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  1. #1

    Space Marine Free-For-All

    A Pathfinder (Starship Troopers RPG)

    A Blood Angel Chapter Space Marine (WH40K)

    A Spartan II (Halo)


    •CIS/PIS is off

    •BFR is Ignored

    •Speed is equalized

    •Standard equipment

    •In character

    •None of them have prior knowledge

    •No prep time

    •Outside help is restricted

    •Win by K.O, death or incapacitation of all hostiles


    The battle takes place on the USG Ishimura, from the Dead Space series

    Who wins?
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  2. #2
    Ꭱed Ꮗater Ɗreams WiskÓđinn's Avatar
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    don't remember much about pathfinders, but the Spartan should get pasted by the marine

  3. #3
    Yeah I'd be inclined to lean towards the marine unless it's one of those retarded ones that get themselves killed by sticks in comparison to a halfway competent one that can slap hypersonic projectiles out of the air.

  4. #4
    Wort! Wort! Wort! Mythoclast's Avatar
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    What are the stats for the trooper and marine?

  5. #5
    Any run of the mill 40k space marine should stomp. With run of the mill I mean even the least named ones. Granted there exist fodder marines who needed to disappoint to hype whatever thread or hero but not counting them these guys are a massive thread

    i recall I made a thread „a single space marine enters bnha“ some time ago - so yeha

    Mulder



  6. #6
    Quote Originally Posted by Mythoclast View Post
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    What are the stats for the trooper and marine?
    Stats are very hard to gauge, for the Pathfinder, but I do have specs for the standard gear/weapons they use, if you wanna see them. As for the Space Marines, I'm not an expert on them, but their stats should be vastly superhuman, to the point of physically being compared to actual tanks and knocking aside hypersonic projectiles. They also can survive ludicrous amounts of punishment (grevious stab wounds, lost limbs, shattered bones, etc.) and just keep going.
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  7. #7
    Quote Originally Posted by R View Post
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    Any run of the mill 40k space marine should stomp. With run of the mill I mean even the least named ones. Granted there exist fodder marines who needed to disappoint to hype whatever thread or hero but not counting them these guys are a massive thread

    i recall I made a thread „a single space marine enters bnha“ some time ago - so yeha
    Eh, I would say they have a definite chance of winning, but I wouldn't say they stomp. The Pathfinder and Spartan aren't comparable to the Space Marine in terms of speed, strength and durability, but they have advanced enough weapons and gear to pose a threat to them. For instance, the Pathfinder has a genetically enhanced cyborg hound, known as a Neodog, which he has a virtually telepathic connection to. This dog grants the Pathfinder an advanced 6th sense (allowing them to "sense" enemies around them for several dozen meters) and the ability to work perfectly in coordination alongside their Neodogs during combat, in addition to a host of other abilities. Note: these dogs are enhanced to the point that they are utterly massive in size, often being ridden into battle by their handlers.
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  8. #8
    I can't really think of any conventional weaponry a Spartan has that would inconvenience the Marine unless they have access to Forerunner lightspeed antimatter weapons as opposed to their standard load out.

    Aside from their ridiculous combat knives that can penetrate the hull of a capital ship

  9. #9
    Quote Originally Posted by Numinous One View Post
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    I can't really think of any conventional weaponry a Spartan has that would inconvenience the Marine unless they have access to Forerunner lightspeed antimatter weapons as opposed to their standard load out.

    Aside from their ridiculous combat knives that can penetrate the hull of a capital ship
    If memory serves, the later Halo games establish that the UNSC has been utilizing Forerunner and Covenant tech into their weaponry/gear for Spartans. So, I'd say a Spartan II wouldn't have much trouble getting their mitts on a Forerunner lightspeed rifle.
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  10. #10
    Here's some specs for the Pathfinder's gear they have access to:

    Morita Mark 1 Rifle:


    All Morita tactical weapons feature Morita’s patented ‘Dual Trigger’ twin firing mechanism and the patented ‘Steadi-Aim’ static flash and recoil suppression system. Additionally, with the exception of the TW-202-l extended barrel variant and the TW-244c carbine, all of Morita’s tactical firearms have the capacity to mount an underslung secondary system (the FedCom XW-110-G1 grenade launcher shown here).
    Regardless of model, the Morita tactical firearm is built around an electromagnetic accelerant rail commonly referred to as gauss technology. Using the best components sourced from the best manufacturers these accelerant rails propel a standard .308 caseless ferric round over incredible ranges with tremendous force, all with less than a 0.75% drop-off in efficiency (all technical data and ratings are available in Datafile M83248128).
    This sounds too good to be true we hear you say; but the incredible efficiency of Morita Arms Company’s tactical weapons lies in the magnetic integrity of the high-powered gauss barrel. The barrels of all Morita tactical weapons feature between two and four gauss rings (number dependent on specific model, see Technical Datafile 109-0130-30-1 for more information). These gauss rings, one at the back of the weapon loads and initially fires each round, while another near the end of the barrel provides secondary propulsion while maintaining accuracy at ranges in excess of 1,000m.
    Using standard .308 munitions, Morita tactical weapons carry a standard capacity magazine capable of holding 60 rounds.


    Hel Infantry Flamer:


    A standard support flamethrower. When triggered it creates a 30 foot cone of fire, or alternatively a wall of fire directly infront of the user, 10 feet thick and 30 feet wide, for 90 seconds without reloading. The fuel it expels is a flammable viscous, gel-like substance that sticks, which being an oxygenated mix can burn for roughly 5 seconds in a vacuum, and because of the gel property can float and burn on water much like Napalm.


