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06:51, 27th April 2024 (GMT+0)

OOC Mk II.

Posted by FateFor group archive 0
Fate
GM, 1440 posts
Roll for dodge!
Sat 22 Jul 2017
at 11:46
  • msg #1

OOC Mk II

As promised!

Actually, I just checked, and Gloria was not in the same group as Samantha, so you could play her here.

[Private to Gloria Flake: You could add 15 cp to represent the last few months, which have not been inactive...]
This message was last edited by the GM at 13:10, Sat 22 July 2017.
Cyril Zotmund
Captain, 1695 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 22 Jul 2017
at 16:26
  • msg #2

OOC Mk II

Not really necessary at this point is it?
Fate
GM, 1443 posts
Roll for dodge!
Sat 22 Jul 2017
at 22:59
  • msg #3

OOC Mk II

In reply to Cyril Zotmund (msg # 2):

Not really. Just remains an option.
Meir Galinski
Scout, 243 posts
Colony Expeditionary
Cartographer and guide
Sun 23 Jul 2017
at 00:34
  • msg #4

OOC Mk II

Fate:
In reply to Meir Galinski (msg # 1003):

Just checked char sheet now, definitely a 14 for shotgun...were you assuming laser sights? Not that it matters...all hit!

Ah, I see it now. It's an issue relating to how you've applied the racial template as we discussed some time ago.
Meir Galinski
Scout, 244 posts
Colony Expeditionary
Cartographer and guide
Mon 24 Jul 2017
at 06:45
  • msg #5

OOC Mk II

What's the DR of the Labs armour?
Are they wearing helmets?
Fate
GM, 1446 posts
Roll for dodge!
Mon 24 Jul 2017
at 07:21
  • msg #6

OOC Mk II

In reply to Meir Galinski (msg # 5):

They have torso armour DR 50, and visored space helmets, though the visors are removed for planet side operations. Skull DR20.
Meir Galinski
Scout, 246 posts
Colony Expeditionary
Cartographer and guide
Mon 24 Jul 2017
at 07:34
  • msg #7

OOC Mk II

So that last shot is going to result in a rather nasty headache then - if they survive it!
[Private to GM: 40 points less 20 DR, then doubled again for P++ damage type = 40hp and a -5 to their knockdown roll!
Yeah, I can't really see them shaking this one off...
]
Fate
GM, 1448 posts
Roll for dodge!
Mon 24 Jul 2017
at 10:42
  • msg #8

OOC Mk II

In reply to Meir Galinski (msg # 7):

Surviving, perhaps, but not fighting on! No damage multiplier for the face...but no DR from helmet either...
Meir Galinski
Scout, 247 posts
Colony Expeditionary
Cartographer and guide
Mon 24 Jul 2017
at 11:09
  • msg #9

OOC Mk II

Not for the face, no, but P++ weapons are double damage anyway once they get past DR.
REALLY need something besides the basic kinetic bullets for the storm rifle - explosive or armour piercing would be nice for that additional butt kicking effect.
Fate
GM, 1449 posts
Roll for dodge!
Mon 24 Jul 2017
at 11:31
  • msg #10

OOC Mk II

In reply to Meir Galinski (msg # 9):

Yeah. They would probably be available, if you can find them at or under TL 10 in UT...
Meir Galinski
Scout, 248 posts
Colony Expeditionary
Cartographer and guide
Mon 24 Jul 2017
at 12:13
  • msg #11

OOC Mk II

Given most warheads are TL9, I don't see that as being an insurmountable problem.
Fate
GM, 1450 posts
Roll for dodge!
Mon 24 Jul 2017
at 12:59
  • msg #12

OOC Mk II

In reply to Meir Galinski (msg # 11):

Exactly, though it does effect how small some warheads can go, but I don't think that is an issue for the storm rifle.

[Private to Meir Galinski: By the way, Second City back on again. Tortuga has officially left the building...should I assume you guys are searching for your stuff?]
Katherine 'Kat' Steele
Pilot, 576 posts
Ships Pilot
Tue 25 Jul 2017
at 01:21
  • msg #13

OOC Mk II

So does that mean I could paly Samantha?
Fate
GM, 1451 posts
Roll for dodge!
Tue 25 Jul 2017
at 01:25
  • msg #14

OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 13):

Samantha was definitely on the other side if the galaxy! Sorry...
Cyril Zotmund
Captain, 1699 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 25 Jul 2017
at 03:15
  • msg #15

OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 13):

You could play Gloria! ... I'll share ;-)
Katherine 'Kat' Steele
Pilot, 577 posts
Ships Pilot
Wed 26 Jul 2017
at 00:33
  • msg #16

OOC Mk II

In reply to Cyril Zotmund (msg # 15):

I am sure!
Meir Galinski
Scout, 251 posts
Colony Expeditionary
Cartographer and guide
Fri 28 Jul 2017
at 00:42
  • msg #17

OOC Mk II

Fate
GM, 1454 posts
Roll for dodge!
Fri 28 Jul 2017
at 00:50
  • msg #18

OOC Mk II

In reply to Meir Galinski (msg # 17):

Who was saying plasma rounds would never set off modern munitions? Plasma is hotter than Thermite, and has an additional EMP surge!
Meir Galinski
Scout, 252 posts
Colony Expeditionary
Cartographer and guide
Fri 28 Jul 2017
at 00:57
  • msg #19

OOC Mk II

Detonators can be set of. The main charge, not so much.
Why do you think there's a series of explosions amongst the fire? It's because it takes time for the fire to burn through to the more unstable material.
Also, ammo dumps contain a LOT of low explosive (eg gun powder) which is susceptible to heat and flame.
Fate
GM, 1455 posts
Roll for dodge!
Fri 28 Jul 2017
at 01:01
  • msg #20

OOC Mk II

In reply to Meir Galinski (msg # 19):

Lol, yep. But mortars firing do have detonaters handy to start it all off! Still, spectacular! They were used in Shadowrun before they were used by militaries!
Meir Galinski
Scout, 253 posts
Colony Expeditionary
Cartographer and guide
Fri 28 Jul 2017
at 01:41
  • msg #21

OOC Mk II

Note it's not plasma that started the whole thing off either. It was a fire caused by thermite, and in it's grenade form has a very small area of effect (doesn't actually explode, just burns with a few stray splatters travelling maybe a metre great for sabotage and destruction of things like artillery or engine blocks). The building, wooden crates and other flammables caught first with flames eventually reaching the more unstable materials.
IF it had been caught in the initial stages it would have been easily prevented, but I can't really see too many fire fighters rushing into a building full of explosives, no matter how low the initial risk was.
Meir Galinski
Scout, 255 posts
Colony Expeditionary
Cartographer and guide
Fri 28 Jul 2017
at 01:52
  • msg #22

OOC Mk II

It's hard playing a character with no formal military training... :/
Fate
GM, 1456 posts
Roll for dodge!
Fri 28 Jul 2017
at 01:58
  • msg #23

OOC Mk II

In reply to Meir Galinski (msg # 21):

lol, Fire caused by grenade...fire caused by plasma, it is splitting hairs, given plasma burns hotter, meaning less time is needed for the stuff to heat up! I am sure they had fire supression systems there, and they were clearly not able to stop it in time!

It does prove the point that heat alone is enough to set off modern munitions! The process and the rest is just details!

Waiting for your IC post here and in Second city, by the way! Conversation in Cthonic is interesting...I will leave you guys to discuss until you are finished, or maybe even have a plan!

I have no formal military training, so easy for me. But I have always, since uni, had friends who did, including an industrial chemist who blew up his garden shed at home with home-made explosives before he left high school! Oddly enough, even had access to Military software for working with explosives...not sure if I was meant to see that!
This message was last edited by the GM at 01:58, Fri 28 July 2017.
Meir Galinski
Scout, 256 posts
Colony Expeditionary
Cartographer and guide
Fri 28 Jul 2017
at 02:03
  • msg #24

OOC Mk II

Of course plasma requires a MASSIVE electrical source and thermite is just two metals mixed together and ignited.

Anyway, I posted the link mainly because it's an interesting little video with lots of REALLY BIG explosions. Bit like the current battlefield. :p
[Private to GM: And I'm fairly sure you can understand what's being said too.]
Fate
GM, 1458 posts
Roll for dodge!
Fri 28 Jul 2017
at 02:10
  • msg #25

OOC Mk II

In reply to Meir Galinski (msg # 24):

Oh, yeah. Definitely an impressive watch! Count on the Russians for not messing around!
Meir Galinski
Scout, 258 posts
Colony Expeditionary
Cartographer and guide
Fri 28 Jul 2017
at 02:32
  • msg #26

OOC Mk II

IC I think somebody else needs to speak up very quickly or this is going to end very, very badly...
Cyril Zotmund
Captain, 1700 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 Jul 2017
at 17:47
  • msg #27

OOC Mk II

In reply to Fate (msg # 18):

But thermite takes several seconds-a minute of more to burn through and do it's thing ... Plasma is near instantaneous. thus heat transfer is very limited.
Fate
GM, 1460 posts
Roll for dodge!
Fri 28 Jul 2017
at 21:45
  • msg #28

OOC Mk II

In reply to Cyril Zotmund (msg # 27):

True, but heat transfer is a function of both time and temperature difference. Plasma is significantly hotter...
Meir Galinski
Scout, 259 posts
Colony Expeditionary
Cartographer and guide
Sat 29 Jul 2017
at 05:24
  • msg #29

OOC Mk II

You think I could find a list of explosives showing their sensitivity to heat? Not a chance!
Plenty of them for shock/impact/pressure and static, but not heat....
It's almost like "the gubm'nt don't want us ta know 'ow to make bombs 'r sumtin'...."
This is nice though http://nobombs.net/brucel/explosivefacts.html
Cyril Zotmund
Captain, 1701 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 29 Jul 2017
at 18:14
  • msg #30

OOC Mk II

In reply to Meir Galinski (msg # 29):

Amatol goes back to the turn of the 20th century ... a lot of the information is not quite correct from what I was told... still, if I was posting tat online, I guess everything would be extremely sensitive too.
Meir Galinski
Scout, 261 posts
Colony Expeditionary
Cartographer and guide
Mon 31 Jul 2017
at 04:59
  • msg #31

OOC Mk II

I'm thinking the following aren't going to be of much use on the ship for a simple message run and could be handy on the ground in support / training type roles

Tonkin and Thornhammer are already on the ground of course, along with Tanya and Meir.

Medical: Chang Kyamoto with his wife Kaiya Kyamoto and Peter Armstrong as assistants. It's a war zone, when aren't medical types needed? Perhaps leave Peter aboard if there's nobody else to carry out first aid for the odd paper cut.

Ordinance and traffic control for fighter (Jimmy Carter). Do the rebels have anyone able to coordinate small fighter type craft?

Security 'Joan' Hirikuri, Ronovan Ga Det Hug, Ronny Redcoat. No reason I can see for them to stay on the ship - ship weapons are handled by a dedicated team.

Pilots Illium Jones, Tom Hanks, and Jerry Maquire. Can do a lot of good training pilots or even running missions if needed.
Cyril Zotmund
Captain, 1706 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 31 Jul 2017
at 19:00
  • msg #32

OOC Mk II

Fair enough... even if away, my security officer is handy ...  I want 4 gunners for sure...  and Gun Da Bin.  I need one pilot for the Ships boat, which will be going with us... the rest are released to Meir's control .

If Tanya is now an NPC, put her back aboard. If a PC, she can stay and excel.
Fate
GM, 1465 posts
Roll for dodge!
Mon 31 Jul 2017
at 21:04
  • msg #33

OOC Mk II

In reply to Cyril Zotmund (msg # 32):

OK, Tanya has been npced since her player went AWOL. Don't forget you have 6 turrets now...Also what about engineering?
Cyril Zotmund
Captain, 1707 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 31 Jul 2017
at 22:24
  • msg #34

OOC Mk II

OK, so I'll want 6 gunners...  Duke is going with us...  the Chekov girls insist... they want to have a little get together, not sure what all the leather is for though....
Fate
GM, 1466 posts
Roll for dodge!
Mon 31 Jul 2017
at 23:58
  • msg #35

OOC Mk II

In reply to Cyril Zotmund (msg # 34):

Leather offers good protection against hot surfaces in the engine room of course!
Cyril Zotmund
Captain, 1708 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 1 Aug 2017
at 01:59
  • msg #36

OOC Mk II

Makes sense ... except they wanted the meeting in his room ... probably hot surfaces in there too....
Fate
GM, 1467 posts
Roll for dodge!
Tue 1 Aug 2017
at 02:28
  • msg #37

OOC Mk II

In reply to Cyril Zotmund (msg # 36):

Oh, most likely! Ovens, etc...
Cyril Zotmund
Captain, 1709 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 1 Aug 2017
at 02:30
  • msg #38

OOC Mk II

Yeah ...   so when are we off to Lab-Town to tell them they won...
Fate
GM, 1468 posts
Roll for dodge!
Tue 1 Aug 2017
at 02:47
  • msg #39

OOC Mk II

In reply to Cyril Zotmund (msg # 38):

When you tell me everything is sorted and you are ready to go...although you have not won yet!
Cyril Zotmund
Captain, 1710 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 1 Aug 2017
at 03:00
  • msg #40

OOC Mk II

In reply to Fate (msg # 39):

OK, since things are going our way, lets have Illiam pick up Meir and company... bring them here (DASTAVKA). We'll keep tanya and Meir can assume command of our assets on this moon. we'll head out.
Fate
GM, 1469 posts
Roll for dodge!
Tue 1 Aug 2017
at 03:19
  • msg #41

OOC Mk II

In reply to Cyril Zotmund (msg # 40):

OK, Instruct Illiam IC accordingly and we can expect things to go as planned...
Meir Galinski
Scout, 262 posts
Colony Expeditionary
Cartographer and guide
Tue 1 Aug 2017
at 04:26
  • msg #42

OOC Mk II

In reply to Cyril Zotmund (msg # 34):

Yes, you've got six gunners.
That list only removed those who weren't actually necessary if the ship got into trouble (except perhaps medical, but I can't see anywhere in 6,000+ posts where they were really needed anyway).
With the amount of crew still on the ship, I'm sure there's somebody with some small ability to fly the boat.
PO Ivan Andropov
NPC, 2 posts
Beam Turret Gunner
Tue 1 Aug 2017
at 04:30
  • msg #43

Re: OOC Mk II

Meir Galinski:
With the amount of crew still on the ship, I'm sure there's somebody with some small ability to fly the boat.

Me that vould be. Gunner is hobby. Pilot true calling.
Meir Galinski
Scout, 266 posts
Colony Expeditionary
Cartographer and guide
Fri 4 Aug 2017
at 06:40
  • msg #44

Re: OOC Mk II

Fate:
In reply to Cyril Zotmund (msg # 206):

Agreed.

Lets shorten it. Here is a list of crew from the ships Diary. I will mark with an asterix those I think you are suggesting to leave behind.

Officers

Captain Cyril Zotmund

Pilot: Kat "Wildcat" Steele.

Fighter Pilot: Illium Jones.

Navigator: Tanya Weaver.

Chief Engineer: Raymond "Duke" Verhund. Keeps the ship running well. Bill Gates, the Chekov sisters, Cathy Fullerton and Jennifer Armstrong all report to him.

Security Officer: Meir Galinski. In charge of personal combat as well as manning the 6 turrets. Jo Rodrigez, Rodney Smith, Ivan Andropov, Peter Gunshy, Sigorney Weaver, Mao Chin, 'Joan' Hirikuri, Tonkin and Thornhammer and any other troops onboard all report to him.

Communications/Sensors Officer: Natalie Svebodne. The Voice of the ship.

Petty Officers (NPC's)

Gunner (x6, 1 per turret): Jo Rodrigez, Rodney Smith, Peter Gunshy, Sigorney Weaver, Ivan Andropov and Mao Chin; These guys (and one girl) shoot things, be it with Beam Turrets, rifles, LAWs, Grenades or flamers. They may not be bright, but they can shoot a whomp rat at 1 mile with a good sniper rifle..

Medical Officer: Chang Kyamoto: Responsible for keeping everyone alive, and a very skilled doctor. With his wife and Peter Armstrong as assistants, they make a good team.
Trade Officer: Private Hancock
*? G-Driver: Marcus Gobbenstopen; Pilot in space and Contragrav. Moderate Navigator too.
Sensors: Gun Da-bin; Sensors specialist

Listings

*-Ordinance and traffic control for fighter (Jimmy Carter)
-Life Support Maintenance (and cook!); (Jennifer Armstrong, Peters sister and Suerrat)
-IT specialist; (Bill Gates)
-Jump Drive Specialist; (Julia Chekov, Alexei's sister)
-Manoeuvre drive Specialist (Alexei Chekov, Julia's sister)
-Power plant Specialist (Cathy Fullerton)
-Medical Assistant/Service person if passengers are aboard (Kaiya Kyamoto, wife of PO Chang Kyamoto)
-Medical Assistant/Service person if passengers are aboard (Peter Armstrong, Jennifer's Brother and Suerrat)
*-Security ('Joan' Hirikuri)
*-Security (Richard Thornhammer) - Geonee, legally dead, using fake ID, has family on Chrysolite
*-Security (Private Tonkin) - Geonee, legally dead, using fake ID
*-Security (Ronovan Ga Det Hug, Labrysian)
*-Security (Ronny Redcoat)
*-Pilot (Tom Hanks)
*-Pilot (Jerry Maquire)

No medics? In a warzone?
Seems like a critical oversight to me. What are they going to do on the ship anyway? Two weeks in jumpspace with a day or so in safety at the other end means the worst injury they're likely to see is a papercut.
Meanwhile, back here on the planet, the atmosphere is toxic to humans, there's bullets, missiles, explosions, plasma beams and harsh language being thrown about with abandon!

And what's Illium going to do? There's no fighter, just the ships boat (which Andropov can pilot with very good skill), and again, two weeks in jumpspace with no opportunity to get even the boat out.

Could probably do with somebody to set up and run a shelter for those who can't breath sulphur too. Don't really want to spend weeks trapped in an environment suit or one man pressure tent (which is all the recce team has). Jennifer Armstrong would be good, but her first responsibility is the ship. Somebody else with those skills would be better, especially if they've got other useful ground skills.
Fate
GM, 1472 posts
Roll for dodge!
Fri 4 Aug 2017
at 10:27
  • msg #45

Re: OOC Mk II

In reply to Meir Galinski (msg # 44):

Captains call, and his first responsibility is his ship and crew. There are two much larger warships staying to whose compliment your men are to be temporarily added, don't forget.

