

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #844 on: May 06, 2012, 05:51:13 am »

But what type of fire should we use? I vote for blessed promethium flames.
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Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #845 on: May 06, 2012, 10:04:16 am »

What good will fire do when there's nothing to burn? Just have the whole barracks purified and reblessed by priests and put up some warding and protection sigils, then sleep in it again yourself to see if there was any difference. Other than that, we can't do anything else it appears other than finding out the history of what happened in this barracks.
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Zecro_The_Scourge

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #846 on: May 06, 2012, 11:54:01 am »

If we had the warp touched rosarius we wouldn't be in this situation, however we must put on our sherlock holmes face. There is nothing in the actual barracks except a slight unease caused by something and it always comes back to the ventilation system / air.

>>:CHECK VENTS
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Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #847 on: May 06, 2012, 12:38:00 pm »

Better yet:

>Check the atmospheric readings for any strange contamination. Take a engineer in there with a instrument that can check the air purity and have him take a few readings. Also, try to find out what happened to the warp drive.
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Doomblade187

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #848 on: May 06, 2012, 01:54:37 pm »

Better yet:

>Check the atmospheric readings for any strange contamination. Take a engineer in there with a instrument that can check the air purity and have him take a few readings. Also, try to find out what happened to the warp drive.

+1

Logic!
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Zecro_The_Scourge

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #849 on: May 06, 2012, 06:35:48 pm »

^Without my logic he wouldn't of had the logic to logicly plan this logic! LOGIC.

PS:I agree with zako's plan, if it fails CHECK VENTS.
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Riccto

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #850 on: May 06, 2012, 06:56:18 pm »

Also check the Gellar fields. Maybe there is a issue with how the Gellar shields are projecting incorrectly or something like that.
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-=-Dead Space-=-
High orbit
Part 6

After briefly considering hijacking an astropath to search for local warp anomalies, you decide to first check for more mundane disturbances. Air circulation is a vital part of shipboard life, and one of the most common sources of discomfort for passengers, along with lighting and noise. It's entirely possible that the evaluation by the shipboard crew overlooked some subtle fault, through laziness or incompetence.

Perhaps an outsider with loyalty to the Guard would do better? To that end you vox in a request to the mechanised company, and after some confusion you get the services of an enginseer initiate. Not the most prestigious of roles, but the lower orders of the Cult Mechanicus tend to be relentlessly practical and competent in the pursuit of their duties. However, that's as far as they can get unless they begin pondering the deeper mysteries of the Truth and the Omnissiah and other such mystical and non-work related subjects.

This one is exactly as unimaginative and sensible as you could hope. From what you can see he has only some basic implants to assist his work, nothing flashy or impractical. After a brief greeting and a critical glance around the bunkhouse, he immediately begins waving a device around and manipulating the controls on a portable console. What little emotion displayed seems to be that of vague annoyance, though you can't tell if it's at you for calling him on an errand, or at the problem that eludes resolution.

After a few minutes of divining, the initiate gives you a report; no exotic or dangerous chemicals, no atmospheric imbalances, nothing dangerous or out of the ordinary. You mention that the ventilation seems to be the only plausible cause, and he gives a near-human shrug before leading you to the main air duct.

The vent is large enough for a person to crawl through, but is completely covered by an opaque filtration grill. The initiate points out the sanctified seal, the sign of any proper Imperial maintenance and one of the few consistent elements of competence he's seen aboard. Approvingly, he notes the entries on the attached log; it shows that it was accessed and sealed twice in the last few days with all proper rituals observed.
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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!"

Blizzlord

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #852 on: May 06, 2012, 11:12:29 pm »

Get him to check the warp drive. If daemons were intruding they would most likely emerge from that.
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Quote from: a Swedish electronics teacher
In Sweden, digital electronics is considered unteachable. That is why you are not being taught about it.
Most attempts of sesquipedalian loquaciousness on the internet will most likely end up in egregious delusions of eloquence. Finagle's law commands it!

Angle

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #853 on: May 07, 2012, 08:38:28 am »

What were those two accesses for? What was someone doing?
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Talvara

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #854 on: May 07, 2012, 08:57:00 am »

we should grab a pipe from somewhere and start calling our annoyed engineer thrall "watson" eventhough his name probably isnt that.

yes we should pester our little engineer for more information on those two accesses.
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