    Emancipator Heavy Pistol:


    A larger version of the Peacemaker handgun, the Emancipator chambers the same 7.62mm cartridge as the Morita Mark 1 rifle. Despite its active suspensor and recoil suppression systems, the recoil of the weapon is especially hard to control and there are known instances of bones being shattered during the use of this gun. As such, this pistol can often be found in the hands of battle-hardened veterans, or Pathfinders - and very rarely outside of those.


    Combat Knife:


    A poly-carbide blade with an edge that never requires sharpening. Contains a cavity revealed by unscrewing the pommel; inside lies a twine, a hook, sewing kit, matches, magnetic compass and a single cyanide capsule.


    Shaped Charge:


    Concentrates the force of a high-explosive charge into a small area. The standard explosive device used by combat engineers of the MEC. Comes with a remote detonator with the range of 1 mile.


    DOTON:


    The Detonator Operated Tactical Oxygen Nuke packs the same yield as a Pee-Wee warhead, and is essentially a nuclear bomb scaled down to the size of a M-905S Shaped Charge. Typically used in ambushes, or for taking out multiple bug tunnels within the same network at the same time. Can be set on a timer, which is clearly visible and is designed to instil fear in the enemy as the charge is practically impossible to defuse; some engineers rig the timer to a vocoder to further outline the effect. The remote detonator that comes with the charge has a 1 mile range. Careless operation or misuse of atomics will get the user court-martialed.


    HI-EX Grenades:


    A high explosive grenade that concentrates the blast into a tighter area, dealing more damage to the affected targets within the 15 feet blast radius. Primarily issued for anti-Arachnid operations, as the force of one grenade is enough to blast apart one bug with reinforced carapace. Another common tactic creative minds of the infantry have developed is using these grenades to get rid of piles of Arachnid corpses that stack up in prolonged assaults.


    M55 Rocket Launcher (W/ Pee-Wee Tactical Oxygen Nukes):


    The Mobile Infantry's primary grenade launching device is the M55. It is a front loading 74mm rocket launcher, capable of firing HEAT, HEDP, and tactical nuke ordnance at an approximate range of two kilometers. The ammo and weapon are quite heavy; you will be required to carry a carbine when also using the M55 Rocket Launcher.

    Launcher ammo:

    Less commonly known as 'atomics', the TON packs the greatest punch avaliable to the MI squad. It's designed to unleash a nuclear inferno akin to the older nuclear weapon designs, but without the long term effects such as the radiation fallouts that they were dreaded for. The PW has advanced guidance systems (geonavigation) to help it navigate the arachnid tunnels. Atomic weaponry is a very expensive and dangerous resource, misuse or careless operation of atomics can and will get the trooper court-martialed.


    Pathfinder Neodog:


    In common with much of the other equipment used by the Pathfinders, the Neodogs of these Platoons are fitted with experimental modules, and are genetically enhanced through specialized breeding programs to be stronger, quicker, and tougher – vital for the missions they face alongside their Pathfinder masters. Pathfinder neodogs were the forerunners of the Mk II Neodog, now available throughout the Mobile Infantry, and were the first to use potentially any breed of dog as the basis of genetic reconstruction, rather than the Alsatian/wolf hybrids of the first calebs. Each Pathfinder Neodog carries a powerful explosive charge, ensuring that it has a good chance of a final strike against any enemies and also that it does not suffer greatly if mortally wounded.


    Core Bomb: This is less a special feature than a control device to ensure neodogs never fall into enemy hands. They also take care of any problems that might occur if a neodog’s conditioning breaks and it becomes a threat to others. Core bombs can be activated either by the neodog itself in case of capture or the handler if there is no other recourse. Core bombs are explosive weapons and should be treated as such. If detonated, it instantly kills the creature carrying it.


    Damage Reduction: A neodog ignores some damage from all physical attacks. Wounds either heal immediately or the attack bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy and psychic attacks.


    Darkvision: A neodog can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight and the creature can function just fine with no light at all.


    Intuition: Calebs have the ability to simply ‘feel’ their surroundings and get a sense of danger – it can use to its handler’s benefit as well as its own through the bond they share.


    Low-Light Vision: A neodog can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.


    Scent: This special quality allows the neodog to detect approaching enemies, sniff out hidden foes and track by sense of smell. The neodog can identify familiar odors just as humans do familiar sights.
    The neodog can detect opponents within 180 feet by sense of smell. If the opponent is upwind, the range increases to 360 feet; if downwind, it drops to 90 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at triple normal range.


    When a neodog detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. The neodog can take a move action to note the direction of the scent. Whenever the neodog comes within ten feet of the source, it instantly pinpoints the source’s location.


    Fight as One: Neodogs have the capacity to fight with cybernetically enhanced teeth. They are most effective when fighting the same target as their handlers, as they are trained from birth to flank and take advantage of openings that their handlers provide during combat.


    Mind, Body and Soul: Neodog handlers and their animals develop so closely together over time that after mastering the basic commands and operations in tandem combat, they act the same, talk the same and tend to focus on exactly the same tasks in exactly the same way. While many in the Mobile Infantry find this disconcerting, there is no denying the benefits such a deep fusion between man and animal can provide.
    Last edited by Zyn, Hazard of Kings; 03-15-2019 at 07:25 AM.
    http://tse4.mm.bing.net/th?id=OIP.M4aafb570132bbeb48dd21094e19362aao0&pid=  15.1

  11. #11
    Wort! Wort! Wort! Mythoclast's Avatar
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    A Prelate was capable of deflecting hypersonic rounds with his gauntlet hardlight shield.
    Spartans should get hypersonic scaling from that.

    Sounds like the standard MA5D assault rifle won't do much here tho.
    Last edited by Mythoclast; 03-16-2019 at 03:54 AM.

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