But such discussion should largely be IC unless there is a good reason to make it OOC, and I have not really seen a good one yet...
Meir Galinski
Scout, 267 posts
Colony Expeditionary
Cartographer and guide
Sat 5 Aug 2017
at 01:50
  • msg #46

Re: OOC Mk II

Because plasma.
https://www.schlockmercenary.com/2003-03-15
http://schlockmercenary.wikispaces.com/Plasgun


This message was last edited by the player at 01:57, Sat 05 Aug 2017.
Fate
GM, 1476 posts
Roll for dodge!
Wed 16 Aug 2017
at 10:33
  • msg #47

Re: OOC Mk II

In reply to Meir Galinski (msg # 46):

Actually, he almost looks Labrysian as well...

Just a heads up, I am told where we will soon be heading will have no internet connection for the next three weeks. I will post as often as I can, but there may be interruptions both here and in Cthonic (and in Second City, for those there).
Cyril Zotmund
Captain, 1715 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 16 Aug 2017
at 17:11
  • msg #48

Re: OOC Mk II

Understand... no issues...
Fate
GM, 1477 posts
Roll for dodge!
Thu 17 Aug 2017
at 23:21
  • msg #49

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 48):

Of course, I am not gone yet, so you are most welcome to continue posting for now!!!
Fate
GM, 1479 posts
Roll for dodge!
Wed 23 Aug 2017
at 13:12
  • msg #50

Re: OOC Mk II

In reply to Fate (msg # 49):

I get the impression most of you are not particularly keep on playing through the ground combat. Would it be preferable if we skip over it (I can go over the combat with Meir in PMs) and get back to space again?

As you probably guessed, the main war is drawing to a close here, so it would be back to space exploration after the negotiations were wrapped up.
Meir Galinski
Scout, 273 posts
Colony Expeditionary
Cartographer and guide
Wed 23 Aug 2017
at 14:16
  • msg #51

Re: OOC Mk II

I can't see much point in being closely involved myself. Meir is a scout and explorer, not a soldier. Sure, he can fight if needed, but that's not his focus.
Cyril Zotmund
Captain, 1716 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 23 Aug 2017
at 17:40
  • msg #52

Re: OOC Mk II

This sort of combat isn't very exciting ... the quick stuff is better.
Fate
GM, 1480 posts
Roll for dodge!
Wed 23 Aug 2017
at 21:00
  • msg #53

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 52):

Quick stuff?
Cyril Zotmund
Captain, 1717 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 23 Aug 2017
at 21:14
  • msg #54

Re: OOC Mk II

In reply to Fate (msg # 53):
For Example...
You see a Lab step out with a flamer... he doesn't notice you at first ... So you draw your needler (fast draw roll) and needle him six or eight times (accuracy roll)... he spins bringing his weapon up, but the poison takes effect first (poison effects roll ... probably resisted) and he falls face first into the dirt twitching as if he'd been electrocuted.
Fate
GM, 1481 posts
Roll for dodge!
Wed 23 Aug 2017
at 21:21
  • msg #55

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 54):

Oh, I see. Occasional stuff, not actual warfare! Like what you would get with wild animals or exploring, but not formal or military combat!

Needlers would be a bad choice for heavily armoured Labs, though...

All right, by general consensus (noting that Kat is voting with her feet to a degree), we will leave control of this combat to specialized officers and skip over it.
Meir Galinski
Scout, 274 posts
Colony Expeditionary
Cartographer and guide
Thu 24 Aug 2017
at 01:21
  • msg #56

Re: OOC Mk II

I don't mind the odd battle, skirmishes, ambushes and the like. If it allows us to play with the big toys for a bit, but it's all over in less than a minute or two, it's good.
Set piece battles, or sieges like is effectively happening with the tunnels, not so much.
Cyril Zotmund
Captain, 1718 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 24 Aug 2017
at 01:45
  • msg #57

Re: OOC Mk II

Pretty much how I feel...
Fate
GM, 1483 posts
Roll for dodge!
Thu 24 Aug 2017
at 02:10
  • msg #58

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 57):

OK, I will try to keep that in mind. There would be only a few occasions where that might come into play here, though it could. But Kat has not even made up a character to join in, so I guess from that she is not into it either, and would prefer to use just her main character, who would not fit in here at all, or her other character, who is a long way away at the moment.
Meir Galinski
Scout, 275 posts
Colony Expeditionary
Cartographer and guide
Thu 24 Aug 2017
at 03:11
  • msg #59

Re: OOC Mk II

Honestly not seeing a lot we can do here. This seems to be more a military operation than scouting of diplomatic. Sure we have the skills to be useful, but to be stuck there wastes the other 75% of our talents and abilities.

Drop the mountain on the government Labs, station a few rebel Lab troops to keep watch, and plant a few hundred tonnes of sensors and explosives around the area to deter escape attempts. Basically turn the tunnel systems into a prison and let them rot. They may eventually manage to break out, but not without taking some significant casualties from the traps, etc placed throughout the rubble and surrounds.
Fate
GM, 1484 posts
Roll for dodge!
Thu 24 Aug 2017
at 07:39
  • msg #60

Re: OOC Mk II

In reply to Meir Galinski (msg # 59):

That is basically what I did in the last IC post!
Meir Galinski
Scout, 276 posts
Colony Expeditionary
Cartographer and guide
Thu 24 Aug 2017
at 09:38
  • msg #61

Re: OOC Mk II

Yeah, I read that after this thread.
Fate
GM, 1486 posts
Roll for dodge!
Tue 29 Aug 2017
at 07:36
  • msg #62

Re: OOC Mk II

In reply to Meir Galinski (msg # 61):

Sorry, should have posted here. Where are you guys wanting to head for exploration?
Meir Galinski
Scout, 278 posts
Colony Expeditionary
Cartographer and guide
Sat 2 Sep 2017
at 05:54
  • msg #63

Re: OOC Mk II

The main game map looks like it needs an update.
Fate
GM, 1487 posts
Roll for dodge!
Sat 2 Sep 2017
at 07:53
  • msg #64

Re: OOC Mk II

That will depend on where you plan on exploring...
Meir Galinski
Scout, 279 posts
Colony Expeditionary
Cartographer and guide
Sat 2 Sep 2017
at 09:58
  • msg #65

Re: OOC Mk II

Aquitaine is still showing as unexplored...
Cyril Zotmund
Captain, 1719 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 2 Sep 2017
at 15:36
  • msg #66

Re: OOC Mk II

That's fine... I've been quite distracted by real life of late ...
Fate
GM, 1488 posts
Roll for dodge!
Sat 2 Sep 2017
at 16:10
  • msg #67

Re: OOC Mk II

In reply to Meir Galinski (msg # 65):

Well, I guess you know better about that. It takes time to update official maps...
Meir Galinski
Scout, 280 posts
Colony Expeditionary
Cartographer and guide
Tue 5 Sep 2017
at 07:48
  • msg #68

Re: OOC Mk II

Fate:
That will depend on where you plan on exploring...

Captain's decision isn't it, perhaps with advice from the senior officers?
Fate
GM, 1489 posts
Roll for dodge!
Tue 5 Sep 2017
at 08:06
  • msg #69

Re: OOC Mk II

In reply to Meir Galinski (msg # 68):

Pretty much. You are not being told by Andrew, unless you want him to.
Cyril Zotmund
Captain, 1720 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 5 Sep 2017
at 18:16
  • msg #70

Re: OOC Mk II

OK, we are currently in 1239E if I recall ... I expect we may need to go thru Aegir to supply and check for useful updates, then 1439E was Aquitaine?  Do we know what 1540E is/was/will be?  1740E is within range from there.
Fate
GM, 1490 posts
Roll for dodge!
Tue 5 Sep 2017
at 21:16
  • msg #71

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 70):

Yes, that is right. 1540 has basic navigation data from the Labrysians, but it was only briefly explored by the Bourke, a Crockett class vessel sent from Chryosite to render 'non-combat' assistance. It is a binary star system, one of which has an inhabitable planet, a small cold place that is mainly covered in snow and ice, to the extent that most of the water is locked up on the poles and oceans cover only about half the planet. Its atmosphere is however, breatheable though thin, and there are patches of green on the planet, indicating that humans could live there without special technology.

Edit: To get to 1740, an uncharted system, you will need to chart it remotely from 1540. See 'Charting a system', link to a message in this game
This message was last edited by the GM at 23:00, Tue 05 Sept 2017.
Cyril Zotmund
Captain, 1721 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Sep 2017
at 02:16
  • msg #72

Re: OOC Mk II

Makes sense, we will let Kalishnakov know of our plans and depart for Aegir as soon as everyone is aboard and we are ready to go ... Kat dear, please get us to where ever tanya says we need to go to jump ...
Fate
GM, 1491 posts
Roll for dodge!
Wed 6 Sep 2017
at 02:19
  • msg #73

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 72):

Probably IC post for that would be good, or do you want me to post one to that effect?
Fate
GM, 1499 posts
Roll for dodge!
Fri 8 Sep 2017
at 02:52
  • msg #74

Re: OOC Mk II

In reply to Fate (msg # 73):

Technology has advanced, and that is why we are a bit reliant on the rulebooks. As such, a tiny super-fighter has to be balanced in perspective with the vessels already there. The basic Terran fighter of the day is

Fighter, 22 M Solars, 10 dTons
Standard Terran fighter.
(6G/Move:2200, dDR:16, dHP:20, dTons of Cargo Space: 0), Weapons:2x Pulse,

Compare that to

AK Ultralight Fighter, 16 M Solars, 6 dTons
(8.2G/Move:2200, dDR:5, dHP:17, dTons of Cargo Space: 0), Weapons:1x Pulse

Note the size difference and the increased speed, at the price of one weapon. Compare that to the battery fighter,

AK Short Range Fighter, 13 M Solars, 6 dTons, Range 8 million miles in space
(8.1G/Move:3112, dDR:24, dHP:22, dTons of Cargo Space: 0), Weapons:1x Beams

Also the Missile Fighters,

Imperial Fighter, 20 M Solars, 10 dTons
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles,

compared to the AK missile fighters

AK Missile Fighter, 13 M Solars, 6 dTons
(6G/Move:1704, dDR:10, dHP:16, dTons of Cargo Space: 0), Weapons:3x Missiles

The reason I point these out is to show that compared to the normal vessels, these have already been optimized to a considerable degree. So to compare modifications to further enhance them, I have to compare them to what is the norm in the game universe. Making missiles fire-and-forget would be one way of doing away with the large communication gear needed to control them, hence one option, but if it worked perfectly, then why would it not be the standard for all missiles? Hence, as automated missiles get smarter, so to do the systems to fool them, so we end up back where we started from. A low tech target however, would suffer considerable penalties to avoiding them, depending on theTL difference. I hope that this reasoning makes sense.
Cyril Zotmund
Captain, 1733 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Sep 2017
at 02:59
  • msg #75

Re: OOC Mk II

Yup, makes sense... just having issues with reality vice "ultra Modern" ;-)
Fate
GM, 1501 posts
Roll for dodge!
Fri 8 Sep 2017
at 03:17
  • msg #76

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 75):

Ah, yeah. Ultra-modern...for 30 years ago!
Meir Galinski
Scout, 282 posts
Colony Expeditionary
Cartographer and guide
Fri 8 Sep 2017
at 04:45
  • msg #77

Re: OOC Mk II

Is sowing space mines/inactive missiles an option in a defensive situation? Mines would obviously need some sort of propulsion I'd think given space is HUGE and a few dozen stationary (if concealed) mines aren't going to be even a minor threat.

Upon dropping into a system, a bunch of missiles get kicked out of the cargo bay, presumably in some sort of pattern around something worth defending (gas giant or refuelling point perhaps). Throw some half decent sensors on them and you've got yourself a VDA. :p
http://schlockmercenary.wikia....Very_Dangerous_Array
Fate
GM, 1502 posts
Roll for dodge!
Fri 8 Sep 2017
at 05:51
  • msg #78

Re: OOC Mk II

In reply to Meir Galinski (msg # 77):

Lol, true. All you need to make that viable is a bucket load of spare missiles, refitted with rechargeable batteries (1/4 range) if they are to be reusable and reprogrammed. As you say, space is huge, so thousands would be needed and one small fighter could just render them all useless if it can run as fast as them, which AK ones can...
Meir Galinski
Scout, 283 posts
Colony Expeditionary
Cartographer and guide
Fri 8 Sep 2017
at 08:43
  • msg #79

Re: OOC Mk II

Alternatively, put them into orbit at say 50 km from a station. Shouldn't need much more than a dozen for pretty good (if short lived) coverage.

Could place a few rocks "randomly" in the same area with targeting systems and beam weapons for anti missile defence too. Perhaps run by a solar collector and a big capacitor for a single shot at fairly minimal expense. Aim using an internal gyroscope rather than thrusters.
Maybe the power source could be chemical? A signal from the station (or elsewhere) fires it up, a couple of chemicals mix and boom, instant power (while the reaction lasts). Would be near impossible to detect since there'd be only minimal power needed for the receiver and actuating mechanism.

Or take it a step further and load explosives into the asteroids - boom, instant sandcaster. If you want a more predictable field make your own asteroid from sand, gravel, frozen water or whatever, all cemented together with explosive.

All defensive weapons really, and not suited for spacecraft (except perhaps the really big capital ships), but all quite low tech and very achievable, especially if you don't mind cleaning up the mess afterwards.

Oh the possibilities a little imagination can open up.

PS. The GM is expressly forbidden to use any of these ideas against us. ;)
Fate
GM, 1503 posts
Roll for dodge!
Fri 8 Sep 2017
at 09:09
  • msg #80

Re: OOC Mk II

In reply to Meir Galinski (msg # 79):

Oh, don't worry. The Vilani have though of all of them, and actually the Vegans employed similar defenses against the Vilani quite successfully. The Vilani actually overcame them with massive nuclear swarms of missiles, launched from maximum range, and while only less than 1% got through, it was not long before there was nothing left to defend. The Vegans surrendered with their defenses intact, but their home world in tatters.

At that time the massive Vilani production capability was quite terrifying. You actually have a Vegan member of your crew who was part of the underground Vegan movement, but memory of those events restrain the Vegans from open rebellion. He would have told you all this, and probably more.
Cyril Zotmund
Captain, 1734 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Sep 2017
at 17:48
  • msg #81

Re: OOC Mk II

In reply to Fate (msg # 78):

Actually that may depend... as in running from one missile, it might be running toward another. It would also be unexpected, requiring quick reactions and warnings... something a fighter, with a single busy crewman will have more trouble with. I'd think aScout ship with several crewman and better sensors would be safer; It also mounts better defensive weapons.
Fate
GM, 1504 posts
Roll for dodge!
Fri 8 Sep 2017
at 20:53
  • msg #82

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 81):

True, though a fighter, being very small, would likely activate the missiles much later, giving him time to get past them before they activated. Meaning that though he may be running towards some, he would not likely be running towards active ones. Unless they were all linked, but that would require transmitters as well as sensors on each missile...something else for anti-missile defences to lock onto!
Cyril Zotmund
Captain, 1736 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Sep 2017
at 21:59
  • msg #83

Re: OOC Mk II

Lots of ways to do that... Link the parts... and I am seeing the missile array in a 3D ball, not a plane ... put the sensor in the middle looking out and it triggers a missile when it sees the target AND computes that it is in a location to be intercepted. Interceptions do not often come from the rear, but might. Sensors could be passive multi-spectrum detectors to avoid easy tracking and make spoofing harder.
Fate
GM, 1506 posts
Roll for dodge!
Fri 8 Sep 2017
at 22:07
  • msg #84

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 83):

Ah, you are talking about a controlled array, with a central controller. Slightly more complex setup, but probably more effective. In effect, a small ship at the centre controlling them. Of course, targeting that small ship with missiles would effectively disable the array, and the ship could be more easily detected.

Note with the AK G Carrier, it has a small starship engine, much bigger than the normal G Carrier grav drives though and needing a much bigger Fusion source (Normal Imperial G Carriers use 3 F batteries, KD ones use 22), and hence requires the skill Piloting (Aerospace) rather the the Piloting (Contragrav) usually required for G Carriers. That and the Sickbay is why there is less Cargo room.
Cyril Zotmund
Captain, 1742 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 10 Sep 2017
at 19:24
  • msg #85

Re: OOC Mk II

OK, Yamamoto is an AK ship?

Do we have any info on her?
No one mentioned she was supplying Aquitaine?
Fate
GM, 1512 posts
Roll for dodge!
Sun 10 Sep 2017
at 19:27
  • msg #86

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 85):

Yamamoto is the Hero class freighter, typical of her kind but armed. She is run by Kalishnikov Enterprises, and it was mentioned at Aegir. See message 29 of the IC thread.
This message was last edited by the GM at 10:13, Sat 16 Sept 2017.
Meir Galinski
Scout, 293 posts
Colony Expeditionary
Cartographer and guide
Mon 18 Sep 2017
at 12:11
  • msg #87

Re: OOC Mk II

quote:
Bodies: +6 for a peaceful-looking body, prepared for burial; +2 for a dead body with no signs of violence; no modifier for most victims of violence; and from -1 to -3 for grisly mutilations. Apply another -6 if the victim was your Dependent!

I'm guessing there's a -3 in there.... :/
Probably greater for Meir since he is related to almost all the colonists. :(
Fate
GM, 1518 posts
Roll for dodge!
Mon 18 Sep 2017
at 21:45
  • msg #88

Re: OOC Mk II

In reply to Meir Galinski (msg # 87):

-2 for everyone except Meir, and -4 for Meir, as he was based here so he would have known both mother and child. But you were all half expecting something like this might happen.
Meir Galinski
Scout, 295 posts
Colony Expeditionary
Cartographer and guide
Wed 20 Sep 2017
at 03:15
  • msg #89

Re: OOC Mk II

Meir's likely to be out of it for a while....
PTSD is never fun.
Meir Galinski
Scout, 299 posts
Colony Expeditionary
Cartographer and guide
Tue 26 Sep 2017
at 05:12
  • msg #90

Re: OOC Mk II

So who's our pilot again?
https://youtu.be/bvim4rsNHkQ
Cyril Zotmund
Captain, 1765 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Sep 2017
at 18:52
  • msg #91

Re: OOC Mk II

Yup!, that's her...
Fate
GM, 1527 posts
Roll for dodge!
Tue 26 Sep 2017
at 21:13
  • msg #92

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 91):

Lol, automated rocket are not safe!
Meir Galinski
Scout, 302 posts
Colony Expeditionary
Cartographer and guide
Fri 29 Sep 2017
at 02:57
  • msg #93

Re: OOC Mk II

Cyril Zotmund:
Isn't it just a wee bit too soon to start deciding who is Prego and who isn't?  It is quite normal for ⅓ of all pregnancies to terminate within 30 days or so for reasons Natures has, to do that ( Nature is actually quite good at eliminating pregnancies that are unlikely to produce viable offspring).

