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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 79338 times)

Dsarker

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #390 on: January 07, 2012, 10:29:02 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

1. They know a /lot/ more about firing these things than we do.

2. I agree.

3. We don't have any Corpse Starch rations.
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Zako

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #391 on: January 07, 2012, 10:52:38 pm »

Tell the general to keep his troopers, he needs them more than we do due to his station. Tell him to send up a squad or two of competant guards though, we need some kind of protection up here. Make sure everyone is armed and armoured if possible. Break out the armory!
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #392 on: January 07, 2012, 10:57:27 pm »

We don't have any Corpse Starch rations.


NO CORPSE STARCH RATIONS?! Change of plans people, we must seek out the heretic that is responsible for this!
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #393 on: January 07, 2012, 10:58:16 pm »

First thing's first. Focus on that Tyranid!
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adwarf

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #394 on: January 08, 2012, 01:31:06 am »

Quick organize a small squad of Militia their purpose will be to help you stop the Tyranid who manage to board the ship. of course give them the best weapons as you, and them will engage in the thickest of the fighting.
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #395 on: January 08, 2012, 01:34:45 am »

Tiny question, what do we mostly suspect will be the boarding Tyranids?
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adwarf

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #396 on: January 08, 2012, 01:35:37 am »

I suspect Tyranid Warriors, Genestealers, or Rippers
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #397 on: January 08, 2012, 01:48:40 am »

Since we're deciding to stay here and form our militia.

Bolster morale. In addition to the above.
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Dsarker

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #398 on: January 08, 2012, 01:56:31 am »

Firstly. Organise the naval armsmen, make sure they have their shotcannons ready and lots of ammunition. We'll be mostly facing lictors, genestealers, hormagaunts and warriors. Shoot lictors, warriors, genestealers, hormagaunts IN THAT ORDER.
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mcclay

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #399 on: January 08, 2012, 02:12:45 am »

Probaly 'gaunts up the arse. If we can repurpose equipment into flamethrowers then Operation 'Nid Thanksgiving is a go. If not then shotguns and organic mulcher type weapons. Bullets are more effective in this situation than las rifles becasue mullets generally fuck up organic matter better than tiny beams of light.
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Zako

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #400 on: January 08, 2012, 04:22:24 am »

Flamethrowers and chokepoints inside the ship outside critical areas. That would be ideal.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #401 on: January 08, 2012, 04:32:38 am »

There is no chokepoints, genestealers can apparently rip through walls.

We should let the general handle most of the "protecting the civies" part and focus on protecting the Bridge and Reactors until we can Warp away.
So we should request an handful of stormtroopers to defend the reactors while we take care of the bridge.

Also, what about trying to slow down a bit and use our reactors to fry the fucking thing?
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kaian-a-coel

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #402 on: January 08, 2012, 04:55:34 am »

Tiny question, what do we mostly suspect will be the boarding Tyranids?
As an experienced Tyranid player, I can say that genestealers are the official tyranids' boarding and shock-troopers. they can easily dispatch space marines in terminator armour, so a hundred of them could easily take off this ship. Thus I suspect that we'll have more gaunts. Rippers are also possible, burrowing creatures could use aeration system (oh god...), and maybe in last resort they'll send one or two carnifex. But it's unlikely (or for boss-fight. But the boss could be a Genestealer alpha too).

The idea of"eat my reactors' plasma flame of fury, filthy xenos" is pretty, but he'll catch up soon enough, so NO SLOWING DOWN.
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #403 on: January 08, 2012, 06:38:08 am »

-=-Party Hard in Hard Vacuum-=-
MEANWHILE, IN SPACE
Part 13

In a handful of minutes, you obtain the services of four full squads of shipboard security. Strange, void-born ruffians, but loyal as any Guardsman. They are equipped in flak armour and wield shotguns, with a flamer specialist in each squad. You too find a shotgun, your laspistol and chainsword sheathed for now. Whole sections of the ship are being evacuated and sealed shut, with noncombants shuffled to more secure areas. You must position your squads for the defence of the Bridge.

Almost all the Bridge approaches have been closed. According to an unlocked tactica, completely sealing the ship up would lead to disaster as the alien horde grows unchecked, then bursts upon the defenders all at once. Instead, a few invitingly open channels should be used to draw the xeno menace into killing zones, their beastly cunning no match for Imperial tactics.

Even with the frankly ridiculous rumours of xenos being able to slice through ship bulkheads, the amount of blast doors currently closed will force any boarders to take the few remaining unsealed routes, unless they care to spend a few days biting metal. The remaining routes consist of two main halls, each an arterial course through the ship. A third is sealed, but is the access elevatus to a spinal tramway running the length and breadth of the ship. Due to the likelihood of it being overrun by an uncountable amount of boarders, it should be left sealed off too.

A number of smaller doors are interspersed among the halls and approaches. While they can be shut to deny access, their integrity cannot be assured for long. Finally, an unknown amount of small passages riddle the wallspace. Too small or hazardous for most humans, it can only be assumed that the xenos will make use of them. They are too numerous and irregular to have been included on the floor plan.

Fortunately, the xenos are certain to chase after the largest concentrations of food. The passengers are well guarded, the Lord General is taking personal command of one group. The comparatively small population of the Bridge is sure to attract only the straggling elements.

The Bridge elevatus is the vital objective, being the only access. The xenos must not reach it. Even if they cannot operate its controls, the shaft itself is traversable. Without the Captain and the crew, the ship is lost for sure.



Vox

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Settled in, Commissar? The xenos are making a move. It's spewing forth missiles, and some of its escorts are moving towards us. Expect boarders soon. The Emperor protects.



Your squads are currently gathered at the Bridge Barracks.

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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #404 on: January 08, 2012, 07:09:38 am »

Can we operate the doors to control our chokepoints? Is the cargo filled with needed supplies or flammable material? The Tramway leads to...? (Not that knowledgable about Imperial Guard ships, even if I'm an IG player...)
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