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Messages - Shade-o

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1
-=-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

2
-=-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

3
-=-Dead Space-=-
High orbit
Part 22

As soon as fragments stop impaling the plasterboard, you're up and throwing a cooked frag grenade at the doorway. None too soon, a pack of filthy crew are bursting in, waving pistols and generally acting aggressively. Stub rounds fly without a care, with one actually hitting you in the chest, but you shrug off the impact.

The grenade lands in their midst, detonating in a lethally perfect manner. The four closest to the explosion are torn apart, while two others are protected by the bodies of their comrades and merely tossed about. Raising your trusty shotgun, you blast them away before they can raise themselves off the floor.

The next mob of malcontents burst in without any more tactical sense than the last, simply charging in without any consideration. A couple have autopistols instead, but the high rate of fire is offset by the poor lighting and general confusion. As you methodically cut them down with shotgun blasts, some lucky rounds work through your flak armour. The pain is nothing you can't handle, but they're bound to get lucky again eventually.

The last one left points his stub pistol at you in an uncertain manner, and seems to ask, "Err, for Chaos?" before you remove a good part of his torso. With the room clear for now, you quickly reload and check your surroundings. Your cover is still mostly intact, partially due to solid furniture construction but also thanks to your attacker's inability to hit anything. Korvin Garts is still alive and untouched, but has fallen unconscious. He's covered with a light layer of dust and woodchips.

It's reasonable to assume more enemies are coming, but for the moment you're in the clear.

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

4
Did we ever decide what armaments we actually brought?  I don't think we ever really figured out what our character was going to carry.  I vote that we suddenly discover ourselves in possession of the hotshot laspistol, chainsword, and shotgun with 2 frag grenades and a krak grenade.

That was the plan all along.

5
-=-Dead Space-=-
High orbit
Part 21

At the sight of the suspected grenade, you grab Garts and hurl him back into the room before leaping in yourself. A concussive blast almost knocks you down, with fragments of red-hot metal nipping at the hem of your coat as you escape. You shove Garts out of the way and slam the door, which you now note is made of thick wood and not metal. Must be an antique.

A cabinet is hastily braced against it, and you pull the near-catatonic Garts over to the other side of the room where you flip a table over for cover. You just manage to drag him behind it before another detonation turns the door to splinters, lethal fragments gouging the table and nicking the top of your hat.

6
Yes, you are standing directly outside the generic room.

7
-=-Dead Space-=-
High orbit
Part 20

Korvin Garts remains where he stands, looking about fearfully. He brings up an industrial torch, while you clip a compact model to your laspistol. Worryingly little of the environment can be fully lit, though.

A quick vox conversation with the Colonel later, you know that the disruption has affected many on-critical systems across the ship, though the details are confused and passed on piecemeal from the command deck. Nothing life-preserving has been disabled, at least.

You then vox the nearest platoon (or what you think is nearest) and order a squad to rendezvous with you. Before you can make a concrete decision on where to go next, the dull silence of the stricken ship is broken by the startlingly close rattle of something bouncing down the hall. In the dim light you can just make out a small canister impacting off the wall from around a corner, skipping and rolling across the deck towards you.

8
-=-Dead Space-=-
High orbit
Part 19

"Well, Rating-Technician, how about we continue this discussion in a more rushing manner? I'm informed there is some commotion on the lower deck, and it's my duty to go and inspect. Follow me if you please."

You handle him out of the room, but before you take more than a few steps down the hall the decks rumble and you're plunged into pure darkness. After a moment there's a crackle of ancient devices coming to life and you're bathed in flickering red light, the bare minimum needed to differentiate shapes and forms. Korvin Garts doesn't make a move, no doubt paralysed with fear from your presence.

The halls are clear for now, the guardsmen and crew having found whatever rally points and duty stations they're needed at.

9
-=-Dead Space-=-
High orbit
Part 18

"You didn't answer my question. WHO is your boss? Whose orders were you following?" you snap impatiently, slightly on edge from the Colonel's news.