Well you two have been going at it like rabbits for many months now....
I'm left wondering who's actually been flying the ship all this time!
Cyril Zotmund
Captain, 1770 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 29 Sep 2017
at 18:03
  • msg #94

Re: OOC Mk II

;-)  ... our priorities and desired outcomes are different than those of the folks on Aquitaine ... and , of course, we have ways to accomplish those goals.
Meir Galinski
Scout, 304 posts
Colony Expeditionary
Cartographer and guide
Fri 29 Sep 2017
at 23:34
  • msg #95

Re: OOC Mk II

Nothing is 100% effective....
Meir Galinski
Scout, 305 posts
Colony Expeditionary
Cartographer and guide
Sat 30 Sep 2017
at 01:56
Cyril Zotmund
Captain, 1771 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 30 Sep 2017
at 02:41
  • msg #97

Re: OOC Mk II

Ho, ho ho...
Katherine 'Kat' Steele
Pilot, 586 posts
Ships Pilot
Sat 30 Sep 2017
at 02:46
  • msg #98

Re: OOC Mk II

So true!
Meir Galinski
Scout, 307 posts
Colony Expeditionary
Cartographer and guide
Sat 30 Sep 2017
at 04:39
  • msg #99

Re: OOC Mk II

Cyril Zotmund:
Our issue is space, as we have limited cabin space, but perhaps we can shuffle things a bit and provide the three of you a single room.
quote:
Modified to hold 1 single stateroom, 3 double staterooms, 10 double bunks and 70 single bunkrooms

Not really seeing the problem given there's currently only 32 crew and berths for nearly 100, not counting space on the APC and ships boat.
Fate
GM, 1530 posts
Roll for dodge!
Sat 30 Sep 2017
at 08:34
  • msg #100

Re: OOC Mk II

In reply to Meir Galinski (msg # 99):

I am thinking that Ronovan, the Labrysian agent with you to aid in working with the Labrysian alliance, is no longer needed. I think we can have him recalled, as his player has dissapeared as well.
Meir Galinski
Scout, 308 posts
Colony Expeditionary
Cartographer and guide
Sat 30 Sep 2017
at 08:55
  • msg #101

Re: OOC Mk II

That will free up even more space and remove the need for part of the ship (even if it's just a single cabin) to be running a separate exotic atmosphere.
And Meir will be a LOT happier too!
Cyril Zotmund
Captain, 1773 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 30 Sep 2017
at 22:09
  • msg #102

Re: OOC Mk II

That's fine... and where do we put the nursery?
Between Duke and  the Chekov sisters and Meir with his two friends, that may be come a serious need.
Perhaps the Deck hand can become a Nursery hand ;-)

Not sure who played Ronovan, but I dislike those who just slip off and leave you hanging.
Meir Galinski
Scout, 309 posts
Colony Expeditionary
Cartographer and guide
Sun 1 Oct 2017
at 00:44
  • msg #103

Re: OOC Mk II

A little early to be planing daycare, etc I'd think. A minor reorganisation of internal walls might do for the moment to create a couple of family suits.
Meir's still going to need his own private sleeping area unless everyone's happy with him having to constantly use drugs to get any sleep, and although the two women are interested in him, I'm not sure how they feel about each other and sharing space for more than a night or two.
Katherine 'Kat' Steele
Pilot, 587 posts
Ships Pilot
Sun 1 Oct 2017
at 01:15
  • msg #104

Re: OOC Mk II

"And just want are we going to do with little ones? This is a combat ship right?"
Meir Galinski
Scout, 310 posts
Colony Expeditionary
Cartographer and guide
Sun 1 Oct 2017
at 02:02
  • msg #105

Re: OOC Mk II

Find a planet with a breathable atmosphere and kick 'em all out the hatch with a few basic supplies.
Survival of the fittest and all that... :p
Cyril Zotmund
Captain, 1774 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 1 Oct 2017
at 02:11
  • msg #106

Re: OOC Mk II

Well that may be true for you, Meir,  but The Chekov girls are further along ...  We can give you a cabin... perhaps a single and put the ladies up elsewhere. Do be aware that Duke may put a move on them if you don't make it clear that you have a relationship going.

As for having children aboard, love, No choice except putting them out on Aquitaine... and we need the Chekov's skills I fear. when we get back to Aegir we may be able to make other arrangements.  Remember, we too could have this issue crop up.

Meir Galinski
Scout, 312 posts
Colony Expeditionary
Cartographer and guide
Sun 1 Oct 2017
at 03:35
  • msg #107

Re: OOC Mk II

Of course there is also always the low berth option....
Meir Galinski
Scout, 313 posts
Colony Expeditionary
Cartographer and guide
Sun 1 Oct 2017
at 03:41
  • msg #108

Re: OOC Mk II

Do we have an updated floor plan of the Dastavka?
Fate
GM, 1531 posts
Roll for dodge!
Sun 1 Oct 2017
at 08:34
  • msg #109

Re: OOC Mk II

In reply to Meir Galinski (msg # 108):

I might be a while before I update the Dastavka. I guess Meir and the girls would feel like they are back on the generation ship..
Meir Galinski
Scout, 315 posts
Colony Expeditionary
Cartographer and guide
Sun 1 Oct 2017
at 10:08
  • msg #110

Re: OOC Mk II

Not that bad a thing really. They did spend the better part of a century on it, so you could say it's almost the only home they've really known.[Private to GM: Of course the fact that they were only actually awake for 6-12 months of it doesn't matter that much does it? ;)]
Fate
GM, 1533 posts
Roll for dodge!
Wed 11 Oct 2017
at 08:57
  • msg #111

Re: OOC Mk II

In reply to Meir Galinski (msg # 110):

OK, how do you want to handle this? Who is negotiating with colony leaders, and who is present? What is your line of discussion?
Fate
GM, 1537 posts
Roll for dodge!
Mon 16 Oct 2017
at 08:19
  • msg #112

Re: OOC Mk II

In reply to Fate (msg # 111):

Waiting for Meir to respond before moving on...
Cyril Zotmund
Captain, 1782 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 16 Oct 2017
at 19:56
  • msg #113

Re: OOC Mk II

Understood
Fate
GM, 1538 posts
Roll for dodge!
Sat 21 Oct 2017
at 06:10
  • msg #114

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 113):

Time to post for him, I think. Hope he is OK, but have not heard anything, and it has been a week...
'Captain' Ronovan Ga Det Hug
Labrysian Captain, 58 posts
Labrysian Agent
Mon 13 Nov 2017
at 01:50
  • msg #115

Re: OOC Mk II

Best wishes, all.  Happy holidays.
Cyril Zotmund
Captain, 1783 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 13 Nov 2017
at 01:53
  • msg #116

Re: OOC Mk II

Shows Meir last logged in on 10 Nov, unless that was you on his behalf...
Fate
GM, 1539 posts
Roll for dodge!
Mon 13 Nov 2017
at 02:13
  • msg #117

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 116):

Yeah, he iss around, but has not posted here. I thought to give an option to cover this later with Ava's last suggestion, given this might not be his most comfortable subject right now...
Tanya Weaver
Navigator, 227 posts
The Navigator
Wed 22 Nov 2017
at 05:12
  • msg #118

Re: OOC Mk II

I just read up on the killjoy disadvantage.  You are, of course, correct.

I had read it before, but that was some time ago.
This message was last edited by the player at 05:13, Wed 22 Nov 2017.
Katherine 'Kat' Steele
Pilot, 597 posts
Ships Pilot
Thu 23 Nov 2017
at 01:43
  • msg #119

Re: OOC Mk II

Well, I wouldn't want to do anything that a PC is not comfortable with.
Fate
GM, 1548 posts
Roll for dodge!
Mon 4 Dec 2017
at 22:50
  • msg #120

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 119):

Ok, seems like we are ready to head out. Can I have a plan of systems, and a procedure for each system, to work with?
Cyril Zotmund
Captain, 1800 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 5 Dec 2017
at 02:47
  • msg #121

Re: OOC Mk II

If you are talking where we are going in what order... we did it Months ago... have to dig around to find it...
Fate
GM, 1549 posts
Roll for dodge!
Tue 5 Dec 2017
at 04:27
  • msg #122

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 121):

You mean this?

quote:
OK, we are currently in 1239E if I recall ... I expect we may need to go thru Aegir to supply and check for useful updates, then 1439E was Aquitaine?  Do we know what 1540E is/was/will be?  1740E is within range from there.


To which I responded

Fate:
In reply to Cyril Zotmund (msg # 70):

Yes, that is right. 1540 has basic navigation data from the Labrysians, but it was only briefly explored by the Bourke, a Crockett class vessel sent from Chryosite to render 'non-combat' assistance. It is a binary star system, one of which has an inhabitable planet, a small cold place that is mainly covered in snow and ice, to the extent that most of the water is locked up on the poles and oceans cover only about half the planet. Its atmosphere is however, breatheable though thin, and there are patches of green on the planet, indicating that humans could live there without special technology.

Edit: To get to 1740, an uncharted system, you will need to chart it remotely from 1540. See 'Charting a system', link to a message in this game


Was not sure if plans had changed. If not, lets run with that. Captain might want to give these orders IC, since this was all posted OOC, along with any changes.
Cyril Zotmund
Captain, 1801 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 5 Dec 2017
at 16:59
  • msg #123

Re: OOC Mk II

OK, let's continue with our plan to go to 1540 and investigate it closely, then we'll have to remotely chart 1740 before going there. Any questions or suggestions? If not, let's get ready to go.
Katherine 'Kat' Steele
Pilot, 604 posts
Ships Pilot
Wed 6 Dec 2017
at 02:52
  • msg #124

Re: OOC Mk II

Sure, we have a navigator and pilot who are feeling really good?  :)
Fate
GM, 1550 posts
Roll for dodge!
Wed 6 Dec 2017
at 04:10
  • msg #125

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 124):

They will surely recover!

I will get onto it tonight then...
'Captain' Ronovan Ga Det Hug
Labrysian Captain, 59 posts
Labrysian Agent
Thu 7 Dec 2017
at 01:42
  • msg #126

Re: OOC Mk II

Am I onboard?
Katherine 'Kat' Steele
Pilot, 605 posts
Ships Pilot
Thu 7 Dec 2017
at 01:47
  • msg #127

Re: OOC Mk II

In reply to 'Captain' Ronovan Ga Det Hug (msg # 126):

But are you with us and drinking?
Fate
GM, 1553 posts
Roll for dodge!
Thu 7 Dec 2017
at 02:23
  • msg #128

Re: OOC Mk II

In reply to 'Captain' Ronovan Ga Det Hug (msg # 126):

Thought you had dissapeared, it was so long since I saw you! You can be...
Fate
GM, 1566 posts
Roll for dodge!
Sun 17 Dec 2017
at 00:03
  • msg #129

Re: OOC Mk II

In reply to Fate (msg # 128):

Your Captain voted for Beam weapon fighters, which have an armour divisor of 5 and do 7d (average 24.5) damage. That means an average shot will damage a hull with up to 122dDr.

Of course if you forego the size modifier bonus of your target and go for a precision shot, you can halve their effective DDR.Details for a standard Crockett class are listed under Terrain Warships in the Gear available thread...but this one is clearly not standard!
This message was last edited by the GM at 03:54, Sun 17 Dec 2017.
Sterren Fleche
Pilot, 12 posts
Pew-pew!
Mon 18 Dec 2017
at 11:03
  • msg #130

Re: OOC Mk II

Can my fighter land?  I assume I’m still buzzing about in orbit.
Fate
GM, 1571 posts
Roll for dodge!
Mon 18 Dec 2017
at 11:41
  • msg #131

Re: OOC Mk II

In reply to Sterren Fleche (msg # 130):

I thought you last mentioned that you were taking up a defensive formation with them, but regardless, yes you can land.
Fate
GM, 1578 posts
Roll for dodge!
Wed 20 Dec 2017
at 00:26
  • msg #132

Re: OOC Mk II

In reply to Fate (msg # 131):

There has been a number of discussions in the past about more intelligent missiles. I have therefore upgraded the details in the warheads available to include intelligent weapons, and the associated costs.

link to a message in this game

Given that Vilani are likely to employ missiles in swarms of thousands, they would unlikely see any use there, though scouts may employ them with sensor warheads.

I assume you are all familiar with how cost factors work? If not, add the cost factors (CF) for all the modifications, then add one for the original item, and multiply that sum by the original cost for a final cost. For example, and Infrared Homing missile (Aimed using the Artillery (Guided Missile) skill, has a CF of three. The original missile costs $30,000, so an Infrared missile costs (3+1) x$30,000 = $120,000. That is probably why the Vilani do not use them...

Intelligent Missiles, it should be noted, have a much lower chance of hitting despite costing $40,000, unless some form of homing is installed. I think this makes better sense...even the Terram military would have a hard time justifying them!
This message was last edited by the GM at 00:30, Wed 20 Dec 2017.
Cyril Zotmund
Captain, 1846 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Dec 2017
at 02:28
  • msg #133

Re: OOC Mk II

In reply to Fate (msg # 132):

Interesting as most guided missiles today use either an installed seeker of one or more sorts (visual, Heat, Electro-magnetic emitter etc.) or are directed by the firing ship to a module aimed backwards toward the firing ship for control (to prevent the other side jamming or confusing it easily). Note that guidance may be in many frequencies from radio to light.
Fate
GM, 1579 posts
Roll for dodge!
Wed 20 Dec 2017
at 03:55
  • msg #134

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 133):

No different now.

The modules aimed backwards would be the standard missile control in this universe...hence if you knock out a ships comms they loose control. The inbuilt sensors/seekers are available, but much more expensive, as is the case with missiles today. For the price, missiles without sensors are very cheap, and tools to fool sensors (and hence sensor costs as they become ever more complex to overcome those tools) make the missiles very expensive.

On the other hand, simple very directional laser/radio controls or similar tech between the missile and mother ship are comparatively very cheap. So, would the financial analysts prefer to launch four missiles, controlled by relatively cheap labour utilizing the motherships very expensive sensors, or one missile with below average abilities that can be fired and then forgotten, assuming the launcher targeted it right at launch?

By forgoing the sensors, the missiles become cheap. We all know that cheaper ammunition that can be made just as effective by a users skill in most situations will very quickly become the norm over more expensive alternatives.
This message was last edited by the GM at 05:27, Wed 20 Dec 2017.
Cyril Zotmund
Captain, 1848 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Dec 2017
at 18:31
  • msg #135

Re: OOC Mk II

Missile Guidance/sensors are normally on different circuits and have back up power supply just so a power outage doesn't make the ship helpless. It may limit what it can do, but it can still shoot at attackers.
Fate
GM, 1581 posts
Roll for dodge!
Wed 20 Dec 2017
at 20:41
  • msg #136

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 135):

True, but since missile guidance is done through comms arrays, taking out the comma stops any missile guidance.
This message was last edited by the GM at 22:25, Wed 20 Dec 2017.
Cyril Zotmund
Captain, 1850 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Dec 2017
at 21:30
  • msg #137

Re: OOC Mk II

Comma rays? That's a new Technology! looks sorta like ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,   ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,  ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,  ?
Fate
GM, 1583 posts
Roll for dodge!
Wed 20 Dec 2017
at 22:28
  • msg #138

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 137):

lol, yes, invented by autocorrect! Manually corrected now...
Pirate Captain
NPC, 1 post
Gimme your Valuables!
Sun 24 Dec 2017
at 23:33
  • msg #139

Re: OOC Mk II

In reply to Fate (msg # 138):

Merry Christmas everyone! Now about my present...
Katherine 'Kat' Steele
Pilot, 621 posts
Ships Pilot
Tue 26 Dec 2017
at 22:39
  • msg #140

Re: OOC Mk II

Merry Christmas to all and Happy New Year!
Cyril Zotmund
Captain, 1867 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 30 Dec 2017
at 19:27
  • msg #141

Re: OOC Mk II

Do the grenade launchers allow us to lob a grenade in on he back of the hill/rise?
Fate
GM, 1599 posts
Roll for dodge!
Sun 31 Dec 2017
at 00:36
  • msg #142

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 141):

Yes. Use the Artillery(grenade launcher) skill, an Average IQ based skill with zero acc bonus since there are no sights for that.
Cyril Zotmund
Captain, 1869 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 31 Dec 2017
at 01:49
  • msg #143

Re: OOC Mk II

How about GUNS  - Grenade Launcher... which is the skill for using one IIRC.
Fate
GM, 1600 posts
Roll for dodge!
Sun 31 Dec 2017
at 02:46
  • msg #144

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 143):

Actually, it is not. Guns is a skill for direct fire. It is a very different skill to lob a projectile rather than to fire directly. Indirect fire in GURPs is handled using the Artillery skill, which I would allow as a Guns roll -4 for not being able to see the target, plus a -2 familiarity because you are not using the weapon in a way that is usual. I would allow a technique to buy off the second penalty though. In this case he actually attacks a location on the ground...

Or just put a point into using it for indirect fire, ie Artillery (Grenade Launcher).
Cyril Zotmund
Captain, 1871 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 31 Dec 2017
at 03:08
  • msg #145

Re: OOC Mk II

So GURPS is screwed up then ... I carried a Grenade Launcher in Nam for a while and it is designed to allow you to engage targets in defilade such as a trench, ditch or behind something, That was it's purpose! ... doesn't work well with walls obviously, but for most other forms of defilade it did quite well ... which is why we still use them.  And yes we did use them for direct fire too... because you gotta use whut you brung!
Fate
GM, 1602 posts
Roll for dodge!
Sun 31 Dec 2017
at 03:43
  • msg #146

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 145):

Yeah, in reality you were probably training with them with the skill Artillery, rather than Guns. It probably should be stated in GURPS that the primary use for GL is as Artillery, but they don't seem to mention that.

But you do handle them in direct fire slightly differently that in indirect fire, right? Well, aim them differently, at least...
Cyril Zotmund
Captain, 1873 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 31 Dec 2017
at 18:47
  • msg #147

Re: OOC Mk II

No, not really, you just aim for the spot you want the round to go ... so if in a low spot, you aim just past the last rise ... now if you go into the upper register (45º to 90º elevation) you are on your own. It can be done, but there is lots of by guess and by golly in that.

