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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 83093 times)

Doomblade187

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At least have your squad prepare for a rush by them, and keep the grenade ready. Keep your chainsword out, though. It may make a mess, but it will certainly make short work of them. I would start by firing into the mass, though as Zecro said, if there are more than ten, step back a bit before firing. I would save the grenade in case you run across something bigger. (There aren't any Genestealers, right? Sorry, but I didn't read the past updates.)

Now, to clarify my messy writing: stand back a bit, have your squad form up in a defensive formation, and begin firing into the group. Keep your melee weapons ready if needed. Kill as many as possible before they reach you, then use the chainsword to make some ‼FUN‼.
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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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-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 35
Spoiler (click to show/hide)

The hellgun is a variant of the lasgun used almost exclusively by elite forces such as stormtroopers. Instead of being fed by a small battery which must be switched out in extended firefights, it is connected to a large backpack which supplies its energy. This gives the hellgun more powerful shots and continuous rapid fire, granting a small fireteam the lethality of at least a regular guardsmen squad.

You quickly retreat back before the detestable xenos become aware of you. Lacking eyes, they must have some other method of detecting prey such as smell, vibration or even psychic sense. Lt. Groves scowls when you tell him what lies ahead, and he confirms them to be 'Rippers'.

"They're nothing but crawling mouths, Commissar." he growls, fingering his bandolier of grenades. "Once we rouse them they'll try and mob us and use our warm bodies to make more xeno scum. Best thing to do is to hit them with frags while they're all massed up, then pick off the survivors before someone loses a hand."

At your direction, all five stormtroopers leap out across the entry hall and toss a frag grenade at the biggest concentrations of rippers. The volley detonates in unison and you join them in unleashing a fierce barrage of lasfire, though your laspistol is somewhat puny compared to their hellguns. Despite the horrendous losses, the rippers swarm as one toward your position even as they get turned to cinders. Just as the tide begins to thin, an even larger group of rippers boils out to drown you in bodies.

"Death and glory, xeno scum!" you roar, slicing one lengthways as it makes a leap for your hat. The stormtroopers are able to barely keep themselves clear by constant lasfire, but the situation worsens still when a pack of gaunts bound into view.

"Aaaaaaaarggh!" you scream, shoving your krak grenade into a ripper's maw. Before it can digest either the situation or the krak, you grasp it firmly by the tail and hurl it into the approaching gaunts.
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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!"

Doomblade187

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Prepare your squad to receive the 'guants in close combat- they can leap pretty far. Until they reach you, though, try to thin their numbers with lasfire.
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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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I think the grenade will do just fine but just incase get behind the squad / meatshields.
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"Also I always figured you were like Tesla, only requiring two hours of sleep before going onto whatever you do"

Talvara

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we could see if the engineers can get controll of a bulkhead to cover our retreat.

hiding behind the men will inspire only cowardice. Invoke the god emperor and asses if we need a tactical retreat.
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Shade-o

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-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 36
Spoiler (click to show/hide)

The krak detonates with a muffled pop, vaporising a few gaunts and peppering the rest with fragments of bone and chitin. The tide continues to rise regardless, and you call up the engineer team to support your tactical withdrawal. With the engineers adding their firepower and you chainswording anything that gets too close, the stormtroopers are able to disengage and reform in a better position. Another volley of grenades goes out, and the ravenous rippers and gaunts are once more torn to shreds. The remainder are easy targets for your massed firepower.

"That should be the last of them, Commissar, no serious wounds received," Groves reports, wiping some green goo from his visor. "But there's bound to be more ahead, judging by how they're gathering up all the biomass. We might have discovered a rally point for them, or whatever their equivalent is."

With the xenos are dispatched, you are able to advance into their former feeding ground and examine it in more detail. The power conduit does indeed pass through here, and a number of open panels show that it was undergoing repairs. The engineer detail quickly gets to work and finishes what the fallen started, and with only a slight delay the local subsystems come back to life, scan control included.



