Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 64 65 [66] 67 68

Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 82017 times)

Zako

  • Bay Watcher
  • YEEEEAAAAHHHH!!!
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #975 on: June 07, 2012, 08:22:28 pm »

You do realise that our chainsword is, like, a SWORD? As in, long and unwieldy in cramped tunnels? And we don't have the tools or knowledge of properly sawing off the end of our shotgun and we are kinda in a hurry right now so we wouldn't have time if we did have both. Plus that kind of modification would anger the tech priests, and we are supposed to be pleasing them.
Logged

Rez

  • Bay Watcher
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #976 on: June 08, 2012, 04:30:57 pm »

I don't really think the expertise of making a sawed-off is a big issue, but the lack of a supermega-hacksaw might be an issue.  Lest we've forgotten, zecro ALWAYS advocates tech heresy, so it's not really a big deal, at least until it's actually a good idea.

My opinion: 1) Vox command for a situation update and 2) wake this guy up.  We have no idea how many bad guys there are or if they're all as incompetent as these guys.  And as awesome as we may be, body shielding and dragging a material witness is not going to increase our odds of survival.  Before we can even consider getting into maintenance passages or ventilation ducts, we need him awake to open them.

Another thing to consider is we have a squad of guardsman who are supposed to rendezvous with us. We sent our position so they knew where to go, so either they were 'corrupted' or someone intercepted our vox.  We might want to search these assailants to determine who they are.  Maybe command sent a squad of guardsmen to 'take care of us'.  Maybe we should just hide somewhere and actually find out what useful skills Garts has and try to hook-up with our enginseer buddy.

Logged

Zecro_The_Scourge

  • Bay Watcher
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #977 on: June 08, 2012, 06:33:51 pm »

I don't really think the expertise of making a sawed-off is a big issue, but the lack of a supermega-hacksaw might be an issue.  Lest we've forgotten, zecro ALWAYS advocates tech heresy, so it's not really a big deal, at least until it's actually a good idea.

My opinion: 1) Vox command for a situation update and 2) wake this guy up.  We have no idea how many bad guys there are or if they're all as incompetent as these guys.  And as awesome as we may be, body shielding and dragging a material witness is not going to increase our odds of survival.  Before we can even consider getting into maintenance passages or ventilation ducts, we need him awake to open them.

Another thing to consider is we have a squad of guardsman who are supposed to rendezvous with us. We sent our position so they knew where to go, so either they were 'corrupted' or someone intercepted our vox.  We might want to search these assailants to determine who they are.  Maybe command sent a squad of guardsmen to 'take care of us'.  Maybe we should just hide somewhere and actually find out what useful skills Garts has and try to hook-up with our enginseer buddy.

Its hilarious because my favorite faction happens to be the "Adeptus Mechanicus".

>>:Vote upon the most voted thing as I'm brain dead at this given moment.
Logged
"Also I always figured you were like Tesla, only requiring two hours of sleep before going onto whatever you do"

Shade-o

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile

-=-Dead Space-=-
High orbit
Part 23

With the area clear for the moment, you take the opportunity to perform some maintenance. With your shotgun watching the doorway, you gently kick Korvin Garts repeatedly in the ribs while voxing the Guard detachment. The situation is confused to say the least, with inexplicable deaths, bouts of rebellion and equipment failures cropping up seemingly at random. They assure you that a squad should arrive to evacuate you soon, but it's all you can do to avoid threatening the vox officer with martial punishment.

As you conclude your call, Garts indicates that he's finally waking by groaning and twisting about. Before you can pull him up, a couple more goons appear in your sights, their own shotgun blasts splintering your cover before being summarily executed. By now you've gathered quite the impressive spread of corpses, giving rise to the concern that they could be used as effective cover by future invaders while your own fortress is taken apart piece by piece.

A fresh hail of gunfire forces you down, and another rank of enemies prepare to storm the gap. Though laughable by any military metric, their heavy environment suits and autoguns make them a harder proposition than rag-clad stub-wavers. As you ponder the use of your grenades, an unknown Mettite voice bursts out on the local vox channel.

"We're approaching your location, Commissar, sounds like autofire! We've had to put down a few loonies but we're almost there! If you can keep them distracted we can catch them from behind!"

Korvin Garts can't hear this, of course. He's trying to stay as low and small as possible as fragments of plaster and wood rain down around him, clutching his head and crying inconsolably. You suppose it's fortunate that handheld explosives are hard to get hold of aboard ships, but automatic weapons must be pushing it.