GL are Infantry weapons, Not artillery which has to get infantry training on how to use them.
Mortars are also not artillery (in the US anyway) and are trained and manned by the Infantry ... 11B is Light Infantry, 11C is Mortars, 11D is scouts.

Anyway, Artillery training would be wholly useless with a grenade launcher, which is a direct fire weapon capable of engaging depressions and trenches, Much like a thrown grenade.
Fate
GM, 1605 posts
Roll for dodge!
Mon 1 Jan 2018
at 01:43
  • msg #148

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 147):

Ah, you might be confusing GURPs artillery, which is anything using indirect fire (is an elevation of more than about 20 degrees, though I don't think it specifies that anywhere) and US Army artillery, which are howitzers and the like. GURPs looks at the methodology, not the organization.
Cyril Zotmund
Captain, 1876 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Jan 2018
at 01:53
  • msg #149

Re: OOC Mk II

In reply to Fate (msg # 148):

As I said... GURPS doesn't know what it's talking about ...  For instance look at WW1 Machine Gun doctrine where a Machine Gun platoon fired at distant targets .. they use elevation and sometimes were directed by those who could see  or see better, but hardly Artillery. Anto-aircraft fire is regularly over 20º elevation, but is also almost always direct fire.

Anyway... GURPS Faults are numerous ... as we have discussed. Just resent some uneducated numbskull making an idiotic rule I am forced to abide by.
Fate
GM, 1607 posts
Roll for dodge!
Mon 1 Jan 2018
at 02:29
  • msg #150

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 149):

Lol, yes. Actually, I think the general idea is the the weapon is pointed more than 20 degrees from the target. so AA does not count.

But I get your point. It is a game, not a science!
Cyril Zotmund
Captain, 1878 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Jan 2018
at 04:25
  • msg #151

Re: OOC Mk II

Well it has a rising leaf sight like on a rifle...only about 6 inches tall because of it's low velocity.
Fate
GM, 1608 posts
Roll for dodge!
Mon 1 Jan 2018
at 10:27
  • msg #152

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 151):

lol, curious, what angle would the barrel be above the target at the maximum range the sights could be used at?
Cyril Zotmund
Captain, 1880 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Jan 2018
at 14:55
  • msg #153

Re: OOC Mk II

Not sure, but it’s in the 40-45º. They work from zero to somewhere around 40+ degrees.
This message was last edited by the player at 02:18, Tue 02 Jan 2018.
Sterren Fleche
Pilot, 30 posts
Pew-pew!
Mon 1 Jan 2018
at 20:54
  • msg #154

Re: OOC Mk II

Am I recharged and ready to fly yet?
Fate
GM, 1609 posts
Roll for dodge!
Mon 1 Jan 2018
at 22:30
  • msg #155

Re: OOC Mk II

In reply to Sterren Fleche (msg # 154):

You have made it back to the Dastavka, but you are far from recharged. Alexia needs to get that other reactor up and running first. But you can assist Kat with ground operations...
Sterren Fleche
Pilot, 31 posts
Pew-pew!
Tue 2 Jan 2018
at 22:38
  • msg #156

Re: OOC Mk II

Sterren is always happy to assist her with those...
Sterren Fleche
Pilot, 32 posts
Pew-pew!
Sat 6 Jan 2018
at 03:36
  • msg #157

Re: OOC Mk II

Let me know when I’m recharged and able to assist in a non-biological way.
Fate
GM, 1613 posts
Roll for dodge!
Sat 6 Jan 2018
at 04:04
  • msg #158

Re: OOC Mk II

In reply to Sterren Fleche (msg # 157):

I think that will be reasonably soon. The auxiliary power would not be enough to charge the fighter, but the new power supply from the downed ships boat should do the job, if slowly. Kat is calling the shots here...
Katherine 'Kat' Steele
Pilot, 622 posts
Ships Pilot
Sat 6 Jan 2018
at 04:50
  • msg #159

Re: OOC Mk II

Am I suppose to post in the public again?
Fate
GM, 1614 posts
Roll for dodge!
Sat 6 Jan 2018
at 05:11
  • msg #160

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 159):

Didn't I create a shared private thread for those at Dastavka?
Katherine 'Kat' Steele
Pilot, 623 posts
Ships Pilot
Sun 7 Jan 2018
at 00:09
  • msg #161

Re: OOC Mk II

Yes but not much was going on there, so I was just making sure.
Fate
GM, 1619 posts
Roll for dodge!
Fri 26 Jan 2018
at 04:24
  • msg #162

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 161):

Waiting to hear back from Sterran...
Sterren Fleche
Pilot, 35 posts
Pew-pew!
Fri 26 Jan 2018
at 22:51
  • msg #163

Re: OOC Mk II

Did you send me a message?  I didn’t see anything.
Cyril Zotmund
Captain, 1914 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Jan 2018
at 23:18
  • msg #164

Re: OOC Mk II

You were flying somewhere ... the game is waiting on you at the moment.
Fate
GM, 1620 posts
Roll for dodge!
Fri 26 Jan 2018
at 23:27
  • msg #165

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 164):

Yeah, waiting for details as per message 469 IC.

link to a message in this game
Sterren Fleche
Pilot, 47 posts
Pew-pew!
Mon 5 Feb 2018
at 22:25
  • msg #166

Re: OOC Mk II

Still waiting on the results of my sensors roll.  (Just so everyone knows I’m not goldbricking.)
Fate
GM, 1630 posts
Roll for dodge!
Tue 6 Feb 2018
at 01:53
  • msg #167

Re: OOC Mk II

In reply to Sterren Fleche (msg # 166):

Sorry, thought I pmed you, but could not find it.

[Private to Sterren Fleche: What was the target, and were you using active sensors?]
Sterren Fleche
Pilot, 50 posts
Pew-pew!
Wed 7 Feb 2018
at 06:05
  • msg #168

Re: OOC Mk II

I noticed an error on my character sheet.  Sterren’s basic speed is listed as 5.5, but it should be 6.5.
Fate
GM, 1634 posts
Roll for dodge!
Wed 7 Feb 2018
at 06:13
  • msg #169

Re: OOC Mk II

In reply to Sterren Fleche (msg # 168):

Fixed. Your Dodge in this case is half of your piloting, rounded down. You would get to add one for Combat Reflexes if you had it, but not relevant in this case.
Sterren Fleche
Pilot, 52 posts
Pew-pew!
Wed 7 Feb 2018
at 06:38
  • msg #170

Re: OOC Mk II

I forgot that I have luck.  Would you allow me to roll that second bungled dodge again?
Fate
GM, 1635 posts
Roll for dodge!
Wed 7 Feb 2018
at 07:37
  • msg #171

Re: OOC Mk II

In reply to Sterren Fleche (msg # 170):

You can use your luck there...that would be a good time! Lol
Sterren Fleche
Pilot, 60 posts
Pew-pew!
Thu 8 Feb 2018
at 19:55
  • msg #172

Re: OOC Mk II

Right about now, Sterren is wishing he had a tauntaun to crawl into.
Fate
GM, 1642 posts
Roll for dodge!
Thu 8 Feb 2018
at 20:00
  • msg #173

Re: OOC Mk II

In reply to Sterren Fleche (msg # 172):

We can assume you have any personal survival items you own, like radios in your suit, to contact the ships boat.
Fate
GM, 1646 posts
Roll for dodge!
Sun 18 Feb 2018
at 02:51
  • msg #174

Re: OOC Mk II

In reply to Fate (msg # 173):

I can handle this two ways: I can experiment with the mass combat system, or we can play out a battlefield individually where you hold technological superiority, but lack numbers. The former is clearly quicker, and reduces combat to a few rolls modified by player actions, but the last is more, well, methodical. Preferences?
Cyril Zotmund
Captain, 1952 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 18 Feb 2018
at 03:46
  • msg #175

Re: OOC Mk II

Personally I would rather move the story along rather then fight battles... but I do want to keep our capabilities in mind.
Fate
GM, 1647 posts
Roll for dodge!
Sun 18 Feb 2018
at 08:26
  • msg #176

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 175):

Ok, your units for Mass combat can be summarized as follows:

APC (Tracked)
APC (Antigrav)
Fighter
Grav Bike Recon Squad (You have a few grav bikes from memory)
Mortar Crew (Tanya has a mortar on her bike)
Dastavka (Basically a stationary heavily fortified command post)

Current recon suggests that there is one unit on the ground from the first assault, and no more than three units inbound, possibly less. Weapons are unknown, but probably include anti-armour missiles, as before, and possibly mortars. Each unit could have up to 24 individuals, however.

Your previous comments suggested the ships boat was not to be used, so I will not include that. The small number of trained troops you have would really only make up an advanced recon unit, with the rest being guards assumed in a Command post.

Mass combat goes something like this:

Step 1: Risk

Commanders from both sides choose a Risk factor.
+3-> Taking great risks, but with great risks come great rewards!
0 -> Playing it safe, the usual risk.
-3-> Hiding in a hole hoping the other guys go away!

Leading from the front is usually a +1, for example.

Step 2: Significant actions

In this step, individual PCs decide what risks they personally will take. Those who wish to may attempts a Signifcant action. This is basically a Heroism roll. Roll 3d against a target value of 5, modified by the following factors:
+1 if you have a relevant skill at 15+
+1 if you have a special piece of gear that is significant (ie Dukes suit)
+1 if you are personally in command of a small unit, like the APC, recon
-1 if you remain with Command (Hard to be heroic from the rear!)

Each character that does something significant adds +1 to the commanders Strategy roll later. Only a critical failure negatively impacts this roll later.

Step 3: Choose a strategy
This is done by the commander (Cyril) every 15 minutes (mass combat round) of battle.

The first choice you have is whether to go out to meet them, or to wait for them to come to you. The latter gives them the initiative, but allows your stationary assets to come into play (ie Dastavkas guns).

I will post the general Mass Combat strategies in the rules thread, but lets get everyone up to this point first before moving on.
Fate
GM, 1665 posts
Roll for dodge!
Tue 27 Feb 2018
at 19:10
  • msg #177

Re: OOC Mk II

In reply to Fate (msg # 176):

I don't see why Sterran can't be involved in planning.  Indeed, he can be upand active again within a fortnight, thanks to certain Vilani medicines. Kat is also around.
Fate
GM, 1666 posts
Roll for dodge!
Tue 27 Feb 2018
at 22:51
  • msg #178

Re: OOC Mk II

In reply to Fate (msg # 177):

Probably discussion for the ooc thread. I am looking for more players, but perhaps not that actively, so I can improve on that. Meir, who IRL was in the infantry for a few years, is currently still going through RL issues. There is only Kat and Sterran, both of whom are around, and I think you have gamed with Kat more than I, so you perhaps know why she is quieter better than I.
Cyril Zotmund
Captain, 1983 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 27 Feb 2018
at 23:54
  • msg #179

Re: OOC Mk II

All I got was that she was busy... I have not pried
Katherine 'Kat' Steele
Pilot, 635 posts
Ships Pilot
Wed 28 Feb 2018
at 01:19
  • msg #180

Re: OOC Mk II

I am here. So what should I be doing?
Cyril Zotmund
Captain, 1984 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 28 Feb 2018
at 02:01
  • msg #181

Re: OOC Mk II

Huggin' an a Kissin' on Cyril...
Katherine 'Kat' Steele
Pilot, 636 posts
Ships Pilot
Wed 28 Feb 2018
at 02:13
  • msg #182

Re: OOC Mk II

Oh I am sure luv!
Cyril Zotmund
Captain, 1985 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 28 Feb 2018
at 02:17
  • msg #183

Re: OOC Mk II

We need to discuss how we deal with our situation... seem there may be around 30 pirates, with perhaps nine away making sure the farm slaves do what they want.  With our newfound allies, we may be able to out number them by a very small margin. To do so, leaves the DASTAVKA at minimal strength.
Katherine 'Kat' Steele
Pilot, 637 posts
Ships Pilot
Wed 28 Feb 2018
at 02:22
  • msg #184

Re: OOC Mk II

So I thought I was to be in a fighter but was not sure where. so you want me with you luv?
Cyril Zotmund
Captain, 1986 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 28 Feb 2018
at 02:35
  • msg #185

Re: OOC Mk II

The fighter does need to be charged up... so yeah, come on down and talk with us.
Cyril Zotmund
Captain, 1990 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 1 Mar 2018
at 16:07
  • msg #186

Re: OOC Mk II

OK AK Grav Vehicle sounds very useful.   I'll be away today, back this evening.
Fate
GM, 1668 posts
Roll for dodge!
Mon 5 Mar 2018
at 01:46
  • msg #187

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 186):

I have agreed to welcome back Dukes original player to play his original character.  The mass combat system we used specified he suffered enough damage to reduce his HP to negative numbers. Given this had to happen through his heavily armoured suit, either he has severely injured 2 limbs or suffered a nasty torso hit. Given the nature if armour pricing rounds, I went with the latter. My question is, if he enters combat now, is it reasonable to reduce his HP and temporarily give him the very unfit disadvantage?
Cyril Zotmund
Captain, 2004 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 5 Mar 2018
at 02:28
  • msg #188

Re: OOC Mk II

Yes, although Cyril would not wish to endanger him, as we need his skills. Better he stay with DASTAVKA and protect her.
Raymond 'Duke' Vurhund
Chief Engineer, 283 posts
Chief Engineer
Mon 5 Mar 2018
at 08:17
  • msg #189

Re: OOC Mk II

hey folks. :) hope you don't mind that i'm coming in to steal duke back.

Is there a possibility of having a summary what's currently going on? I'll read the posts, but there may be some things i miss
This message was last edited by the player at 08:19, Mon 05 Mar 2018.
Fate
GM, 1669 posts
Roll for dodge!
Mon 5 Mar 2018
at 08:45
  • msg #190

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 189):

Short summary (others can feel free to add missing details):

You have been assigned the task of mapping as much of the region as possible, exploring the 'uninhabited' planets, checking for Alien races and mapping rich resources. You set out from Aquitaine after coming from Aegir, where Kalishnikov has established a colony and then had to join an Alien war in order to keep it. Aquitaine in inhabited by a Jewish colony from a generation ship that has arrived relatively recently.

Jumping into unknown space, you found a couple of empty worlds, some lifeless, before arriving in this system. Finding an interesting planet, you were ambushed by a pirate raider which managed to destroy the main reactor on Dastavka before being shot down by the fighters and ships boat.

You went to investigate the crash of the pirate vessel but it soon became apparent that you were not alone on this planet. You were injured getting what was left from the pirate vessel, but it was not enough t repair the Dastavkas main reactor because you had to use EMP grenades to get past the mines they left, and these EMP grenades destroyed critical electronics you needed. Apart from some primitive natives, it soon became clear that the pirates had a base here. The first ships boat was shot down by Sterran, but then another force in G-Carriers was sent, much larger but slower than the first. They joined up with survivors of the first attack, and you lead the force in the ships boat to push them back. Despite coming against the toughest defenders, you managed to kill the commanding pirate before taking a shaped charge grenade to the chest, which kind of took you out of the fight.

When you came to in sickbay, the fight had been won. Better yet, with the death of the pirate commander and the rougher pirates, the younger conscripts from the slaves they used to bolster their numbers quickly turned against their former masters with the promise that you would take them and their parents (being held by the remaining pirates) back to a civilized planet.

The only problem, is how to deal with the remaining 30 pirates spread in 4 locations. 3 Locations have about 3 pirates each, while the fourth has the rest, as well as an old Hero that has had it's jump drive removed and a much more functional Lightning class vessel, which is the pirates main income, and their only escape route! The planet is a very cold one, with snowstorms likely to be coming in soon signaling the start of winter.
Raymond 'Duke' Vurhund
Chief Engineer, 284 posts
Chief Engineer
Mon 5 Mar 2018
at 08:58
  • msg #191

Re: OOC Mk II

Thanks!

The convo between Cyril and the ex-pirate. Where is this taking palce? Is Duke about?
Fate
GM, 1670 posts
Roll for dodge!
Mon 5 Mar 2018
at 09:10
  • msg #192

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 191):

It is happening on Dastavka. Duke can be present if you want to be, though the Doctor would recommend bed rest at this stage. But you know how space farers follow doctors orders...
Raymond 'Duke' Vurhund
Chief Engineer, 285 posts
Chief Engineer
Mon 5 Mar 2018
at 09:13
  • msg #193

Re: OOC Mk II

Taking a shape charged grenade and surviving it is pretty badass tbh.

Duke is immortal... (or he was probably wearing his suit)
Fate
GM, 1671 posts
Roll for dodge!
Mon 5 Mar 2018
at 09:31
  • msg #194

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 193):

He was DEFINITELY wearing his suit!

Edit, checking the details, he also must have managed a glancing blow...even with his suit that should have been pretty deadly...
This message was last edited by the GM at 09:33, Mon 05 Mar 2018.
Raymond 'Duke' Vurhund
Chief Engineer, 286 posts
Chief Engineer
Mon 5 Mar 2018
at 10:09
  • msg #195

Re: OOC Mk II

Is it obvious where Cyril would be?
Fate
GM, 1672 posts
Roll for dodge!
Mon 5 Mar 2018
at 10:46
  • msg #196

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 195):

Yep. Assume a quick check on the comm link would tell you.
Raymond 'Duke' Vurhund
Chief Engineer, 289 posts
Chief Engineer
Mon 5 Mar 2018
at 12:58
  • msg #197

Re: OOC Mk II

quote:
Tech Levels Computers                      TL 8
Plasma Tech                    TL 9.5 (They hav TL 10 equipment, but may not be quite as good)
Jump Tech                      TL 9, Jump-1 only Starship Construction tech
 TL 10 All other Techs                TL 9


What tech level are we in these things?
Cyril Zotmund
Captain, 2006 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 5 Mar 2018
at 16:37
  • msg #198

Re: OOC Mk II

We have Jump 2; You also have Alexi and Julia Chekov, both lovely, both pregnant and both demand that YOU BE THEIR Husband... they show little interest in sharing you, are pissed because you knocked the other one up too and both get mad if they catch you screwing around with another woman, which has become a strain on your Libido.
Raymond 'Duke' Vurhund
Chief Engineer, 290 posts
Chief Engineer
Mon 5 Mar 2018
at 16:52
  • msg #199

Re: OOC Mk II

Wait a second...

Julia is also pregnant?
(it says in her bio that there's some miracle that she isn't - at least hasn't caught a kid yet)

I guess that might have changed.


hmmm... and Duke is the dad to both of the kids?