He gives you a confused look. "Crewboss Cal handles my assignments, I've been under him for years. Sometimes another boss does it if he can't supervise, but he's been around all week. I think?" He pauses in thought as if dredging his memory, "Yes, I'm sure all my jobs were from him. He's not in trouble is he? Not the kind of person you can spend time around, but he's good at what he does, you know?"

10
-=-Dead Space-=-
High orbit
Part 17

"Why did you go back a second time then if you solved the problem the first time then? And just whose orders did you follow exactly?"

Rubbing his head, he explains, "There wasn't a problem the first time, it was a routine cleaning and maintenance sweep. It's simple enough that a servitor's usually on the job, but sometimes they get stuck and go crazy. Makes a mess then, definitely.

"Second time, according to my boss, the Guardsmen were complaining. If a deck gets irradiated or vented it's us who get in trouble, so I got sent in again to make sure. And there was nothing wrong in the ducts, so it's not my fault."

Before you can continue, you get a surprise vox from Colonel Jamaal. He sounds unhappy.

"Commissar, the Lord-Captain has informed me that there's some trouble in the lower decks. A number of crew have been killed in a most efficient manner, ship security is on alert but have had no success in tracking the assailant down. According to the... pattern, they may be headed up towards the Guard decks. The companies are on alert, you may act at your discretion."

11
-=-Dead Space-=-
High orbit
Part 16

You change course slightly to avoid your office, ordering the guardsmen to hold position and secure the suspect until you can take care of it personally. Till then, you steer Garts into a disused generic room, firmly pushing him down into a seat.

"So, Rating-Technician. Did you do some maintenance on aeration vents recently?"

Korvin Garts looks distinctly ill at ease, his brow furrowing as if working through a headache.

"One particular job, in the Guard barracks. It was unusual 'cos I'd been there just before on a regular inspection and everything was fine. I filled out the records properly, I followed all the rituals... I thought it was a bit naff but orders are orders, you know? I figured it was just dirt... Guardsmen complaining, but even just thinking about that place gives me a headache"  He emphasises his point by mashing his palm against his forehead, "Maybe it was the air-conditioning?"

12
-=-Dead Space-=-
High orbit
Part 15

"So Rating-Technician, you're working in batteries? What are your other duties, and what have you done over the last few days?"

You continue the gentle interrogation as you exit the bowels of the ship, waving off the slightly indignant crew chiefs who seek to challenge you. Garts is understandably uncooperative, offering non-committal and benign answers. No matter, there's plenty of time to get rough later, and at least he isn't struggling.

As you ascend, the squad leader of the Guardsmen investigators excitedly voxes in, mentioning that the supply officer has been doctoring his records. Having subdued him, they're escorting him to your office for your inspection.

13
-=-Dead Space-=-
High orbit
Part 14

You meet his gaze and shift your stance, placing your hand on the hilt of your chainsword.

"Is that insubordination, Rating-Technician? I'll arrange things with your superior, but the matter at hand is quite important. Important enough that you may loose your post or your life..."

There is a long silence as you stare him down, the nearby crew watching and waiting for something interesting to develop. The tension is relieved when he breaks and slumps in defeat.

"Alright... alright, I'll go with you, Commissar," he says through gritted teeth, throwing his crowbar to one of his buddies. They all immediately pretend that nothing interesting or potentially traitorous was witnessed, and resume fiddling with their own equipment.

14
-=-Dead Space-=-
High orbit
Part 13

"Rating-Technician Garts? I'm Commissar Halian, assigned to the 101st Mettite" you say, approaching but not getting too close, "I have a few questions to ask you regarding your recent duties, particularly those involving vents. Will you please follow me to my office?"

He doesn't turn pale with fear, but his complexion is already pretty sallow.

"I'm sorry, Commissar" he says dismissively, with more than a little fake bravado, "but I can't run around the ship with every officer that asks nicely. I have to start a ten hour shift inside an acid battery, and making this vessel warp-capable is a little more important than playing 'Guess where the dirt-eater left his helmet' or whatever it is that's gone wrong."

15
It appears to be a standard Imperial Space Crowbar, used in Space by people who pry things open.

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