Health: Lightly Injured
Equipped: Shotgun
Spare: Hotshot Laspistol, Chainsword, 1 Frag, 1 Krak
Logged
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!"

killerhellhound

  • Bay Watcher
  • Friendly Master of !!MEDICINE!!
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #979 on: June 13, 2012, 06:41:07 am »

blind fire till the renforcements arive no use getting killed when help is two second away like
Spoiler (click to show/hide)
Logged
My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

Zako

  • Bay Watcher
  • YEEEEAAAAHHHH!!!
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #980 on: June 13, 2012, 06:43:32 am »

Stall for time! Yell out to the traitors demanding what they want while trying to drag some kind of cover over to us, be it furniture or corpses, and keep them back with the odd shotgun blast to the door. Shout out that if they try to storm us again, we'll blow them all to kingdom come with grenades and they'll accomplish nothing, which should get them thinking for a bit. We have to hold out for the squad to attack from behind, and once they do, we can go forth and kick some unholy ass!
Logged

andy_t_roo

  • Bay Watcher
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #981 on: June 13, 2012, 06:46:18 am »

multiple people, shotguns? -- i guess storming out is a good way to test our armor; and we don't know when the next resupply would be available.


We should feel free to use the frag should they begin to get too close (it'll also be a good distraction)


edit: replies posted while i was typing, some of what i typed is now redundant -
* andy_t_roo agrees with the 2 replies
Logged
Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #982 on: June 13, 2012, 10:54:26 am »

I mostly agree with the past three replies.
Logged
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

  • Bay Watcher
  • It's my greatest creation yet!
    • View Profile

-=-Dead Space-=-
High orbit
Part 24

"Attention, traitors! I am a merciful man, so if any of you wish to surrender I will consider it!"

The next invaders charge in with their autoguns firing wildly, and the one in front catches two shotgun blasts. The second realises their precarious position and takes cover behind the pile of bodies, screaming incomprehensibly and firing in bursts at you. You emerge to take a shot just as another flunky appears around the doorway, a grenade in his hand and about to be hurled. The throw is ruined by you removing his shoulder, causing the grenade to land short in front of your cover. The explosion tears the furniture apart, but you and Garts remain largely intact due to its sacrifice.

Ears ringing and vision wavering, you rise and find the autogun-wielding invader bereft of cover as well, stunned and injured by the shockwave. Both of you fire at the same time, but due to the disorientation every shot goes astray. After a few such volleys, you finally manage to crater his chest and end his wild spraying. As you stumble to your feet, the next wave of heretics appear in the doorway.

The appearance of more well-equipped enemies could easily spell your end, but at this point your rescuers finally arrive. They are hit from behind by fierce lasfire, the few escapees finding no refuge in your little hole. With the battle decided in your favour, the Guard squad sets up a position in the hall and searches the room. Between those caught in the hall and those gunned down in your fort, you count almost twenty bodies, a number which leaves the sergeant gaping at your martial prowess.



Health: Injured
Equipped: Shotgun
Spare: Hotshot Laspistol, Chainsword, 1 Frag, 1 Krak
Logged
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!"

Rez

  • Bay Watcher
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #984 on: June 13, 2012, 11:37:04 pm »

YAY!  Sounds like we're going to be the subject of some tall tales and become more famous.  We murdered 20 chaos space marines using just a knife and our teeth!

I think we should go see if Watts is done getting his hand replaced after we've been treated by the medicae.  I'm feeling the need for some back up and it'd be nice to have someone who can mess with tech who doesn't faint at the first mention of trouble.
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #985 on: June 13, 2012, 11:55:32 pm »

Watts is already with us... Anyways, ask for an update on the situation.
Logged
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

  • Bay Watcher
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #986 on: June 13, 2012, 11:57:44 pm »

That's Garts.  Watts was with the Mechanica getting his hand replaced.
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #987 on: June 13, 2012, 11:59:07 pm »

Oh. That guy. Yeah, let's check up on him.
Logged
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

  • Bay Watcher
  • YEEEEAAAAHHHH!!!
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #988 on: June 14, 2012, 12:02:04 am »

That can come later, when we are not under attack. Gently pat our wonderful shotgun lightly and then check on how Korvin is holding up and if he's injured. Then have the medic look to our own wounds while we get briefed on the situation that the squad saw when they were coming up to us, and get on the vox as to where we can take our suspect to safety for interrogation. Also, take a look over the whole squad for their status and their gear, and then see if there are any useful stuff on the corpses that we could use.
Logged

andy_t_roo

  • Bay Watcher
    • View Profile
Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #989 on: June 14, 2012, 12:08:28 am »

see if there are any grenades around, because 1 person vs 20 again isn't good odds.


check in with the Guard, or via vox, find out if we are the focus of this, or if there is a general uprising across the ship. If they are seeking us, then why? (and we can expect more trouble, and we need an escort, well, somewhere ....), if not, then i think this is an even larger problem, with a significant fraction of people on this ship corrupted.



(is it wise to ask for medical aid, and what does "injured" mean in terms of our capability to cleanse more chaos?)

yeah, and loot the corpses - 'nades would be nice ...
ps, does our shotgun have ammo?

We either need medical attention, or an escort to the engines, to see if the initial problem is the source of this.


Either that, or the cargo-hold, or bridge; the initial source of chaos has to be somewhere.
Logged
Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.
Pages: 1 ... 64 65 [66] 67 68