He really has been getting himself into trouble hasn't he? I Didn't know Julia was in the picture too - though I'll admit the idea had crossed my mind as part of character development.
Fate
GM, 1674 posts
Roll for dodge!
Mon 5 Mar 2018
at 19:20
  • msg #200

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 199):

Quite possibly. I will have to check if you were the father though!

quote:
Tech level is generally TL10, though there do exist Contragrav and the only FTL drive, Jump drives. Medical, Biotechnology and Cybernetics are limited to TL9, with cybernetics only ever being used as prosthetics and never enhancing the original limb or organ. Viliani medical tech is around TL8. Self-aware AI's do not exist, nor do Nanites at this time. Force Fields are only used in dealing with anti-matter; they do not exist in combat or for use in combat.

Raymond 'Duke' Vurhund
Chief Engineer, 292 posts
Chief Engineer
Mon 5 Mar 2018
at 19:31
  • msg #201

Re: OOC Mk II

To make it fun, he should be!

Quite the crew we have here...
Fate
GM, 1675 posts
Roll for dodge!
Mon 5 Mar 2018
at 19:33
  • msg #202

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 201):

tbh, I had forgotten she was pregnant...but yes, both are pretty possessive! Just because they are sisters does not mean they share!
Raymond 'Duke' Vurhund
Chief Engineer, 293 posts
Chief Engineer
Mon 5 Mar 2018
at 21:26
  • msg #203

Re: OOC Mk II

I feel raymond has a much better life than me.
Raymond 'Duke' Vurhund
Chief Engineer, 297 posts
Chief Engineer
Sun 11 Mar 2018
at 17:52
  • msg #204

Re: OOC Mk II

Are there any temporary jury-rig style updates that Duke could do to the standard G Carriers to make them a similar speed to the KD carrier?

Something like MEchanic(ContraGrav)?

Just a quick fix like 'bypassing some failsafe relay' or something.
Fate
GM, 1678 posts
Roll for dodge!
Mon 12 Mar 2018
at 03:33
  • msg #205

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 204):

Not really. The KD carriers have mini starship drives that are significantly more expensive, and bigger reactors as a result. The Imperial G Carriers (for that is what they are) are, ahem, produced to a budget and already running close to their limits, beyond sometimes given they were not designed to run for days continually.

Fair to say that they have a small reactor in one of the carriers with a spare set of batteries for unlimited range.
This message was last edited by the GM at 03:35, Mon 12 Mar 2018.
Cyril Zotmund
Captain, 2016 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 12 Mar 2018
at 03:40
  • msg #206

Re: OOC Mk II

In reply to Fate (msg # 205):

Only One of them?  What exactly did we capture please.
Fate
GM, 1679 posts
Roll for dodge!
Mon 12 Mar 2018
at 08:02
  • msg #207

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 206):

There were three modified Imperial G-Carriers, with the stats as you posted and an additional Gatling laser turret. Two were set up with bunks for 12 persons, and the third with bunks for 4 and a small reactor out of a fighter, along with a small crane to handle the F cells, and a couple of banks for charging them. There are 3 are batteries in the bank. All have had minimal life support added for arctic planet operations. They carried a total of 34 persons, plus the additional 16 they met up with from the previous expedition to make a total of 50. There are only 31 left, so 19 of the most experienced pirates are strewn across the battlefield.

As you have pointed out, G Carriers are slow, and they have traveled well over 300 miles that they have as range. This is about the only way they could do so, as I think I alluded to earlier.

Sorry, the last message should read the AK G Carriers have mini starship drives, not the KD ones. The KD ones have slightly bigger drives and an extra battery. But you don't have any KD ones, just 3 Imperial ones and an AK.
This message was last edited by the GM at 08:15, Mon 12 Mar 2018.
Cyril Zotmund
Captain, 2017 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 12 Mar 2018
at 18:36
  • msg #208

Re: OOC Mk II

OK, so these will take a minimum of 10 hours to get to the Pirate base, assuming a complete set of extra batteries. The AK can do it in around 3 hours and the Shuttle in a round 4 hours or so?
Fate
GM, 1680 posts
Roll for dodge!
Mon 12 Mar 2018
at 19:24
  • msg #209

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 208):

At 4,000 miles, it will take the Imperial G Carriers 67 hours flying as the crow fly's, double with stealth. It will take the Ships boat 2 hours, the AK APC 1 hour and the AK G Carrier 4 hours, all flying directly. Stealth doubles those times.
Cyril Zotmund
Captain, 2018 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 12 Mar 2018
at 22:09
  • msg #210

Re: OOC Mk II

So the G Carriers would require 5 days to arrive? we'll leave them back.  Ships boat w/ APC and AK G Carrier will have to do...
Raymond 'Duke' Vurhund
Chief Engineer, 298 posts
Chief Engineer
Tue 13 Mar 2018
at 18:58
  • msg #211

Re: OOC Mk II

Very unwise to let duke fly anything :)
Cyril Zotmund
Captain, 2021 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 13 Mar 2018
at 20:17
  • msg #212

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 211):

Duke is NOT flying it, he is a passenger. He may be in command, but he is not got hands on controls.
Raymond 'Duke' Vurhund
Chief Engineer, 299 posts
Chief Engineer
Tue 13 Mar 2018
at 21:31
  • msg #213

Re: OOC Mk II

Alright
Katherine 'Kat' Steele
Pilot, 643 posts
Ships Pilot
Wed 14 Mar 2018
at 01:03
  • msg #214

Re: OOC Mk II

Duke could be a kamikaze?
Cyril Zotmund
Captain, 2023 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Mar 2018
at 02:07
  • msg #215

Re: OOC Mk II

In an Imperial G Carrier .... OK, in the valuable stuff ... no deal.
Raymond 'Duke' Vurhund
Chief Engineer, 300 posts
Chief Engineer
Wed 14 Mar 2018
at 07:10
  • msg #216

Re: OOC Mk II

Katherine 'Kat' Steele:
Duke could be a kamikaze?


We all know you gals couldn't live without good ol' Duke.
Cyril Zotmund
Captain, 2026 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Mar 2018
at 19:51
  • msg #217

Re: OOC Mk II

In that sense, you could be replaced by a battery operated toy.  Better rely on your other abilities.
Raymond 'Duke' Vurhund
Chief Engineer, 301 posts
Chief Engineer
Thu 15 Mar 2018
at 01:22
  • msg #218

Re: OOC Mk II

GM, is there anything Duke can do to jam communications?

I'm not sure he'd be able to build anything specifically in the time they have (or don't have), but there may be some temporary jury-rigging he could do to interfere with comms too?

(lots of questions!)
Fate
GM, 1684 posts
Roll for dodge!
Thu 15 Mar 2018
at 01:49
  • msg #219

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 218):

He could easily rig a radio to broadcast white noise on all channels. Would only take him an hour. Cables need cutting...
Fate
GM, 1685 posts
Roll for dodge!
Fri 16 Mar 2018
at 05:44
  • msg #220

Re: OOC Mk II

In reply to Fate (msg # 219):

Guys, I am sure that Cyril would like as much input in the planning stages of the attack as you can give, as he has asked for it. Hence, despite your injuries through truly heroic acts, input into the planning of the attack is where you can contribute a lot if you want to.

Duke your ideas are good except they re outside your skillset! You haven't yet rolled to create a new explosive yet! Unless you were talking about the nukes from the Labrysians, but I think they were all used.

That would require following the rules for New Inventions on P473, which I interpret as follows for this example:
The skill to create them would be Chemical Engineering (Explosives is the skill to use them).
The complexity would be 5 (Average), given that the quantity of research into this would find most of the Simple and Average explosives, and they would be readily available.

So, to come up with a concept, I would need a Chemical Engineering -10 +3 (since you are trying to modify something that already exists)

Assuming you succeed on this roll, the prototype roll would have an additional -8 due to the limited resources and no Chemical laboratory...
Raymond 'Duke' Vurhund
Chief Engineer, 306 posts
Chief Engineer
Fri 16 Mar 2018
at 09:03
  • msg #221

Re: OOC Mk II

In reply to Fate (msg # 220):

I have it on my character sheet (the explosives), and Demo/explosives are on my sheet.
Fate
GM, 1686 posts
Roll for dodge!
Fri 16 Mar 2018
at 09:13
  • msg #222

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 221):

Explosives skills are for using explosives, not creating them. As mentioned, Chemical Engineering is the skill for discovering new explosives.

The explosive items you have are Gauss ammo
Raymond 'Duke' Vurhund
Chief Engineer, 307 posts
Chief Engineer
Fri 16 Mar 2018
at 10:13
  • msg #223

Re: OOC Mk II

In reply to Fate (msg # 222):

Oh, i was going off this:

quote:
100lbs of High energy explosive 4000$

Raymond 'Duke' Vurhund
Chief Engineer, 308 posts
Chief Engineer
Fri 16 Mar 2018
at 10:40
  • msg #224

Re: OOC Mk II

I'd forgotten about it, but was pleasantly surprised - and i think i remember talking about having it originally.

All the explosives talk was about that, if it needs changing, then I Can do that.
Fate
GM, 1687 posts
Roll for dodge!
Fri 16 Mar 2018
at 10:48
  • msg #225

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 223):

Oh, Ok. I must have missed that line for, like, half the game! lol. That would be the regular HE though, that you would find in a warhead. It is not like they would spend 25k on the missile and then get a cheap warhead! Probably a little less than most space missiles use, though plenty for a regular one.

No, the talk about it is fine.

Just using that explosive, a missile exploding at 1 yard from the target in a vacuum would need approximately 1700 lbs of explosive to do the damage they do. Given missiles only weigh 300 lbs, fair to say they have special shaped charge warheads that allow a significant reduction in explosives required! Unfortunately, the explosives you have is what they use.
Raymond 'Duke' Vurhund
Chief Engineer, 309 posts
Chief Engineer
Fri 16 Mar 2018
at 11:05
  • msg #226

Re: OOC Mk II

Ah shite!


[Private to GM: I guess the extra 5 character points  could be for:

Applied Maths
Applied Chemistry (I guess this would be a sufficient synergistic skill) for chemical engineering?
Physics
Engineering( something boomy) (does Engineer(Combat) not cover this?)
and maybe there's another appropriate skilli need.


]
Fate
GM, 1688 posts
Roll for dodge!
Fri 16 Mar 2018
at 12:07
  • msg #227

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 226):

Yeah, you can be sure they use the most advanced Explosives they have!

[Secret to Raymond 'Duke' Vurhund: Just going through Basic.

Engineer(Combat) is for Building or removing fortifications or mine feilds. Ie it is the siege engineer.

Physics would cover the effects of explosives, but not their design or production. Physics(Nuclear) would cover the design of Nuclear weapons, though disarming them used Explosives (NOD) skill. Disarming any other explosive uses Explosive(OED) skill, and making of primers would use Explosives(Fireworks).

Actually, Engineer requires Mathematics(Applied), so you really should have that! But not for this...

Chemistry is the skill that covers analysis and synthesis of chemicals and explosives, though I am yet to find anything about development of them, which is usually done IRL by a Chemical Engineer, but this specialty does not exist in GURPs...so it would seem that everything comes back to Chemistry. Research would have to help, though the mechanic for that is not clear.

Explosives (Demolitions) is the skill used in actually using them.

Note that equipment modifiers apply, but Dastavka does have a basic Biology and Chemistry Lab.
]
Raymond 'Duke' Vurhund
Chief Engineer, 310 posts
Chief Engineer
Fri 16 Mar 2018
at 13:01
  • msg #228

Re: OOC Mk II

there are far too many engineering/technical skills :)
Cyril Zotmund
Captain, 2034 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 16 Mar 2018
at 15:24
  • msg #229

Re: OOC Mk II

FWIW, at one Yartd range, the HEAT warhead would still do a lot of damage as it creates a jet of hot gases explosively, they move at 23,000 FPS or better today ... likely better in the future. THe gases/ remnants of the cup greatly change with what the cup is made of, copper used to be popular, Aluminum penetrated less, but was pyrophoric, Glass has been used too and I think they are using depleted uranium now. (Also likely pyrophoric).
Fate
GM, 1689 posts
Roll for dodge!
Fri 16 Mar 2018
at 20:48
  • msg #230

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 229):

I am sure, but bear in mind space missile's are designed to operate in a vacuum, so heat transfer by conduction is negligible, as are missile aerodynamics. Hence, based on GURPs handling of explosives, in atmosphere they are slower, but do much more damage...
This message was last edited by the GM at 20:50, Fri 16 Mar 2018.
Cyril Zotmund
Captain, 2035 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Mar 2018
at 00:27
  • msg #231

Re: OOC Mk II

Not in question, In space, the directed force is still powerful in one narrow enough direction. A Yard of vacuum is meaningless. And the remainder of the missile is probably sent back by the explosion, becoming a minor threat itself. Convection was never a part of the plan... Pyrophoric metals may not be burning until they get to the oxygen, but that's fine... all they have to do is burst through into an atmospheric space in the ship and they burn. Needless to say a (say) 20 pound warhead fires a pound/500g of metal at some extreme velocity into the hull/armor/whatever. It will penetrate quite a bit of armor ... then we can get into ways to defeat it etc. and it gets ever more complicated. With out guessing all that, we can assume no one would use missiles if they didn't work pretty well. I am not aware of any ship that is impervious to them.
Katherine 'Kat' Steele
Pilot, 648 posts
Ships Pilot
Sat 17 Mar 2018
at 01:31
  • msg #232

Re: OOC Mk II

Boys, boys Are we going to blow something up or not?
Cyril Zotmund
Captain, 2036 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Mar 2018
at 02:57
  • msg #233

Re: OOC Mk II

I will be nice, I will be nice, no sexist remarks ... about what can be ... no, no I will not ....
< Internal struggle >
Fate
GM, 1690 posts
Roll for dodge!
Sat 17 Mar 2018
at 05:58
  • msg #234

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 233):

We finalized the plan yet? Once we are all clear on it, we can move to execution, where I get to start throwing spanners!
Cyril Zotmund
Captain, 2038 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Mar 2018
at 17:25
  • msg #235

Re: OOC Mk II

I had thought it was some tme back... you may not need to bother with any spanners, looks like it's falling apart by the post.
Fate
GM, 1691 posts
Roll for dodge!
Sat 17 Mar 2018
at 21:04
  • msg #236

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 235):

Yeah, I remember the 'finalized' plan, but it has already changed a number of times, such as not going for the Lightning, and we are not even out of the meeting room, so I thought it might get finalized again! No? Still the same one?
Cyril Zotmund
Captain, 2039 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Mar 2018
at 21:52
  • msg #237

Re: OOC Mk II

Let me try again...
Katherine 'Kat' Steele
Pilot, 650 posts
Ships Pilot
Sun 18 Mar 2018
at 01:46
  • msg #238

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 237):

That might be a good idea.
Raymond 'Duke' Vurhund
Chief Engineer, 311 posts
Chief Engineer
Wed 21 Mar 2018
at 21:14
  • msg #239

Re: OOC Mk II

Have been out for the past day or so with work, am back now and will post as soon as i wake.
Fate
GM, 1707 posts
Roll for dodge!
Thu 22 Mar 2018
at 19:07
  • msg #240

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 239):

Yes, you all have comms, except the ex-pirate troops. But they are with folk that do.
This message was last edited by the GM at 07:09, Fri 23 Mar 2018.
Raymond 'Duke' Vurhund
Chief Engineer, 314 posts
Chief Engineer
Sun 25 Mar 2018
at 19:23
  • msg #241

Re: OOC Mk II

Right, finally back from the weekend snowboarding, i'll catch up tonight :)
Cyril Zotmund
Captain, 2066 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 26 Mar 2018
at 17:30
  • msg #242

Re: OOC Mk II

Do we have any sort of translation software? Looking for a better way to communicate.
Fate
GM, 1715 posts
Roll for dodge!
Mon 26 Mar 2018
at 19:09
  • msg #243

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 242):

You do if you know the language. However, it takes time for the software to 'learn' a completely new language.
Cyril Zotmund
Captain, 2068 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 26 Mar 2018
at 19:15
  • msg #244

Re: OOC Mk II

OK, makes sense ... don't expect it's too complex, but likely rather different.
Fate
GM, 1717 posts
Roll for dodge!
Mon 26 Mar 2018
at 19:21
  • msg #245

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 244):

Yes, very different. They lack vocal chords and have proboscii...so it is more like whistles ad squeaks.
Fate
GM, 1722 posts
Roll for dodge!
Wed 28 Mar 2018
at 00:09
  • msg #246

Re: OOC Mk II

In reply to Fate (msg # 245):

Perhaps a diplomacy (or other influence of your choice) in order. Basic modifiers would be -2 for Cultural differences, -4 for linguistic differences (they communicate in English, but it is still quite poor, and not their native language), -2 circumstance modifier, because we have to conduct it through writing and they really don't trust humans at this point. The last probably should be more, but that is a -8 penalty as it stands...Intimidation would suffer further penalties due to their numbers.
Cyril Zotmund
Captain, 2079 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 28 Mar 2018
at 02:20
  • msg #247

Re: OOC Mk II

Well that gives me a great chance ... all I need is a crit ... surely we get something for treating them evenly, and showing some concern for their people...  I understand their complete distrust of Pirates, but the other slaves were little better treated and seem to have tried to look out for the natives.


Oh Lord ... and I got a crit alright ...  19:19, Today: Cyril Zotmund rolled 17 using 3d6 with rolls of 6,6,5.  Diplomacy.
Fate
GM, 1723 posts
Roll for dodge!
Wed 28 Mar 2018
at 02:31
  • msg #248

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 247):

ROFL!

Hmmm, they are being merciful not all spearing this horrible species!

Assume the will not be satisfied while they don't have all the weapons they see with that roll. Thankfully, most of your crew are at the farms. But Duke, Peter, Illiam, yourself, Tonkin and Mao are on the ground.
Cyril Zotmund
Captain, 2081 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 28 Mar 2018
at 02:34
  • msg #249

Re: OOC Mk II

On the Ground as in present? or are we now at war with them?
Fate
GM, 1724 posts
Roll for dodge!
Wed 28 Mar 2018
at 02:37
  • msg #250

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 249):

No, they want the guns they see. The crew above are the only ones at the main base, the rest are still coming in from the farms. They would want those weapons too, but they don't know about them...yet.
Cyril Zotmund
Captain, 2083 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 28 Mar 2018
at 02:46
  • msg #251

Re: OOC Mk II

OK, so note to Beastman


My weapon is Mine, I buy, I carry ... not give away ... Pirate Guns I give to you. Extra Guns, I give, but not all guns.