Quote

43-H POWER CONDUIT secured
43-H POWER CONDUIT activated
LOCAL SCAN CONTROL activated
43-H COMMAND CONNECTION established
43-I COMMAND CONNECTION established
42-I COMMAND CONNECTION established

...
...
...


43-I xenos biosigns detected
43-J xenos biosigns detected
43-K human biosigns detected
43-L human biosigns detected


...
...
...
>


« Last Edit: March 19, 2012, 05:40:58 pm by Shade-o »
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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!"

Zako

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Right, looks like the other humans on this section of the ship are holding off the swarm. We have no idea how well they are doing, but odds are that they will require our help soon.

Can we seal off those sections with xenos inside off remotely and then vent those sections into space?
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Tiruin

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Also, try to establish communications with them, if possible. I'd think the sound of allied voices would help morale, at least.
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Talvara

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Tiruin is correct, we should try to contact them and let them know we're on our way to restore the power conduits.

can we get the engineers to get a more detailed scan of the lifesigns? hmmm...

I dont think we should go trough 43-I if thats where the Xeno's are.

42-I --> 43-J This means the Xenos can receive backup from 43-I but we might be able to join with the humans if things get nasty.
« Last Edit: March 19, 2012, 05:36:38 am by Talvara »
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Zecro_The_Scourge

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^I support both
^
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"Also I always figured you were like Tesla, only requiring two hours of sleep before going onto whatever you do"

Heavy Weapons Pony

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I vote for attempting to remotely vent the Tyranid Infested sections into Space.
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Ahhh, yes... Killing the ecosystem of a other planet and burn the product as fuel... Simply brilliant 

Shade-o

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-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 37
Spoiler (click to show/hide)

Faced with the prospect of even larger forces of tyranids, you are not eager to take them head-on.

"We will not dignify our enemies by facing them in battle," you announce, "They are the worst of the xeno scum that taints this galaxy, and they shall be treated as their station demands. As they dared enter our domain, so they shall die by our control over it. Of all the experiences in their depraved existence, the most lasting shall be the air disappearing like the Emperor's mercy upon their kind!"

Using a remote command console carried by a tech, you have the offending sections removed of all atmosphere. As you are deep inside the ship, that's the most you can do, no matter how much you wish to have them dramatically blasted into the void. It also occurs to you that you have no idea how long these xenos will take to die from deprivation, or if they will simply place themselves in some form of hibernation and revive anytime in the next century.

While you process the unpleasant possibilities, you send out a broad transmission to the humans on the other side of the xenos. You have no idea what equipment they have, but it should be picked up if they're searching for rescue signals like sensible survivors. According to the scans, there are approximately a dozen in 43-K and twice that number in 43-L, though the accuracy is very questionable.

Quote

43-I environmental lockdown
43-I atmospheric purging
43-J environmental lockdown
43-J atmospheric purging

...
...
...


43-I xenos biosigns detected
43-J xenos biosigns detected
43-K human biosigns detected
43-L human biosigns detected

...
...
...
>


« Last Edit: March 20, 2012, 05:46:53 am by Shade-o »
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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!"

Zako

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Well, thats the best we can do with what we have. Time to head around, via either 44H - 44I - 44J or 44H - 45I - 44j, whatever is faster, and link up with the survivors.
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Tiruin

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Well, thats the best we can do with what we have. Time to head around, via either 44H - 44I - 44J or 44H - 45I - 44j, whatever is faster, and link up with the survivors.
This, preferring the one with more people other than the lesser, unless we can get a two-way transmission to either.
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Talvara

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41-H UNKNOWN
43-I toxins detected
44-I environmental failure
45-I environmental failure
43-J toxins detected

This is the info we got from the environmental controls.

both paths Zako describe takes us trough environmental failure, can we handle this?

I still think 42-I -> 43-J should be our route. We'll have to go trough Xeno's and deal with Xeno toxins but atleast we know theres not some sort of hole in the ship there.
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