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A Space Marine vs All of the Spartans

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[Quote] #1
13 Jul 2009 01:29 pm
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Shadow Archon
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The Space Marine is in standard power armor, is armed with a bolter, and he is bloodlusted.

The Spartans are allowed all the weapons of Halo, except the scarab gun.

Who wins?


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[Quote] #2
13 Jul 2009 01:38 pm
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The Surfer
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Considering.

A) The space marine is from a future lightyears ahead of halo’s.

cool there ar no more than 50 spartan IIs,a few spartan I’s and only a hundred or so spartan III’s

C) spartan III’s stealth are useless.


The Marine wins.


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[Quote] #3
13 Jul 2009 01:38 pm
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CPO Fraser
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Thats well over thousands of of spartans 2’s mixed with 3’s, if orks who run around with basic bolt pistols and hand made axes can waste space marines, the spartans can, they could all just shoot him, or overkill and spartan laser him, etc etc.


Points of the series there are thousands of spartan III’s, roughly 50 II’s, vs a space marine?

:/


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Last edited 13 Jul 2009 01:46 pm by CPO Fraser
[Quote] #4
13 Jul 2009 01:51 pm
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Space Marines have century’s of combat experiance facing enemies that make the flood and the Covenant look like chumps.

Warhammer wiki wrote: Ceramite is a form of ceramic material, used in higher-end types of Imperial armour such as carapace armour, power armour and Terminator armour. Ceramite conducts almost no heat, making it especially heat-resistant and effective against energy-based weapons.



Plasma and Laser weaponry are going to have to go through that before they can reach the Space Marine.

Also, Boltguns are superior to Halo weapons, and their axes are primarily used against Imperial Guard.


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13 Jul 2009 01:53 pm
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Actually,their are instances where orks have hacked through power armor with crude axes.


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13 Jul 2009 01:55 pm
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Boltguns may be superior upclose, but are we assuming all the spartans are just standing their shooting? I’m positive they’re more agile then the bulky space marines, this is stupid, literally like, 500-1000 spartans vs a single space marine with any arnament? the battle would be over in 30 seconds, they could all be armed with snipers a mile away and take 1000 coordinated 76cal shots on his head. or 1000 laser shots, rockets, etc etc. They’d also have perfect teamwork on the space marine.


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Last edited 13 Jul 2009 01:56 pm by CPO Fraser
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Space marines move surprisingly fast for being in big armor.


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[Quote] #8
13 Jul 2009 01:58 pm
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The Surfer wrote: Space marines move surprisingly fast for being in big armor.




Spartans can run near highway speeds.


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[Quote] #9
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The Surfer wrote: Actually,their are instances where orks have hacked through power armor with crude axes.



What material were those axes made out of?


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[Quote] #10
13 Jul 2009 02:03 pm
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Shadow Archon wrote:

The Surfer wrote: Actually,their are instances where orks have hacked through power armor with crude axes.



What material were those axes made out of?


I actually have no idea,the main reason the axes got through at all is because of the orks strength.


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13 Jul 2009 02:06 pm
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And Ork’s have ALOT of strength.

What are some of the Space Marines biggest feats?

They do have shields that they use for melee combat.


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[Quote] #12
13 Jul 2009 02:08 pm
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Spartans wouldn’t go melee, they’d stick to their strengths at range


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[Quote] #13
13 Jul 2009 02:09 pm
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I beleive in once instance a marine took a volley of 20 lascannons,i am not sure what marine this was.


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13 Jul 2009 02:18 pm
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Space marines can easily survive a planetary atmosphere drop and create a large crater upon impact. They also can easily survive head shots.


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[Quote] #15
14 Jul 2009 11:48 am
Clovis Rex
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Guys, I’m an avid Warhammer fan and I want to point out some things:

A. SPACE MARINES HAVE BULLETPROOF SKIN

B. THIS PROVES IT:
It takes a considerable deal of time to transform a normal human into a Space Marine. They receive implants which transform their bodies and give them superhuman abilities - making them are capable of spitting acidic venom, absorbing the memories of the dead by eating their flesh, darkening their skin to protect it from radiation, and operating for long periods without sleep by switching off parts of their brains at a time.2

Recruits are subjected to psycho-indoctrination and conditioning, strengthening their resolve and honing them into dedicated and merciless warriors. Not all recruits survive the brutal training of course, and not all are accepted.

Contents [hide]
1 Selection
2 Requirements
3 Implants
4 Conditioning
5 Sources

Selection
Recruits are chosen from the best warriors among humanity. Naturally this makes feral worlds prized recruitment grounds, as such harsh and primal conditions produce the best warriors. However hive worlds are considered the ideal source of potential recruits, the populace of the lower levels composed of some of the most murderous scum in the human Imperium. Whole gangs of hive scum are sometimes hunted down and captured for recruitment. Among the most valued traits in a recruit are aggression and psychotic-level killer instinct. More rarely, certain civilised worlds are also recruited from.3

Requirements
Recruits must be fairly young, because implants often do not become fully functional if the recipient has reached a certain level of physical maturity. They must be male because the zygotes are keyed to male hormones and tissue types. Only a small percentage of people are compatible to receive the implants and hypno-suggestion to turn them into Marines. Before the process of implantation begins the potential recruit receives tissue compatibility tests and psychological screening. If the testing proves successful the recruit becomes a neophyte. After the organ implantation process he becomes an initiate.1

Even once the organs are implanted they are generally inactive or useless without associated training and hypnotherapy and chemical treatment. Most recruits join the ranks as a brother between the age of 16-18 years.