Kat let everyone know we have an issue,they want every gun they see.... we'll need overhead cover and the Tracked APC.
Fate
GM, 1725 posts
Roll for dodge!
Wed 28 Mar 2018
at 03:33
  • msg #252

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 251):

I will have to go of what is IC as far as what the natives will see and say. Just mechanics here...
Raymond 'Duke' Vurhund
Chief Engineer, 319 posts
Chief Engineer
Wed 28 Mar 2018
at 13:44
  • msg #253

Re: OOC Mk II

Honestly, I go away for an evening and then have a million replies to respond to!
Fate
GM, 1728 posts
Roll for dodge!
Wed 28 Mar 2018
at 19:13
  • msg #254

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 253):

Conversation can be like that!
Katherine 'Kat' Steele
Pilot, 656 posts
Ships Pilot
Thu 29 Mar 2018
at 02:10
  • msg #255

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 253):

I know the feeling...
Fate
GM, 1733 posts
Roll for dodge!
Thu 29 Mar 2018
at 22:45
  • msg #256

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 255):

Heads up: I am going to be a little scarce until after easter.

Have a great easter everyone.
Cyril Zotmund
Captain, 2094 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 29 Mar 2018
at 22:47
  • msg #257

Re: OOC Mk II

Intermittent or just gone?
Fate
GM, 1734 posts
Roll for dodge!
Thu 29 Mar 2018
at 23:00
  • msg #258

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 257):

Probably intermittent, but maybe just gone!
Katherine 'Kat' Steele
Pilot, 658 posts
Ships Pilot
Fri 30 Mar 2018
at 02:32
  • msg #259

Re: OOC Mk II

I will be around except for Easter.
Raymond 'Duke' Vurhund
Chief Engineer, 320 posts
Chief Engineer
Mon 2 Apr 2018
at 22:44
  • msg #260

Re: OOC Mk II

Aye, same

Ill be back tomorrow :)
Fate
GM, 1737 posts
Roll for dodge!
Tue 3 Apr 2018
at 08:59
  • msg #261

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 260):

Back now!
Raymond 'Duke' Vurhund
Chief Engineer, 321 posts
Chief Engineer
Wed 4 Apr 2018
at 07:54
  • msg #262

Re: OOC Mk II

Ah bloody hell, what have you been doing to my ship while i've been away for easter?
Fate
GM, 1740 posts
Roll for dodge!
Wed 4 Apr 2018
at 08:01
  • msg #263

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 262):

Not me...you have been fixing it! At least, if you don't roll critical fails, anyway!
Fate
GM, 1754 posts
Roll for dodge!
Wed 11 Apr 2018
at 06:09
  • msg #264

Re: OOC Mk II

lol, in a dairy, stuff splashes! Kind of like grass pulp...after some time! Not normally sweet, but it is this time!
Cyril Zotmund
Captain, 2111 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 11 Apr 2018
at 17:57
  • msg #265

Re: OOC Mk II

Explains why they use all those suction hoses and covered containers here ...  Bleah!
Fate
GM, 1756 posts
Roll for dodge!
Wed 11 Apr 2018
at 20:17
  • msg #266

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 265):

They use them here tpoo, but you still need to wash them down before attaching suction hosts or they get more than milk, and that spoils the whole vat!
Cyril Zotmund
Captain, 2112 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 11 Apr 2018
at 21:07
  • msg #267

Re: OOC Mk II

Yes, I did know that...
Fate
GM, 1765 posts
Roll for dodge!
Sun 15 Apr 2018
at 07:49
  • msg #268

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 267):

We all finished with our learning over the time of fixing the ship? Cyril can post an order to depart when ready...(but where too?).
Raymond 'Duke' Vurhund
Chief Engineer, 331 posts
Chief Engineer
Sun 29 Apr 2018
at 13:05
  • msg #269

Re: OOC Mk II

quote:
You all have a chance to do shopping, having been paid three months salary (3x$23,520 = $70,560) for command crew, including Sterran, Meir and Kat, whilst Cyril get a little bonus as well , but of course how much you get to keep depends on your financial management (ie wealth level). You can and should put your shopping lists us, though, including any requests for the ships armoury. I anticipate opening the new thread on Saturday GMT +10:00, and what you have not purchased by then will have to wait until you return!


What about Duke?
Fate
GM, 1783 posts
Roll for dodge!
Sun 29 Apr 2018
at 14:06
  • msg #270

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 269):

Yes, Duke gets the same amount as well. In Dukes case, purchases he makes beyond his wealth level will probably be claimed as part of the ship's workshop/laboratory when he leaves. In Dukes case, this is $250,000, not including the Laboratory worth up to $300,000 and powered armour worth up to $150,000, both of which are signature gear. Looking at your sheet, you could easily make a down payment on things like the Android or a number of vehicles, as your sheet seems well down on the value.
Cyril Zotmund
Captain, 2149 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 5 May 2018
at 02:33
  • msg #271

Re: OOC Mk II

With the ship nearing completion, Cyril makes sure supplies and ammunition are loaded in the desired amounts. The remote mining vehicle, two laser armed fighters that can carry and launch a missile, but not guide it, the ships boat (also refurbished) and two of the recon missiles.
Fate
GM, 1784 posts
Roll for dodge!
Sat 5 May 2018
at 02:35
  • msg #272

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 271):

Right. No modular APC this time?
Cyril Zotmund
Captain, 2150 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 5 May 2018
at 02:47
  • msg #273

Re: OOC Mk II

Do we have room with all the changes?

I see a Modular G carrier and te AKAPC... which is it you are referring to? the APC seems the more desirable.
This message was last edited by the player at 02:50, Sat 05 May 2018.
Fate
GM, 1785 posts
Roll for dodge!
Sat 5 May 2018
at 03:09
  • msg #274

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 273):

Modular G-Carrier? Where do you see that? There is an AK G Carrier, and an AK APC, the latter of which is the modular version.
Cyril Zotmund
Captain, 2151 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 5 May 2018
at 03:12
  • msg #275

Re: OOC Mk II

Sorry, it was this:
AK Modular Speeder, 4 M Solars, 6 dTons
This is more of an enclosed Air raft to be used in the 6 dTon flattened sphere bays as an auxiliary cargo boat with life support for the two crew. It has a range of 2 million miles.
(2G/Move 1270, dDr:12, dHP:16, dTons of Cargo space: 3.9)

I did not see a modular APC
Fate
GM, 1786 posts
Roll for dodge!
Sat 5 May 2018
at 03:21
  • msg #276

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 275):

Modular APC and AK APC are the same thing...they are an option to fit into the generic 6 dTon craft bays Kalishnikov is advocating for merchant vessels, and military ones.
Fate
GM, 1787 posts
Roll for dodge!
Sat 5 May 2018
at 03:29
  • msg #277

Re: OOC Mk II

In reply to Fate (msg # 276):

Did you want the more heavily armoured short range fighters, or the fusion powered ones?
Cyril Zotmund
Captain, 2152 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 5 May 2018
at 20:44
  • msg #278

Re: OOC Mk II

In reply to Fate (msg # 277):

These I would think-
AK Short Range Fighter,

We haven't done a great deal of long distance fighting.
Fate
GM, 1788 posts
Roll for dodge!
Sat 5 May 2018
at 22:51
  • msg #279

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 278):

If money is not an issue, there are the following options for Duke to buy as gifts...

For Alexei: Autokitchen                       $20 k, 400 lbs, every womans dream!
Responsive Bed                                $700, +1 Erotic art skill!
Housebot                                      $4000, 20 lbs, needs brain and software for Housekeeping skill (E) (see below) as an expert skill.

Basic Small Robot Brain Computer    $30 k, 3 lbs, Complexity 4, max IQ:8, DX:10 along with
Scout Robot               $5 k, 4 lbs, 2B/8 hrs (Small computer brain needed)

The ultimate remote controlled toy...that may actually be useful! Or there is

Techbot                   $10 k, 50 lbs, D/24 hrs (Small computer brain needed)

Every Kids best toolbox!

Other than that, there are the basic computers for educating kids,

Minicomputer        $10 k, 10 lbs, Complexity 5, 2C/20 hrs (50 W)
Small               $2 k, 1 lbs, Complexity 4, 2B/20 hrs
Tiny                $400, 0.1 lbs, Complexity 3, 2A/20 hrs

in a

Palmtop          $100, 0.5 lbs, 2A/20 hrs
HUD              $50, modifies sensor goggles and uses their power (Need to be bought separately)
Laptop           $1000, 5 lbs, 2B/20 hrs

Night Vision Goggles are $1000, and suitable for HUD, 0.3 lbs, 2B/100 hrs
Full VR Suits are $5,000 and weigh 5 lbs, and require a complexity 5 VR Manager, and a VR Database to use properly. Database for a city would be $5,000 and come on a 1 lb drive. A small nation $25,000 and weigh 10 lbs, a continent $200,000 and weigh 100 lbs, whilst an entire VR planet would cost $1.5 million and weigh 1000 lbs. Games to utilize these are complexity 3 software for a city, complexity 4 software for a small nation, complexity 5 software for a continent and complexity 6 software for a planet.

Basic Software (Accounting, Datalink, Entertainment, Word Processor) Each Complexity 2, Free
Technical Reference (+2 to a technical skill)  Complexity 3, $50
Routine Vehicle Operation*, skill 13 Complexity 3, $1 k
Basic Personality Simulator (For Robots) Complexity 5, $1 k
Personality Simulator (For Robots) Complexity 6, $5 k
Interpreter Translation Program, Native level, Complexity 5, $1 k
Expert Skill* (Single Easy Academic skill, skill level 12) Complexity 3, $50
Expert Skill* (Single Average Academic skill, skill level 12) Complexity 4, $200
Expert Skill* (Single Hard Academic skill, skill level 12) Complexity 5, $1 k
Expert Skill* (Single Very Hard Academic skill, skill level 12) Complexity 6, $5 k
Cyril Zotmund
Captain, 2154 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 May 2018
at 01:58
  • msg #280

Re: OOC Mk II

Well we'll have to invest in the responsive bed ... king sized of course.
Fate
GM, 1789 posts
Roll for dodge!
Sun 6 May 2018
at 03:33
  • msg #281

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 280):

A King sized is worth $1,000! Naturally...
Cyril Zotmund
Captain, 2155 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 May 2018
at 03:36
  • msg #282

Re: OOC Mk II

Of Course... ;-)
Raymond 'Duke' Vurhund
Chief Engineer, 336 posts
Chief Engineer
Mon 4 Jun 2018
at 15:13
  • msg #283

Re: OOC Mk II

Ah it'sback! ::)
Katherine 'Kat' Steele
Pilot, 682 posts
Ships Pilot
Tue 5 Jun 2018
at 01:44
  • msg #284

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 280):

That better be for us!
Cyril Zotmund
Captain, 2187 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 5 Jun 2018
at 01:56
  • msg #285

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 284):

Of course it is... Surprise!
Katherine 'Kat' Steele
Pilot, 684 posts
Ships Pilot
Wed 6 Jun 2018
at 01:18
  • msg #286

Re: OOC Mk II

I might be surprised if it doesn't take up the whole cabin.
Cyril Zotmund
Captain, 2189 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Jun 2018
at 17:58
  • msg #287

Re: OOC Mk II

Wall to Wall fun system?
Raymond 'Duke' Vurhund
Chief Engineer, 337 posts
Chief Engineer
Wed 6 Jun 2018
at 21:45
  • msg #288

Re: OOC Mk II

I'm back!!! sorry for the delay. BEen away to scotland and all over the bloody place.
Katherine 'Kat' Steele
Pilot, 686 posts
Ships Pilot
Thu 7 Jun 2018
at 01:08
  • msg #289

Re: OOC Mk II

Scotland is nice.
Fate
GM, 1806 posts
Roll for dodge!
Thu 7 Jun 2018
at 06:24
  • msg #290

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 289):

It is, I have heard. I had a Grandma from Scotland, and I would like to visit there myself one day.
Raymond 'Duke' Vurhund
Chief Engineer, 338 posts
Chief Engineer
Thu 7 Jun 2018
at 18:43
  • msg #291

Re: OOC Mk II

Well, i've been meaning to move out into the wilderness for a while. I was considering Canadia, or even some rural parts of USA - but most likely would end up somewhere in Europe.

Until i went to scotland... now Ayrshire or the Highlands is on my list of places.

Amazing places, really.
Cyril Zotmund
Captain, 2195 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Jun 2018
at 21:02
  • msg #292

Re: OOC Mk II

Make sure to check it out in the winter too... some places lose a lot of attraction in the winter.
Raymond 'Duke' Vurhund
Chief Engineer, 339 posts
Chief Engineer
Thu 7 Jun 2018
at 21:31
  • msg #293

Re: OOC Mk II

I went snowboarding there earlier in the year. :) on Ben NEvis
Fate
GM, 1807 posts
Roll for dodge!
Thu 7 Jun 2018
at 23:53
  • msg #294

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 293):

If you like wilderness there is always Down Under. But I also enjoyed the Tian Shan, in the old Soviet Republics. Very interesting hiking there, but a bit cold in winter, -60 in some of the passes with snowfall measured in metres...
Katherine 'Kat' Steele
Pilot, 689 posts
Ships Pilot
Sat 9 Jun 2018
at 01:35
  • msg #295

Re: OOC Mk II

I was in Scotland when I was a young teen. It was nice along with England.
Raymond 'Duke' Vurhund
Chief Engineer, 340 posts
Chief Engineer
Tue 12 Jun 2018
at 14:49
  • msg #296

Re: OOC Mk II

aye, all great places. :)
Fate
GM, 1816 posts
Roll for dodge!
Sun 17 Jun 2018
at 11:04
  • msg #297

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 296):

So anyone want to do anything out of the ordinary then, which would be anything other than doing surveying?
Katherine 'Kat' Steele
Pilot, 692 posts
Ships Pilot
Tue 19 Jun 2018
at 00:47
  • msg #298

Re: OOC Mk II

If the planet looks interesting or different and we can go down to it if it has breathable air.
Fate
GM, 1817 posts
Roll for dodge!
Tue 19 Jun 2018
at 02:44
  • msg #299

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 298):

It has floating and aerial vegetation, which is very unusual, but the high pressure, resulting in high atmospheric density, requires a suit and pressure reducer to breath properly.
Raymond 'Duke' Vurhund
Chief Engineer, 342 posts
Chief Engineer
Thu 21 Jun 2018
at 20:57
  • msg #300

Re: OOC Mk II

last post may havebeen 2 days out of date :D
Fate
GM, 1819 posts
Roll for dodge!
Thu 21 Jun 2018
at 23:50
  • msg #301

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 300):

Lol, just a little. That was why I waited before moving you on! But not enough, apparently!

The Dastavka already has a couple of reusable missiles equipped with sensors for scanning planets. The main time now in scanning a system is scanning and mapping the orbits of various planetoids and stars in multiple star system. To do this accurately requires giving them time to move, so their paths can be predicted, and unfortunately this mainly takes time, and accurate sensors. In most cases, mapping the planet is done at the same time, and takes less time. You also need to map the next system with sufficient accuracy to jump to it in many cases.

If the Captain permits it, a trip to the planet can be arranged, but there is a lot of supplies still in all the small craft except the fighter at this time.
This message was last edited by the GM at 05:55, Fri 22 June 2018.
Raymond 'Duke' Vurhund
Chief Engineer, 343 posts
Chief Engineer
Fri 22 Jun 2018
at 12:43
  • msg #302

Re: OOC Mk II

Ahy my bad, i'll juts have it 'retrospective' in nature.
Fate
GM, 1820 posts
Roll for dodge!
Sat 23 Jun 2018
at 07:31
  • msg #303

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 302):

Cyril, if you permit a brief trip (and I am waiting to hear that you do before I post anything with regards to the results) I can put a summary of what you find in post #129 by editing it. Otherwise, we can keep moving...
Cyril Zotmund
Captain, 2213 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 23 Jun 2018
at 13:47
  • msg #304

Re: OOC Mk II

Sure, we’ll empty the AK APC and they can use it...
Fate
GM, 1826 posts
Roll for dodge!
Wed 27 Jun 2018
at 06:37
  • msg #305

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 304):

Aquitaine is 1439, 1540 was a new planet. The Talz were on 1739, as you bypassed 1740.
Raymond 'Duke' Vurhund
Chief Engineer, 345 posts
Chief Engineer
Wed 27 Jun 2018
at 08:28
  • msg #306

Re: OOC Mk II

Ah wow, Julia is direct isn't she.
Fate
GM, 1827 posts
Roll for dodge!
Wed 27 Jun 2018
at 09:09
  • msg #307

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 306):

Would you have her any other way? You have been going between them for years...Peter, Alexei's little one (and yours, of course) is now 3. And Alexei is considered a little prettier...perhaps a better figure,and warmer personality? But not when you are playing with Julia...
Raymond 'Duke' Vurhund
Chief Engineer, 346 posts
Chief Engineer
Wed 27 Jun 2018
at 09:35
  • msg #308

Re: OOC Mk II

I mean the ay to really get to 'achievement unlocked' is kind of obvious right?
Fate
GM, 1828 posts
Roll for dodge!
Wed 27 Jun 2018
at 09:51
  • msg #309

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 308):

Exactly which achievement are you referring to? :)
Cyril Zotmund
Captain, 2221 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Jun 2018
at 14:40
  • msg #310

Re: OOC Mk II

In reply to Fate (msg # 305):

OK, Not sure why, perhaps something in past scans (Dead system)
Fate
GM, 1832 posts
Roll for dodge!
Thu 28 Jun 2018
at 08:30
  • msg #311

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 310):

Just to be clear, scans that detected radio signals were the preliminary scans to prepare for a Jump...you are currently in 1736, and the source of the signals was in 1836. You are yet to jump.
Cyril Zotmund
Captain, 2225 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Jun 2018
at 16:20
  • msg #312

Re: OOC Mk II

OK, Missed that some how...
Fate
GM, 1834 posts
Roll for dodge!
Sun 1 Jul 2018
at 03:43
  • msg #313

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 312):

I doubt anyone else has much chance. Guns Cryptography roll was only a little better...

Anyone else doing anything in Hyperspace, or any precautions when the hyperspace alarm sounds?

