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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 79018 times)

Dsarker

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #435 on: January 10, 2012, 08:49:28 pm »

Wipe out the tyranids, then. The shadow is made by Tyranid Synapse creatures.
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Zako

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #436 on: January 10, 2012, 08:51:57 pm »

Simple: SHOOT THE ESCORTS WITH THE LANCES.

We've been over this already. Read the thread! Right now, we are trying to prepare for borders entering the ship.
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #437 on: January 10, 2012, 10:04:12 pm »

The Shadow in the Warp is created by the pursuing Tyranid vessel. It is a fairly small, local effect due to the presence of only one major bio-ship, but still enough to severely interfere with any Warp-based powers, and give many regular people headaches.
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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!"

Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #438 on: January 10, 2012, 10:07:55 pm »

The reactors are all in the middle of the ship, to protect them from damage. Detonating might hurt the Tyranids, but it would also completely destroy the ship as well. Further, the ship cannot pirouette on the spot while travelling at hundreds of kilometres per second.

Fake Space Hulk:
Each squad takes up one square, and squads cannot fire through each other. Each turn they can move, shoot, or do other actions, their action points determined randomly with a bonus to whoever has the Commissar.

How many men are in a squad by the way? I heard we have about 50 men at our disposal.

Spoiler: Our Map (click to show/hide)

If we go by Sheb's plan and stuff our men in the Guardroom, we would have to spend a lot of movement actions to get in place and FF may be the death of us.

We are in command of hive-world class militia, as good as any Guardsman.

What plan are we going with and where are our chokepoints? ((Still sticking with my plan, but to everyone else, you do give great tactical ideas!))

Suggestion: Put our Commissar with a shotgun squad and one flamer.
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Elfeater

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #439 on: January 10, 2012, 10:33:36 pm »

They are void born, not hivers.
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #440 on: January 10, 2012, 10:44:26 pm »

Oops, mistaken.

(What is the difference between born on a hive world and in the void?  :-[ )
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Dsarker

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #441 on: January 10, 2012, 10:45:12 pm »

They're better used to the void.
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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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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #442 on: January 10, 2012, 11:35:26 pm »

Your have four squads of ten shipboard security. They are void-born, having spent perhaps the entirety of their lives aboard this very ship. They are devoted to each other, the captain, and the ship to a fanatical degree as this is the only world they have ever known. They are well-versed in close combat, having faced pirates and riots.
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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!"

Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #443 on: January 11, 2012, 04:50:52 pm »

Excuse me, I thought the shadow was the name of that bioship.

Perhaps the only solution is to eject out of lifepods and self destruct the ship when the enemy is close enough, perhaps it would kill them or doom us all. ./restart game
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Dsarker

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #444 on: January 11, 2012, 04:52:56 pm »

Detonating the warp core will definitely kill us all. It'll also cripple the crusade being built up. That's a loss for the Imperium, and that means you are a traitor!

*blam!*
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Dsarker is the trolliest Catholic
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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.
"There are times, Sember, when I could believe your mother had a secret lover. Looking at you makes me wonder if it was one of my goats."

Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #445 on: January 11, 2012, 08:23:04 pm »

4 squads = 4 squares, whose plan are we going with? We've all set our minds from where I see it.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #446 on: January 11, 2012, 11:08:26 pm »

Perhaps we should throw dsarker's avatar at them, the constantly changing ponies should scare the nids' off.
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kingfisher1112

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #447 on: January 12, 2012, 11:55:54 am »

No, do this.
" Soldiers, I came here to fight xenos and eat corpse starch. And I'm all out of corpse starch.
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #448 on: January 12, 2012, 01:22:40 pm »

Okay. Put the four flamer and 6 other militamen in a squad in X 14. Once the Xeno shows up, have them fire constantly, one at a time (so that each flamer is used only one-fourth of the time.

Put two 10-men squads in X13 and X15, so we can focus all the fire on one corridor.

Our fourth squad, commanded by us, will be in W13, ready to make a gallant charge if the Xenos manage to get inside our room.

Task one of the private to spend his whole time closing and opening the doors. It'll confuse the shit out of them and we might crush a few.

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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #449 on: January 13, 2012, 09:32:42 pm »

Unless anyone else has an idea we'll have to go with this crazy plan of Sheb's.
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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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