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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 82032 times)

Shade-o

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #945 on: May 31, 2012, 04:56:39 pm »

Yes, you are standing directly outside the generic room.
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Doomblade187

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #946 on: May 31, 2012, 04:58:45 pm »

In that case, run into the generic room, bringing Korvin along, and slam the door. Then, run to the far side of side of the room.
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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.

Rez

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #947 on: May 31, 2012, 09:48:54 pm »

ptw and maybe play
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Shade-o

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-=-Dead Space-=-
High orbit
Part 21

At the sight of the suspected grenade, you grab Garts and hurl him back into the room before leaping in yourself. A concussive blast almost knocks you down, with fragments of red-hot metal nipping at the hem of your coat as you escape. You shove Garts out of the way and slam the door, which you now note is made of thick wood and not metal. Must be an antique.

A cabinet is hastily braced against it, and you pull the near-catatonic Garts over to the other side of the room where you flip a table over for cover. You just manage to drag him behind it before another detonation turns the door to splinters, lethal fragments gouging the table and nicking the top of your hat.
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Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #949 on: June 01, 2012, 01:10:36 am »

He must know something, there are people out to get this guy! We must protect him, lest we loose the lead!

Blind fire our pistol over the top to buy some time and throw a cooked frag ourselves. Then once it's blown, take a quick peek around the sides of the desk to check on who these assholes are and radio for help!
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killerhellhound

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #950 on: June 01, 2012, 01:35:35 am »

it could have been a jumpy Guardsman never rule out a idiot did it
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Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #951 on: June 01, 2012, 02:09:11 am »

An idiot who rolls a primed grenade down a corridor at us without shouting a warning and also promptly blows up the door we just slammed shut?

In WH40K, that's grounds for execution, especially since the possible victims included a commissar, who is a much higher rank than a guardsman. SHOOT HIM.
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Rez

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #952 on: June 01, 2012, 03:03:46 am »

Did we ever decide what armaments we actually brought?  I don't think we ever really figured out what our character was going to carry.  I vote that we suddenly discover ourselves in possession of the hotshot laspistol, chainsword, and shotgun with 2 frag grenades and a krak grenade.

In the case that we have the required gear, I second Zako.  Throw down some suppressing fire and chuck a grenade into the antechamber. Then, cautiously check to see if there's anyone else coming to kill you, before voxing the colonel and other command staff on the ship to find out if it's xenos, Chaos, or regular, old mutiny.
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Doomblade187

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #953 on: June 01, 2012, 07:22:50 am »

We have grenades being thrown, so I'd say chaos/warp corrupted killer.
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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.

Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #954 on: June 01, 2012, 08:37:44 am »

Or traitors/insurrection of some kind. Either way, something that uses guns and explosives.
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Doomblade187

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #955 on: June 01, 2012, 10:06:14 am »

And uses them very well, it would appear. I agree with the lasfire and grenade idea above, by the way.
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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.

Shade-o

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #956 on: June 01, 2012, 07:56:12 pm »

Did we ever decide what armaments we actually brought?  I don't think we ever really figured out what our character was going to carry.  I vote that we suddenly discover ourselves in possession of the hotshot laspistol, chainsword, and shotgun with 2 frag grenades and a krak grenade.

That was the plan all along.
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andy_t_roo

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #957 on: June 02, 2012, 04:27:42 am »

how many grenades does 1 person normally carry - 2 have been used against us so far, with our special harness we can manage 3, but an average grunt doesn't have such equipment. So our choices are a: the guy is out of grenades b: we are facing someone with significantly better than average equipment, or c: there's more than 1 person.

I would rule out b, because slightly more exotic grenades would have been used against us in a supprise first strike.
Also, the "efficient killing" reported earlier doesn't mesh with indiscrimanant grenade tossing we are facing atm.

finally, the guardsmen who are escorting the supply person should be here soon. Lets hope that they aren't the ones tossing the grenades.


Blind-fire is all good, but aim at the door-way... and why are we being cautious? after the blind-fire either the chaos corrupted will continue charging and peaking out will not help other than give up the initative, or the other guy will take cover and not expect use to Daringly vault over the table (on the off chance there's a third nade, we'll have no cover anyway, so we might as well take the initiative) Therefore: lay down covering fire for ouselves, then vault the table, reading the shotgun and Clense the Room of whoever comes through the door next but don't bust out into the hall until we know a bit more -- aim to end up standing next to the door covering it with the shotgun.

For The Emporer!
 
i'm not sure about the 'nade - throwing one when we haven't even seen the opposition ....)

(note: i don't know much about the 40k universe ...)
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Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #958 on: June 02, 2012, 05:40:57 am »

We should throw a nade to take some out/clear us some space. And clearly these people are in a group to have come through a WHOLE SHIP, which means we need to be careful lest we get shot.

Chaos corrupted monsters generally don't use grenades because they prefer melee/special abilities. Chaos marines on the other hand use them willingly, but if we are going up against either than we are as good as dead, but I highly dout that since they aren't the type to stay incognito and unidentified this long in an imperial ship (warcries to chaos gods, insane/demonic laughter, big loud stomping from their armor on the ship deck, they tend to stand out). Cultists however, we can take on, but they also stand out a lot too when they reveal themselves.

This isn't our office, so no backup unless we radio for some and run to it.
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yourfears

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #959 on: June 02, 2012, 06:14:45 am »

we already radioed backup which may in fact be who throwing the grenades. you never know when u ask for help and the person u asked is trying to kill you.

just my guess since they seem to know where we were pretty exact and its a big ship.

also since we dont have a consensus on weapons. take the ones if any we didnt argue on and then roll the rest
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