Sterran has not logged in for nearly a month, and much longer since he posted, so I think we have lost him. Meir is still dealing with personal issues, so despite not logging in since last year, I have actually been in contact with him. Not sure when he will be back, but Character 'on ice' until then.
Cyril Zotmund
Captain, 2231 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 1 Jul 2018
at 18:53
  • msg #314

Re: OOC Mk II

Well, we'll be at "Battle stations" for sure ...
Fate
GM, 1837 posts
Roll for dodge!
Fri 6 Jul 2018
at 03:18
  • msg #315

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 314):

You clearly have the initiative here...how far away do you want them to be when they see you? Approximately...
Cyril Zotmund
Captain, 2240 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 6 Jul 2018
at 19:17
  • msg #316

Re: OOC Mk II

Within the constraints of the system, as far as reasonably possible. If they start shooting, we'll depart and let Andrew send a proper greeting party.
If they will talk, we'll keep our distance and negotiate ... I'm thinking one of their jump computers screwed up and put them here, they may well need help on several levels.
Raymond 'Duke' Vurhund
Chief Engineer, 350 posts
Chief Engineer
Fri 6 Jul 2018
at 20:44
  • msg #317

Re: OOC Mk II

I'd take suggestions about having Duke stuff btw :)
Fate
GM, 1838 posts
Roll for dodge!
Sat 7 Jul 2018
at 00:17
  • msg #318

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 317):

Time will tell, Cyril:)

Not sure I properly understood you Duke. For the sake of clarity, you are asking about suggestions of things to spend your cash on?
Cyril Zotmund
Captain, 2242 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 7 Jul 2018
at 02:41
  • msg #319

Re: OOC Mk II

For clarities ske, I am assuming we jumped in with 2 Jumps worth of fuel... we immediately refuel on arrival at the next  star systems, and when we have enough, we'll jump again, while continuing to refine the remaining fuel for another jump if needed.
Fate
GM, 1841 posts
Roll for dodge!
Sat 7 Jul 2018
at 10:10
  • msg #320

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 319):

Yes, I would assume you keep tank topped up.
Fate
GM, 1845 posts
Roll for dodge!
Fri 17 Aug 2018
at 10:06
  • msg #321

Re: OOC Mk II

In reply to Fate (msg # 320):

Ok, back again. I should be able to post at least weekly now!
This message was last updated by the GM at 20:20, Mon 20 Aug 2018.
Cyril Zotmund
Captain, 2252 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 20 Aug 2018
at 22:36
  • msg #322

Re: OOC Mk II

Now if I could only remember what we were doing...
Fate
GM, 1846 posts
Roll for dodge!
Tue 21 Aug 2018
at 10:02
  • msg #323

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 322):

You are at 1636, refuelled, and I think there was talk of scouting 1637...
Katherine 'Kat' Steele
Pilot, 702 posts
Ships Pilot
Wed 22 Aug 2018
at 01:25
  • msg #324

Re: OOC Mk II

Good time for a time jump....
Cyril Zotmund
Captain, 2253 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 22 Aug 2018
at 02:47
  • msg #325

Re: OOC Mk II

Given the Hiatus, lets go back to Aegir and report, replenish and go back out. We have some useful data and it will let us all come back up to speed.
Cyril Zotmund
Captain, 2255 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 22 Aug 2018
at 02:53
  • msg #326

Re: OOC Mk II

OOC - I am not sure how everyone else feels, but I think having the ships captain be a PC  creates many issues that are not desirable. I get a huge amount of posting time and decision making while others are left just reading the events. It may be weird, but I think the ship captain needs to be an PC or we need to be such a small ship that everyone has to participate.

What does everyone else think?
Fate
GM, 1847 posts
Roll for dodge!
Wed 22 Aug 2018
at 07:23
  • msg #327

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 326):

Ther is a balance between having Captain as an NPC, and then the GM is basically directing the ship, and having the captain a PC, and having IC discussions with the other players direct the game. I am not sure which is best, or which you prefer.
Raymond 'Duke' Vurhund
Chief Engineer, 352 posts
Chief Engineer
Wed 22 Aug 2018
at 21:04
  • msg #328

Re: OOC Mk II

Alright,back in the game :)
Katherine 'Kat' Steele
Pilot, 703 posts
Ships Pilot
Thu 23 Aug 2018
at 00:53
  • msg #329

Re: OOC Mk II

In reply to Fate (msg # 327):

I am fine with what ever is easier.
Cyril Zotmund
Captain, 2256 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 23 Aug 2018
at 03:13
  • msg #330

Re: OOC Mk II

I just feel like I am monopolizing the game many times
Raymond 'Duke' Vurhund
Chief Engineer, 353 posts
Chief Engineer
Thu 23 Aug 2018
at 09:01
  • msg #331

Re: OOC Mk II

Cyril Zotmund:
OOC - I am not sure how everyone else feels, but I think having the ships captain be a PC  creates many issues that are not desirable. I get a huge amount of posting time and decision making while others are left just reading the events. It may be weird, but I think the ship captain needs to be an PC or we need to be such a small ship that everyone has to participate.

What does everyone else think?



Well, actually you do get a lot of that. I dont think it's a bad thing to have the captain as a PC. But i guess there's some implicit understanding that they drive a lot of the story too and that adventures might be 'leader-centric' to some degree.

I have always really found that issues like that are exacerbated when dealing with sci-fi aboard ships. Or at least it feels less easy to get everyone involved to the same degree as something fantasy.


I'm fine with it to be fair. From my point of view also - I like the gadgeteers/engineers/support types but often find it very hard to actually roleplay them - so part of this is also my fault :)

The game is fine and great, as long as you're happy with captaining then i'm good to continue also. If you want to step back, then I don't mind doing it, or just being okay with NPC :)
Fate
GM, 1848 posts
Roll for dodge!
Thu 23 Aug 2018
at 10:07
  • msg #332

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 331):

Realistically, the other option is to send you in either in a larger warship, with an NPC captain, or accompanying a small warship, whose captain will have charge. The latter option will be similar, but with a little less autonomy than you have now, while the former option will have the NPC largely running the show. As Duke pointed out, a starship does not run well as a democracy.
Cyril Zotmund
Captain, 2258 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 23 Aug 2018
at 17:37
  • msg #333

Re: OOC Mk II

LoL, Having 26years of military serve, some 4 years of which was in command, you preach to the choir ... I am just sensitive to the other players having very little say.  We could always become a Pirate ship where everything has to be by agreement.
Katherine 'Kat' Steele
Pilot, 705 posts
Ships Pilot
Fri 24 Aug 2018
at 01:59
  • msg #334

Re: OOC Mk II

As a smaller ship, it might be like a special op team where people are not as formal as in larger units.
Fate
GM, 1850 posts
Roll for dodge!
Fri 24 Aug 2018
at 02:39
  • msg #335

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 334):

Like I tried with the Crocket? That could be done...but it would not have the resources for exploration, so we would have to go back to spying on the Vilani...
Cyril Zotmund
Captain, 2260 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 24 Aug 2018
at 03:09
  • msg #336

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 334):

We are formal? With me carrying on with the chief pilot?  Duke having seduced much of he engine room and lord knows who else?
Raymond 'Duke' Vurhund
Chief Engineer, 354 posts
Chief Engineer
Fri 24 Aug 2018
at 08:17
  • msg #337

Re: OOC Mk II

Well, i mean they are 'long' trips, right?
Katherine 'Kat' Steele
Pilot, 706 posts
Ships Pilot
Sat 25 Aug 2018
at 01:47
  • msg #338

Re: OOC Mk II

Duke, the Captain Kirk of the Voyages of the Dastavka
Cyril Zotmund
Captain, 2261 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 25 Aug 2018
at 02:48
  • msg #339

Re: OOC Mk II

Really?  Did Kirk also impregnate all the females of his crews?
Katherine 'Kat' Steele
Pilot, 707 posts
Ships Pilot
Sat 25 Aug 2018
at 03:20
  • msg #340

Re: OOC Mk II

And all female aliens.
Raymond 'Duke' Vurhund
Chief Engineer, 355 posts
Chief Engineer
Sat 25 Aug 2018
at 08:53
  • msg #341

Re: OOC Mk II

Listen, I am just a vessel for their self expression....
Cyril Zotmund
Captain, 2262 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 25 Aug 2018
at 17:05
  • msg #342

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 340):

I had never noticed that he was so busy .... not that I wasted much time watching Star Trek.
Cyril Zotmund
Captain, 2263 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 25 Aug 2018
at 17:06
  • msg #343

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 341):

I thought it was you expressing stuff ... thus making them pregnant.
Katherine 'Kat' Steele
Pilot, 708 posts
Ships Pilot
Sun 26 Aug 2018
at 02:27
  • msg #344

Re: OOC Mk II

I think Duke is trying to repopulate the galaxy.
Raymond 'Duke' Vurhund
Chief Engineer, 356 posts
Chief Engineer
Sun 26 Aug 2018
at 09:58
  • msg #345

Re: OOC Mk II

Well, it's a tough job but someone has to do it.

Cant expand as a society without surplus population. Anyway, it was all Alexei's fault.
Alexei Chekov
NPC, 12 posts
Maneuvre Drive Specialist
Available...
Sun 26 Aug 2018
at 11:39
  • msg #346

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 345):

I beg your pardon, but you were certainly never stopping to check such details! You were warned...
Raymond 'Duke' Vurhund
Chief Engineer, 357 posts
Chief Engineer
Sun 26 Aug 2018
at 14:33
  • msg #347

Re: OOC Mk II

Yes dear.

*slaps her ass* lets head back over there
Raymond 'Duke' Vurhund
Chief Engineer, 359 posts
Chief Engineer
Wed 29 Aug 2018
at 07:33
  • msg #348

Re: OOC Mk II

BTW, i'm going to be off-grid for the next monrth or so - and very unlikely to be able to post.

So ill pick back up when i get back :)
Fate
GM, 1852 posts
Roll for dodge!
Wed 29 Aug 2018
at 07:57
  • msg #349

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 348):

Thanks for the heads up. OOC, do you guys want to finish the exploration first, and then head out, or head out? Sometimes IC desires and OOC desires do not align, so I just wanted to check...
Cyril Zotmund
Captain, 2266 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 29 Aug 2018
at 18:59
  • msg #350

Re: OOC Mk II

For me, explore and then go search...
Katherine 'Kat' Steele
Pilot, 709 posts
Ships Pilot
Thu 30 Aug 2018
at 01:22
  • msg #351

Re: OOC Mk II

I go with the boss.
Fate
GM, 1853 posts
Roll for dodge!
Thu 6 Sep 2018
at 05:45
  • msg #352

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 351):

OK, will post the departure later tonight...wanted to give everyone a chance to post ideas.
Fate
GM, 1871 posts
Roll for dodge!
Sun 7 Oct 2018
at 21:23
  • msg #353

Re: OOC Mk II

Security through obscurity has, in their minds, worked for 500 years. Of course, they don't know what has really been going on, but nothing supports a good illusion like the appearance that it is true!
Raymond 'Duke' Vurhund
Chief Engineer, 368 posts
Chief Engineer
Sun 7 Oct 2018
at 21:33
  • msg #354

Re: OOC Mk II

That is a fair point indeed.
Fate
GM, 1875 posts
Roll for dodge!
Thu 11 Oct 2018
at 07:29
  • msg #355

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 354):

OK, moving on to the next mission.

Since this was a very short one, just 2 cp each for it. Restock, resupply, and getb ready to head off again. If it is not on a character sheet or in the "Your Vessel" post of Gear available

link to a message in this game

when you depart, then you ain't got it! You are going to find, and hopefully recover, a larger exploratory ship in unknown space. Expect to be a while...
Cyril Zotmund
Captain, 2309 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Oct 2018
at 17:27
  • msg #356

Re: OOC Mk II

Can DASTAVKA be modified to take two of these

AK Combo Fighter, 19 M Solars, 8 dTons
A small and highly versatile fighter to answer the Imperial fighters
(6.03G/Move:1753, dDR:10, dHP:19, dTons of Cargo Space: 0),
Weapons:2x Missiles, 1x Beam forward facing

 and a 6 Ton Modular APC?

Size doesn't seem to be the issue and weight is pretty meaningless in space.
Fate
GM, 1876 posts
Roll for dodge!
Thu 11 Oct 2018
at 18:17
  • msg #357

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 356):

This would reduce your cargo space to 2.5 tons as they are a different shape, something he is not willing to do. Unfortunately, for docked boats, adding in a larger docked craft does not simply reduce the available space by the size increase of the craft.

Also, Andrew would be unwilling to dock you for such a long time. It would take about a month to redo that.
Raymond 'Duke' Vurhund
Chief Engineer, 369 posts
Chief Engineer
Thu 11 Oct 2018
at 19:30
  • msg #358

Re: OOC Mk II

Could Raymond help make it quicker?
Fate
GM, 1877 posts
Roll for dodge!
Thu 11 Oct 2018
at 20:12
  • msg #359

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 358):

Not really. A fully functioning dockyard, even if working 24/7 schedule already, is going to be working pretty damn efficiently! It is the crane-work and boiler makers who need to get their job done quickly, and the scheduling and supply of parts.
Cyril Zotmund
Captain, 2310 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Oct 2018
at 22:58
  • msg #360

Re: OOC Mk II

And modifying this

AK Modular Short Range Missile Fighter, 11 M Solars, 6 dTons
(6G/Move:2274, dDR:16, dHP:16, dTons of Cargo Space: 0, ASig: -2, SM:+4, Air Speed 4546 mph),
Weapons:3x Missiles

to carry two missiles and a Beam Laser is un-doable too.
Fate
GM, 1878 posts
Roll for dodge!
Fri 12 Oct 2018
at 02:30
  • msg #361

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 360):

With a days working, the engineers come up with this modification of a short range missile fighter that they call the AK Modular Combo Fighter

AK Modular Combo Fighter, 12 M Solars, 6 dTons
(6G/Move:2200, dDR:10, dHP:19, dTons of Cargo Space: 0, ASig: -2, SM:+4, Air Speed 4400 mph),
Weapons:2x Missiles, 1x Beam

It has an endurance of 100 combat rounds.
Cyril Zotmund
Captain, 2311 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 12 Oct 2018
at 02:37
  • msg #362

Re: OOC Mk II

That sounds very good. We'll plan on 3 of those and the ships boat. I'm not sure the APC is going to be very useful, what could we replace it with? Specifically could we wedge an AK Modular APC in there?
Fate
GM, 1879 posts
Roll for dodge!
Fri 12 Oct 2018
at 02:43
  • msg #363

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 362):

No. The APC is a box shape and tracked rather than the other APC's, which form flattened Spheres and would not be capable of crawling out of the Ships boat. It is about the only thing with life support you can get.
Cyril Zotmund
Captain, 2312 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 12 Oct 2018
at 03:31
  • msg #364

Re: OOC Mk II

OK, I guess it stays...  have to live within the limits I guess.


An new tech that might benefit DASTAVKA?  Also need as much info as we can get on the Jaques Cartier that would help us locate it?
This message was last edited by the player at 03:34, Fri 12 Oct 2018.
Fate
GM, 1880 posts
Roll for dodge!
Fri 12 Oct 2018
at 03:58
  • msg #365

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 364):

No new tech. Will start the new thread for the Hunt.
Fate
GM, 1888 posts
Roll for dodge!
Fri 19 Oct 2018
at 11:13
  • msg #366

Re: OOC Mk II

In reply to Fate (msg # 365):

Using the information on the last post of the Gear available thread, please indicate where you want supplies to be stowed, and how much room to keep for trade goods.
Cyril Zotmund
Captain, 2322 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 19 Oct 2018
at 18:31
  • msg #367

Re: OOC Mk II

In reply to Fate (msg # 366):

Just saw this...  a bit late.
Fate
GM, 1889 posts
Roll for dodge!
Fri 19 Oct 2018
at 21:17
  • msg #368

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 367):

Lol, been there a while. Now would be the time to use it, either copy and paste or just let me know.
Cyril Zotmund
Captain, 2323 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 20 Oct 2018
at 01:59
  • msg #369

Re: OOC Mk II

Let's just go with this... I assume cigarettes are valuable?
Not too sure what other trade goods to stock.


Cargo Hold

6 Grav Bikes (Some of them privately owned)
10.25 dTons (96 tons) of Supplies
   -5 dTon in hold
   -1.25 dtons crammed into living spaces
   -4 dTon in unused accommodation

Note, 1 dTon = 12 tons of supplies, 8 tons (about 0.67 dTons) of supplies per week needed.

Since the docking pods for the modular 6 dTon small craft are open to space, with a docking tube connecting to the craft and sealing it when docked, you cannot get the full space worth for supplies. The best you can do is to exchange the fighter for a AK Modular speeder, which has a cargo capacity of 3.5 dTons (42 tons).

Options for cramming supplies:
1 dTon per 10 empty bunk beds, or 4 dTon in total.
0.5 dTon stuffed into turrets: This will delay weapon response times by a round.
2.5 dTons stuffed into every spare living space. HT roll would be required before action to ensure a good nights sleep. Half this to avoid this penalty.
0.2 dTon stuffed into the Sickbays
0.4 dTon stuffed into the Laboritories
0.4 dTon stuffed into the Survey Lab

120 Missiles
0.2 Ton of Cigarettes (3 months supply at the current rate of usage. Tobacco not grown locally anywhere except in Greenhouses on Wallach, though there are experiments with growing it on Aegir)

The Weapons Locker on the Dastavka has the following basic weapons:

Nanoweave Tacsuit 30/15    22.5 lbs
- Multispectral Chameleon Surface  -/+30  +4 lbs  +8 stealth, halved while moving
- small, compact computer, hardened complexity 4, HUD, 1.5 lb (right forearm)
    *running data link* complexity 1 (free), electronics repair, complexity 2 (free)
- Air Tank, Small (6 hrs)                 $60, 2 lbs extra
- Advanced Rebreather (Tank duration x10)

Vid glasses, w/ SR communicator & multiview, 1/4 lb, (HUD)

Space combat helmet, DR 60/45, B/36hrs, weight 9 lbs, (sensor visor, HUD,SR comm)
- Reflec coating, adds 30 DR VS laser fire.

Heavy Laser Pistol x 11
 Beams(Pistol) 4d(2) burn, Acc: 6, Range: 300/900, 3.3 lbs, ROF 10, 56 shots per 2 C cells, ST:6, RCL:1
 One with HUD Sighting system

Laser Rifle x 10 (including 6 with grenade launchers)
  Beams(Rifle) 6d(2) burn, Acc: 12, Range: 700/1200, 8 lb, ROF: 10, 83 shots/D cell (pack), ST:7, RCL: 1
6 Laser Rifles with under-slung 25 mm PC Grenade Launcher
  4d pi++, Acc: 4+2, Range: 360/2200, 1.5/0.8 lb, ROF 1, 3 shots, ST:10

Storm Rifle, 10mm CLR x 5
  Guns(Rifle), 9d pi+, Acc 5, 1300/5800, 10/1.2 lbs, ROF 3, 12 Clip, RCL 3, ST:10
  All 5 with under-slung 25 mm PC Grenade Launcher as above

Gauss CAW, 18.5mm (Common Vilani Assault weapon) x3
 Guns(Shotgun), 8d pi++, Acc 4, 200/1000, ROF 15, C/30 rnd clip
All Gauss CAWs with under-slung 25 mm PC Grenade Launcher as above

Hand Flamer x 10
 Beam (Pistol) 4d burn, Acc: 3, Range: 30/90, 3.3 lbs, ROF 1*, 56 shots/2C cells, ST:6, RCL:1
 Note, these are area effect weapons. They are preferred in some areas in starships as they are unlikely to pierce the hull.

