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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 83071 times)

Geen

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #525 on: January 23, 2012, 06:54:20 pm »

Congratulate him, then shoot him in the face.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #526 on: January 24, 2012, 08:33:56 am »

No, get him under a bioscan. if he is truly that graceful and adept under pressure we NEED him!

After we have dealt with the possible xenos we should start take a look at the maintenance tunnel map of the ship, perhaps we could get to the secondary commandstation via that route.
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Deamonpies

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #527 on: January 24, 2012, 08:58:11 am »

Maintenance tunnels tend to be smaller and narrower, which isn't good if any nids are still alive as we won't be able to get the wait of fire we need to hold them back.

Then again we may be able to avoid the nids if we use them but I still feel its a risk.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #528 on: January 24, 2012, 06:33:57 pm »

I have a solution to the threat of nids in the tunnels, cut off our right arm. and replace it with the chainsword
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Zako

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #529 on: January 24, 2012, 11:11:30 pm »

I have a solution to the threat of nids in the tunnels, cut off our right arm. and replace it with the chainsword

...

No, just... no.

Prepare an escort for the captain, armed with the heaviest firepower we have. Give a short but inspiring speech/prayer to the men.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #530 on: January 25, 2012, 02:17:12 pm »

Have one of the techpriest who is obviously in the command bridge combine our chainsword / laspistol into a spear that shoots lasers!

Otherwise go with the guy above me for a plan.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #531 on: January 25, 2012, 03:13:44 pm »

I think techpriest already stated they don't want that.
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #532 on: January 26, 2012, 12:29:26 am »

-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 19

Satisfied for now with the survivor's explanation, you resolve to keep a close eye on him regardless. Even if he hasn't been subverted by the xenos, he could still go catatonic or berserk at the sight of more enemies. Also, don't let him near the flamer.

Looking over your assembled forces, you have the entirety of one squad including a flamer, plus yourself, Meer, and three walking wounded. You briefly meet with each one and part with a few inspiring words, before approaching the captain for a quiet conversation.

Commissar Halian
Captain, I have no intention of giving up, but I've seen first-hand that these xenos far outmatch us in this environment. They're free to ambush us, and with the main vessel attached they'll begin swarming aboard in even greater numbers. How far away is this secondary bridge?

Chartist-Captain Meer
Only two kilometres.

Commissar Halian
Two kilometres?

Chartist-Captain Meer
But only a fraction of that on foot. You may recall the spinal tramway, the elevatus for it is only a few halls away? If we can get there, we can travel the rest of the distance in minutes.


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Zako

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #533 on: January 26, 2012, 01:57:08 am »

Hrrmmm... Who bets that thing is totally swarming with 'nids right now? Still, it's the best bet right now and we really cant afford to NOT take it. But still, we will doutlessly have trouble.

Is there any heavy weapons that we could take with us? Anything that could help us on the tramway? Deployable sentry guns? Heavy bolters? Explosives? ANYTHING?!

Also, inquire into how the tramway is designed. Is it just a single long hallway? Does it have bends and turns? How defendable is a tram, and is it completely open and exposed (basically a moving platform) or is it completely enclosed?

How far is it from the tramway to the secondary bridge? Do we have to use an elevatus from the tramway to get there?
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #534 on: January 26, 2012, 04:45:47 am »

Also, in addition to the above, (ask) how fares our Lord General?
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #535 on: January 27, 2012, 05:47:28 am »

-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 20

You go over the schematics of the tramway, and see that the bridge station is quite small, the route you need one of only six rail lines. It is a mostly straight track all the way to the secondary bridge which has its own dedicated station only a short distance away. The trams themselves are utilitarian freight conveyances, used by crew and cargo for rapid mass transport. They are a mix of cargo beds and passenger cars, the cars being reinforced metal constructions designed for maximum safety and reliability. At least they don't have window panes, that would just be stupid.

Memorising the general layout in case you lose your dataslate, you vox the Lord General.


Commissar Halian
Lord General, I am about to escort the Captain to the secondary command bridge. The primary controls are offline, so that's our only chance at shaking this beast. What's your status?

Lord General Verhoff
Splendid, Commissar. These beasts are no match for Imperial martial prowess, but in a few hours we may run low on munitions. I may also need your assistance in carrying a certain trophy, but that's a less pressing matter for now. Just see to it that the Captain stays in one piece, he's the only one who can get us out of this mess.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #536 on: February 06, 2012, 03:04:45 pm »

Well, lets get going! However, we must have our weapons drawed and primed at all times during this expedition to the bunker, lest we die to a ambush.
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Elfeater

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #537 on: February 07, 2012, 07:51:04 pm »

Well, lets get going! However, we must have our weapons drawed and primed at all times during this expedition to the bunker, lest we die to a ambush.
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #538 on: February 07, 2012, 08:57:54 pm »

Defend the captain by splitting your squads into three.

One will flank his left, the second at his right. The third, along with you, Halian, will stay near the Captain in case any Tyranids appear.

Set apart a couple of guardsmen (let's call them that for now?) as a scouting team, observe and retreat back.

Vox the Lord-General about our position, see if we can both meet and if all the civilians are secured.
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #539 on: February 19, 2012, 03:14:14 pm »

-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 21

Taking into account your precious charge, you carefully place yourself and the majority of the squad directly around the Captain. Any enemy of the Imperium would have to chew through you in order to get at him, though against Tyranids that's not much of a challenge. You also send a pair of unfortunates out ahead to scout around corners, well aware of the danger of ambushes in this environment. Though the Captain is their commanding officer, he's happy to defer to your Commissariat authority and tactical knowledge.

As you traverse the grimy, ichor-and-blood-stained halls of the ship, you lead the crew in a common marching litany. They seemed quite happy already, but better safe than heretical. It's not just for keeping up regular battlefield morale though, as you can already feel an oppressive miasma about the ship. Without access to shipboard scans it's not clear what is happening, but you could bet your boltpistol that it is at least one of two things: The xenos are tainting the atmosphere with their poisonous vapours, or the malevolent will behind them is attempting to subvert the minds of the faithful. Regardless of the cause, it is more important than ever to get rid of these beasts before they are able to overwhelm the ship.

In a turn of good fortune, the corridors are devoid of hostile xenos. You can only assume that with the majority of crew in this area dead, the beasts have turned their focus to richer food supplies. This blessing continues as you take the elevatus down to the tramways, finding it pleasantly safe despite the mangled giblets scattered about from the unfortunate and foolish. A suitable railcar is already sitting vacant at the platform, and the Captain is easily able to gain access to the control cabin. It was only designed for a maximum of two, so you join him up front while the security detail sets up a position in the passenger car behind it.

Glancing about the tiny compartment, you are struck by memories of long hours playing your favourite instructional holo-game, Imperial Civil Infrastructure Administrator and Military Logistical Officer 40,000. Good times. It gave you a love of all rail-based conveyances.
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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!"
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