Implants
The 19 implanted organs are very complicated, and because several of them only work properly or work at all in the presence of another of the implants, the removal, mutation or failure of one organ can affect the exact functioning of the others.2 Because of this and the fact that each Chapter’s gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation.

Throughout the implantation process the Marine must undergo various forms of conditioning in order for the implanted organs to develop and become part of his physiology.

Listed below is the complete set of implants used:

Phase 1 - Secondary Heart- This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Marine’s body.2

Phase 2 - Ossmodula - A small, tubular and complex organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourage the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine’s diet.2 This heavily alters the way the Space Marine’s bones grow and develop. Two years after this implant is first put in the subject’s long bones will have increased in size (along with most other bones) and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates.

Phase 3 - Biscopea - This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine’s body. It also serves to form the hormonal basis for many of the later implants.

Phases 1-3 can be introduced at the same time, ideally between 10 and 14 years of age.2
Phase 4 - Haemastamen - Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subjects blood, making it more efficient at carrying oxygen around the body and making the subject’s blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.2

Phase 5 - Larraman’s Organ - A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the blood stream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer.

Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age.2
Phase 6 - Catalepsean Node - Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body’s response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marines survivability by allowing perception of the environment while resting2. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.

Hypnotherapy normally begins at this point in the process, ideally sometime between 14 and 17 years of age.2
Phase 7 - Preomnor - This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body’s system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.2

Phase 8 - Omophagea - This implant allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine’s brain as a set of memories or experiences. It is the presence of this organ which has lead to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.2

Phase 9 - Multi-lung - This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.2

Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old. The following series of organs are also ideally implanted between the ages of 14 and 16.2
Phase 10 - Occulobe - This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine’s eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.2

Phase 11 - Lyman’s Ear - Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman’s Ear completely replaces a Marine’s original ear. It is externally indistinguishable from a normal human ear.

Phase 12 - Sus-an Membrane - Initially implanted above the brain, this membrane eventually merges with the recipient’s entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years.2 It should also be noted that Talonmaster Zso Sahaal of the Night Lord’s legion spent nearly ten thousand years in suspended animation when his ship was entombed in the warp by the Eldar, however time in his ship may not have passed at the same rate as in normal space.

Phase 13 – Melanochrome - This implant controls the amount of melanin in a Marine’s skin. Exposure to high levels of sunlight will result in the Marine’s skin darkening to compensate. It also protects the Marine from other forms of radiation.2

Phase 14 – Oolitic Kidney - In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ’s everyday function is to monitor the entire circulatory system and allow other organs to function effectively.2

Phase 15 - Neuroglottis - This enhances a Space Marine’s sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track down his target by taste.

Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age. The remaining series of implants are then ideally introduced to the recipient between the ages of 16 and 18.2
Phase 16 - Mucranoid - This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.

Phase 17 - Betcher’s Gland - Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland’s presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.

Phase 18 - Progenoids - There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant’s only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.

These take time (5 years in the first case, 10 in the latter)2 to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines. See main article: Progenoids.

Phase 19 - Black Carapace - The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine’s torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine’s body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace’s surface.2 This allows a Space Marine to interface directly with his Power Armour.

Conditioning
Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the initiation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. Marine power armour suits contain monitoring equipment and drug dispensers to aid in this.

Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new abilities. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a Hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural stimuli in order to awaken their minds to their unconscious metabolic processes.

Training - Physical training stimulates the implants and allows them to be tested for effectiveness.

Indoctrination - Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Marines develop photographic memories. Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.

After all of these implantations and alterations to the human body, there is a serious debate whether or not Space Marines are human. While they indubitably serve humanity, they are at least two meters tall, can breathe poison and eat through metal.
C.
OH! WHAT NOW?

[Quote] #16
14 Jul 2009 11:59 am
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CPO Fraser
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..Spartan laser, 20 las cannons=/= thousands of shots from a spartan laser.


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[Quote] #17
15 Jul 2009 07:43 am
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Seeing what a Lascannon does, I think 20 shots are much better than a 1000 spartan lasers. Besides, they are meant for headshots, not blowing up tanks like a lascannon.

And it takes a long time to charge. A space marine could probably dodge it.

@I stand corrected. Spartan lasers are for anti-armor. But not on the level of lascannons.


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Last edited 15 Jul 2009 11:41 am by Shadow Archon
[Quote] #18
15 Jul 2009 11:35 am
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Shadow Archon wrote: Seeing what a Lascannon does, I think 20 shots are much better than a 1000 spartan lasers. Besides, they are meant for headshots, not blowing up tanks like a lascannon.

And it takes a long time to charge. A space marine could probably dodge it.


No actually spartan lasers are anti-tank lasers,meant to penetrate tanks.


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[Quote] #19
15 Jul 2009 11:41 am
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People only talk about them for headshots whenever they debate about Spartan Lasers. I don’t have the game either, so.....

I fixed my above post.


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[Quote] #20
15 Jul 2009 12:20 pm
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I am getting slightly irritated by Warhammer’s overrated-ness...

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