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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 82024 times)

Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #375 on: January 07, 2012, 12:12:03 pm »

I'm not fluent in W40K lore. Is that the Tyranid Shadow or something?

Mmmmmh. What is the propulsion system? Once we've shot down the escorts, we might slow down and use our reactors to burn the monster to crisp?
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #376 on: January 07, 2012, 12:15:19 pm »

Proceed to the Lord General, secure his safety (and yours).

Bless Captain Meer in the name of the God Emperor.

Vox the facts, quell the rumors. 'Everyone must evacuate in an orderly fashion. Disregard the xenos boarding party.' Along those lines.

Alert everyone of the Tyranid presence, that means those colonies and those at the void-station.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #377 on: January 07, 2012, 12:22:52 pm »

-The General is half an hour away. The Xenos will be on us in 20 minutes or so.
-Everybody know of the Tyranid presence, the captain Voxed them.
-Evacuating will just mean more target for the escort ships. Plus I doubt our lifeboats are faster than this ship anyway.
-Voxing the facts to the passenger will probably create more panics, no less. "We're being pursued by something with a mouth large enough to eat this ship and it's closing on us." won't calm anyone.

Vox to the passengers that some asteroids' fragments from the shooting are coming dangerously fast and that we need to make measure for evacuating the ship just in case. State that all able-bodied men will be needed to smothers possible fires due to the impact and have them go to a few points where security guard will tell them the truth and arm them. The women, children, elderly and other non-figthing people should be get ready for a possible evacuation in spots away from any possible entry point.

Also orders the Captain to close all bays, portholes and windows from where the passenger could see the Tyranid ship when it closes on.
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Elfeater

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #378 on: January 07, 2012, 01:06:33 pm »

This is a big ship.
« Last Edit: January 07, 2012, 01:47:32 pm by Elfeater »
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kaian-a-coel

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #379 on: January 07, 2012, 01:26:12 pm »

-The General is half an hour away. The Xenos will be on us in 20 minutes or so.
-Everybody know of the Tyranid presence, the captain Voxed them.
-Evacuating will just mean more target for the escort ships. Plus I doubt our lifeboats are faster than this ship anyway.
-Voxing the facts to the passenger will probably create more panics, no less. "We're being pursued by something with a mouth large enough to eat this ship and it's closing on us." won't calm anyone.

Vox to the passengers that some asteroids' fragments from the shooting are coming dangerously fast and that we need to make measure for evacuating the ship just in case. State that all able-bodied men will be needed to smothers possible fires due to the impact and have them go to a few points where security guard will tell them the truth and arm them. The women, children, elderly and other non-figthing people should be get ready for a possible evacuation in spots away from any possible entry point.

Also orders the Captain to close all bays, portholes and windows from where the passenger could see the Tyranid ship when it closes on.


yeah, if the passengers are not already aware of the tyranids' presence, cover up.

And yes, the Astropath's death is caused by the Shadow in the Warp. very dangerous for low-level psykers. Passengers and crewmen with latent powers may also experience irrationnal fear.

proceed to ARMORY. Equip yourself with SHOTGUN, and rally the troops. everyone must be rassembled in a safe area, in the center of the ship. Secure key location, but otherwise stay grouped. Genestealers can easily rip their way through walls, so be VERY cautious and always have back-up and auspexs. Oh, and DO NOT, in ANY CIRCUMSTANCES go close-combat with genestealers. I saw before my very eyes 4 genestealers kill a hundred guardsmens with ease.
(true story: it was a 40k game: two genestealers charging a squad of 50 cadets, killing three, cadets fail all attacks, fail moral roll, flee, be caught-up and died. Two times that, the same turn. Good thing I was in the tyranid camp (I personnaly blowed-up an imperial titan with psychic powers during the same battle. the plasma reactor exploded while my troops around it. casualties: dozens of gaunts, three zoanthropes (tyranid psykers with warp lascannon) and a whole bunker, with the heavy-weapon squads inside and the hill under it.)
yeah, 40k is fun.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #380 on: January 07, 2012, 01:49:25 pm »

The ship's too big. It'll takes half an hour or more to go from one side to the other, and contact is in 20 minutes.

We should gather a squad's worth of men and prepare to defend the bridge while the General take care of the passengers and other security personnel protect the rest of the ship.
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #381 on: January 07, 2012, 06:51:33 pm »

-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 12

Commissar Halian
As the ranking political and morale officer aboard, I have a suggestion. Don't let the passengers find out about the true nature of this. There will be mass panic, maybe even riots, so for now just make sure they're locked down in secure locations where they can't disrupt the crew. Recruit anyone with military or weapons experience, but keep all the civilians out of the way.

Chartist-Captain Meer
It feels wrong to mislead my charges, but you're probably right. I'll tell them it's unexpected turbulence, that always works.


Vox

Commissar Halian
Sir, I'm going to maintain station on the Bridge. I'm too far from your rally point, and I can't think of a more vital spot to defend.

Lord General Verhoff
I've got my hands full down here myself, corralling civilians is never as easy as you hope. Ship security seems competent enough, can't fault them. Listen, shall I send some of my stormtroopers to the Bridge, or are you satisfied with Meer's crew?
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Dsarker

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #382 on: January 07, 2012, 08:29:16 pm »

See if we can't get a member of the ecclesiarchy to recite prayers over the vox.
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adwarf

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #383 on: January 07, 2012, 08:58:02 pm »

Can Flak-Slabs stop a Gene-stealer? If, so I suggest using any we have in our possession to help hold vital points of the ship.
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Dsarker

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #384 on: January 07, 2012, 09:24:26 pm »

...Genestealers cut through terminator armour. Flak Slabs are not going to help us there.
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[Dsarker is] a good for nothing troll.
You do not convince me. You rationalize your actions and because the result is favorable you become right.
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adwarf

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #385 on: January 07, 2012, 09:25:58 pm »

I'm pretty new to the WH40K world, so its expected I don't know much :P
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Elfeater

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #386 on: January 07, 2012, 09:28:03 pm »

The chances of us facing gene-stealers is very low.
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #387 on: January 07, 2012, 09:42:43 pm »

We are in the mind of a Commissar.

If there is no member of the Ecclesiarchy present. Recite those prayers yourself.

If we survive, that would help as an early lesson on the field.

What type of men does Meer have? My opinion is that the Lord General needs all the help he gets, no Stormtroopers for us.

Let us not underestimate this enemy, we may die by one wrong move.

{Don't worry adwarf, I'm with you there}
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Elfeater

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #388 on: January 07, 2012, 09:45:02 pm »

I'm pretty new to the WH40K world, so its expected I don't know much :P
I have a rudimentery knoledge my self.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #389 on: January 07, 2012, 10:20:05 pm »

Have all lance batteries fire at the same spot INFRONT of the shadow, the energy will combine and detonate in it's maw damaging it's inside

Tell the lord general to keep his sturmtruppen, HE NEEDS THEM.

Recite the prayers and eat some sort of wh40kian snack
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