Limpit Mine Dispenser x 2
4 x Shaped Charge Limpit mines (5d+5)x3(10) cr inc + linked 2d cr ex [1d+1])

LAW 84mm, x5 Shaped Charge warheads
  Guns(LAW) [14], 6dx6(10), Acc: 3, 330/2300, 1 shot only, ST:10

Hand Grenades, (use Throwing skill) 1 lb each
  Note, explosion damage 2x damage dice range (include multipliers)
  ex damage decreases by /3x range from blast, apply full DR
10 x Plasma, 6dx4 burn ex sur, 1 lb, fuse 2
20 x HE (frag), 8d+8 x2 cr ex [3d, 15 yard frag], 1 lb, fuse 2
20 x HEC (Concussion), 8d+8 x2 cr ex, 1 lb, fuse 2
5 x EMP, HT-8(2), 8 yard + 2d cr ex

25mm Grenades 0.22 lb each for launchers.
10 x Plasma, 6d burn ex sur
20 x HE (frag), 4d+4 cr ex [1d+1, 5 yard frag]
20 x HEC (Concussion), 4d+4 cr ex
10 x EMP, HT-8(2), 2 yard + 1d-2 cr ex
10 x Flare radius 250 yards
15 x Shaped Charges, (5d+5)x3(10) cr inc + 2d cr ex [1d+1]

40mmEMG Grenades 1 lb each for launchers (No Launchers)
0 x Plasma, 6dx2 burn ex sur
0 x HE (frag), 8d+8 cr ex [2d, 5 yard frag]
0 x HEC (Concussion), 8d+8 cr ex
0 x EMP, HT-8(2), 4 yard + 1d cr ex
0 x Shaped Charges, (6d+8)x4(10) cr inc + 4d cr ex [2d]
Katherine 'Kat' Steele
Pilot, 720 posts
Ships Pilot
Sat 20 Oct 2018
at 02:25
  • msg #370

Re: OOC Mk II

When we don't know who we are trading with, that is harder to figure out.
Fate
GM, 1895 posts
Roll for dodge!
Sun 4 Nov 2018
at 02:03
  • msg #371

Re: OOC Mk II

In reply to Katherine 'Kat' Steele (msg # 370):

Heads up, I expect to be off the grid until Friday. Sorry, work!
Fate
GM, 1898 posts
Roll for dodge!
Fri 9 Nov 2018
at 19:51
  • msg #372

Re: OOC Mk II

In reply to Fate (msg # 371):

Back again...
Cyril Zotmund
Captain, 2349 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Nov 2018
at 23:12
  • msg #373

Re: OOC Mk II

I can't find the Max range of our Beam Lasers ...
Fate
GM, 1906 posts
Roll for dodge!
Thu 15 Nov 2018
at 00:46
  • msg #374

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 373):

Beams have a range of Full damage  (7d) to 20,000 miles, and half damage to 60,000 miles. Note all space combat and HP is in decade scale...

But note link to a message in this game
Fate
GM, 1908 posts
Roll for dodge!
Sat 17 Nov 2018
at 09:55
  • msg #375

Re: OOC Mk II

In reply to Fate (msg # 374):

Neither Kat nor Duke have logged in after the 27th of October. Hmmm. Sterren I think has gone...last login 13th of September, and Meir on the 23rd of September, but both have indicated they were going, the former thought it to be permanent, and the latter, uncertain.
Cyril Zotmund
Captain, 2358 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Nov 2018
at 18:49
  • msg #376

Re: OOC Mk II

Just you and Me then?  Sad... and  Duke (as Wulfe in Travesty) is still around when he feels like it. Nothing at all on Kat.
Fate
GM, 1911 posts
Roll for dodge!
Sat 17 Nov 2018
at 20:18
  • msg #377

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 376):

Did they know each other? Odd that they dissapear on the same day...
Cyril Zotmund
Captain, 2360 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Nov 2018
at 21:00
  • msg #378

Re: OOC Mk II

Kat lives in Maryland, Wulfe in England... Kat is Married with 3 Kids... Wulfe may have kids but isn't married. He also seems to have an alcohol issue.
Fate
GM, 1913 posts
Roll for dodge!
Sat 17 Nov 2018
at 21:03
  • msg #379

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 378):

Oh, I see. Just a coincidence then!
Cyril Zotmund
Captain, 2362 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Nov 2018
at 21:37
  • msg #380

Re: OOC Mk II

Or Halloween ...
Raymond 'Duke' Vurhund
Chief Engineer, 373 posts
Chief Engineer
Sat 17 Nov 2018
at 22:32
  • msg #381

Re: OOC Mk II

I dont really have an alcohol issue... it's all in jest

I've been having work troubles of late

:)
Fate
GM, 1916 posts
Roll for dodge!
Sat 17 Nov 2018
at 22:50
  • msg #382

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 381):

Good to see you are back. Feel free to catch up, and we can add in any action I might have missed in your absence, within reason!
Cyril Zotmund
Captain, 2364 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 18 Nov 2018
at 00:28
  • msg #383

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 381):

You always say you are under the weather... partied to hardy etc.  I took you at your word. I drink, but don't let myself get ill because of it, as i hate to buy (pay good money for) a crappy feeling.  regardless, we would like you to stick around and post more often.
Raymond 'Duke' Vurhund
Chief Engineer, 374 posts
Chief Engineer
Mon 19 Nov 2018
at 20:00
  • msg #384

Re: OOC Mk II

I will do
Fate
GM, 1921 posts
Roll for dodge!
Mon 19 Nov 2018
at 22:46
  • msg #385

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 384):

Gloria would be well suited to a raider, as might Samantha. Meir could well find his place on an exploration ship...or a raider if he wanted to take a dark turn! Basically, from here, there are a number of options.
Raymond 'Duke' Vurhund
Chief Engineer, 375 posts
Chief Engineer
Tue 20 Nov 2018
at 00:02
  • msg #386

Re: OOC Mk II

Will write a post in the morning when I get 7p..have to catch up a little and it's late here
Raymond 'Duke' Vurhund
Chief Engineer, 376 posts
Chief Engineer
Tue 20 Nov 2018
at 13:13
  • msg #387

Re: OOC Mk II

Cyril Zotmund:
In reply to Raymond 'Duke' Vurhund (msg # 381):

You always say you are under the weather... partied to hardy etc.  I took you at your word. I drink, but don't let myself get ill because of it, as i hate to buy (pay good money for) a crappy feeling.  regardless, we would like you to stick around and post more often.



Well I did go to Vegas. It's all about the hard partying there - I don't drink and get ill. In fact, just in case it was a worry at all.. I usually only drink maybe once per month. However, having a stint like Vegas, and then Spain proabably affected me enoough to make my immune system drop a bit and so have been a little ill with colds/etc.

I assure you, while i'm not a well-adjusted member of society and can probably stand to doing a few things to sort my life out (again, being slightly facetious here), I'm alright :)
Raymond 'Duke' Vurhund
Chief Engineer, 378 posts
Chief Engineer
Tue 20 Nov 2018
at 14:20
  • msg #388

Re: OOC Mk II

Fate:
In reply to Raymond 'Duke' Vurhund (msg # 384):

Gloria would be well suited to a raider, as might Samantha. Meir could well find his place on an exploration ship...or a raider if he wanted to take a dark turn! Basically, from here, there are a number of options.



Did i miss something regarding this? I might have, not caught up fully on posts yet :)


quote:
but he has recently taken an interest in a freaking flat and unattractive engineer on the ship. Now she has been pushed off on this captured ancient pig of a ship.


Ah,  hahah :). Us Engineers are pretty damned charming, if you ask Duke.
This message was last edited by the player at 14:21, Tue 20 Nov 2018.
Fate
GM, 1923 posts
Roll for dodge!
Tue 20 Nov 2018
at 20:02
  • msg #389

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 388):

Lol, Where was that last quote from?

quote:
Who do we have that is Active? Just Duke and I?

Samantha was Kat's second? I have Gloria and Thornhammer Carricke disappeared a year or so back if I recall...  Having answered the question on the Jacques Cartier, I presume we need further instructions from Kalishnakov. Although exploring further could be assumed.


At the moment, yes, though Meir is floating around somewhere, active in other games. Samantha was Kats second.

At this stage, Kalishnikov seconded you to the Military to sort out the Jaques Cartier, and given the option and AKs distraction by his part of the world, the Military seem quite happy enough to keep you busy exploring the areas around where the Jaques Cartier was lost.
This message was last edited by the GM at 20:06, Tue 20 Nov 2018.
Cyril Zotmund
Captain, 2371 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 20 Nov 2018
at 21:14
  • msg #390

Re: OOC Mk II

Where did this come from?


quote:
but he has recently taken an interest in a freaking flat and unattractive engineer on the ship. Now she has been pushed off on this captured ancient pig of a ship.
Unquote:
Raymond 'Duke' Vurhund
Chief Engineer, 379 posts
Chief Engineer
Tue 20 Nov 2018
at 22:47
  • msg #391

Re: OOC Mk II

out of one of the character's bio.

Gloria :)
Raymond 'Duke' Vurhund
Chief Engineer, 380 posts
Chief Engineer
Tue 20 Nov 2018
at 22:49
  • msg #392

Re: OOC Mk II

I'm happy to have a second character, I know i've not been fantastically  active of late - It's actually just a problem with the character I made... in that, engineers are quite hard to RP :)

I'd be up for running the second ship. And keeping DUke on Datsvaka
Cyril Zotmund
Captain, 2372 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 21 Nov 2018
at 00:01
  • msg #393

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 391):

No, Gloria wouldn't be interested in a Flat chest female ... or any female for that matter.
Fate
GM, 1924 posts
Roll for dodge!
Wed 21 Nov 2018
at 00:10
  • msg #394

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 393):

Lol, OK. Usual Character creation rules. Any role in particular? The ship in question would depend on where others plan to send their second characters...
Cyril Zotmund
Captain, 2373 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 21 Nov 2018
at 02:02
  • msg #395

Re: OOC Mk II

Gloria will probably do best on a less restrictive vessel, not a Military one ... a really small, relaxed one might be OK, but a big one with lots of pomp and polish wouldn't be good.
Fate
GM, 1925 posts
Roll for dodge!
Wed 21 Nov 2018
at 02:04
  • msg #396

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 395):

Lol, either a raider or an exploratory one is about as relaxed as you get in the military! Neither is strictly formal...and neither does anything for show, really!
Cyril Zotmund
Captain, 2374 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 21 Nov 2018
at 02:13
  • msg #397

Re: OOC Mk II

Raider might be good ...
Raymond 'Duke' Vurhund
Chief Engineer, 381 posts
Chief Engineer
Wed 21 Nov 2018
at 07:54
  • msg #398

Re: OOC Mk II

Raider.

Captain
:)
Fate
GM, 1926 posts
Roll for dodge!
Wed 21 Nov 2018
at 09:52
  • msg #399

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 398):

Ok. As Raider captain, you will want high Tactics, Strategy (Space), Leadership and Shiphandling(Starship) skills. Talents such as Intuitive Admiral and Born War Leader help, and you will need Military Rank at least 4.

Intelligence Analysis, Expert Skill (Military Science), Spacer, Psychology(Vilani), Beam Weapons (Rifle/Projector/Pistol) and some Diplomacy skills would all also be useful. Note most of these are IQ based.
Raymond 'Duke' Vurhund
Chief Engineer, 382 posts
Chief Engineer
Wed 21 Nov 2018
at 10:35
  • msg #400

Re: OOC Mk II

I reckon I could make a character like that.

So much for playing the action-y type badass :)

We all need a Cyril in our games
Fate
GM, 1927 posts
Roll for dodge!
Wed 21 Nov 2018
at 10:48
  • msg #401

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 400):

lol, yeah. They are skills required by a captain, and that is why I initially started off with the Captain as an NPC. It gives the players a certain amount of flexibility with their characters. But then, it is less restrictive to gameplay to play a captain, so there is the tradeoff! Perhaps that is why Badass Captains are rare...
Raymond 'Duke' Vurhund
Chief Engineer, 383 posts
Chief Engineer
Wed 21 Nov 2018
at 11:17
  • msg #402

Re: OOC Mk II

I mean
could just be a bad captain :)
Fate
GM, 1928 posts
Roll for dodge!
Wed 21 Nov 2018
at 11:27
  • msg #403

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 402):

You could, but would they send a bad Captain behind enemy lines in an area that has just lost a friendly ship, and may well be hostile? Not likely!
Raymond 'Duke' Vurhund
Chief Engineer, 384 posts
Chief Engineer
Wed 21 Nov 2018
at 11:52
  • msg #404

Re: OOC Mk II

Charisma 5 [25]
Fate
GM, 1929 posts
Roll for dodge!
Wed 21 Nov 2018
at 19:08
  • msg #405

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 404):

Lol, Charisma does not make up for lack of skills or smarts in warfare!
Raymond 'Duke' Vurhund
Chief Engineer, 385 posts
Chief Engineer
Wed 21 Nov 2018
at 20:23
  • msg #406

Re: OOC Mk II

Not sure I agree!

It'd get him into position at least, even if it wouldn't help him win a battle.

:)
Fate
GM, 1930 posts
Roll for dodge!
Thu 22 Nov 2018
at 01:29
  • msg #407

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 406):

In space, it is tactics/strategies skills and shiphandling that get a ship in the right place at the right time. Charisma will get you support for your ignorance, but enemy rounds are not democratic devices! You would just be dead popular!
This message was last edited by the GM at 09:35, Thu 22 Nov 2018.
Raymond 'Duke' Vurhund
Chief Engineer, 386 posts
Chief Engineer
Fri 23 Nov 2018
at 11:59
  • msg #408

Re: OOC Mk II

So, a quick question:

Is it possible for me to have more than 2 characters?

I'd like to make the captain, who would be captainy and all that - but then maybe buy him an ally or subordinate who is his friend who  is more of a roughneck and can be RPed in more actiony-scenes?

Ultimately, I'd focus principally on the captain, but maybe kind of have some control over the other while he was in-scene? Otherweise he'd be off being dutiful elsewhere.
Fate
GM, 1932 posts
Roll for dodge!
Fri 23 Nov 2018
at 19:54
  • msg #409

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 408):

That can be done, as we have done at times with Dastavka. But not as an Ally, since he is serving the ship anyway. It would be a lower level character who serves as a Trooper or marine.
Fate
GM, 1933 posts
Roll for dodge!
Fri 23 Nov 2018
at 19:59
  • msg #410

Re: OOC Mk II

In reply to Fate (msg # 409):

quote:
So JEAN BART is where Gloria will end up as a troop leader/junior Officer?
Duke's new Character will be the Captain?

Understand DASTAVKA's new mission and will move out on that.


That is up to you. You can put her on the Dastavka if you with, but basically, yes, I am taking the opportunity to allow people to shuffle around their characters and tae on new roles if they want, and Duke asked to take on a Captaincy role. Hence I am using the Jean Bart to do that.

Do you have a plan/list of systems you are going to then, and a rough overview of what you do in each?
Cyril Zotmund
Captain, 2376 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 23 Nov 2018
at 21:43
  • msg #411

Re: OOC Mk II

No plan yet, concept, but not plan.

Gloria goes on Jean Bart; don't want two characters on the same ship.

Guess Kat and Cyril have a falling out and she can go to the Jean B as well...  might need a good pilot.

Cyril will recruit a new pilot who gets a bunk elsewhere. Captain's Cabin is just Cyril (if Kat comes back, we'll make up or something).
Fate
GM, 1934 posts
Roll for dodge!
Fri 23 Nov 2018
at 22:52
  • msg #412

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 411):

Happy to leave Kat on the Dastavka in her absence. She can take a back seat role like most of the crew until she comes back, with me posting for her when appropriate, just as I would an other NPC. TBH, the Jean Bart will be undertaking more dangerous missions, and as a slower and larger ship, is least likely to return if things go pear shaped...

But I think Kat had Samantha as a second, so she can go on the Jean Bart...
Cyril Zotmund
Captain, 2377 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 23 Nov 2018
at 23:29
  • msg #413

Re: OOC Mk II

I have no clue about who/what Samantha was, but maybe she would fit on DASTAVKA ... just wanting to be a little freer.
Fate
GM, 1935 posts
Roll for dodge!
Sat 24 Nov 2018
at 00:09
  • msg #414

Re: OOC Mk II

Background of Samantha

One day when a local cop was threatening to kill her mother, Samantha walked
in and ended up shooting the cop. She grabbed her stuff and got to the space
port just ahead of the police. She drifted for a few months before ending up
on the Golden Hind, which sometimes masquerades as the James Brown
as the ships doctor.

She then went on the Jaques Cartier...
Raymond 'Duke' Vurhund
Chief Engineer, 387 posts
Chief Engineer
Sat 24 Nov 2018
at 00:13
  • msg #415

Re: OOC Mk II

Ill have a character with you tomorrow :)
Cyril Zotmund
Captain, 2378 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 24 Nov 2018
at 01:54
  • msg #416

Re: OOC Mk II

In reply to Fate (msg # 414):

So she is a Doctor or masquerading to be a DR?
Fate
GM, 1936 posts
Roll for dodge!
Sat 24 Nov 2018
at 02:13
  • msg #417

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 416):

She is actually a doctor with reasonable skills in Physician, Surgery, Pharmacy, poisons, Veterinary, Diagnosis, First Aid and Psychology, to name a few. So she is actually a doctor...but a bit of a rebel as well. But nowhere near as skilled as Kyamoto.
Cyril Zotmund
Captain, 2379 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 24 Nov 2018
at 02:34
  • msg #418

Re: OOC Mk II

OK... so we'll give up on that idea... skill is important too.
Fate
GM, 1937 posts
Roll for dodge!
Sat 24 Nov 2018
at 03:16
  • msg #419

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 418):

Yeah. As the Jean Bart took on extra medics for their mission, I will just add her there and at can decide whether she uses her or not, when she gets back.
Fate
GM, 1938 posts
Roll for dodge!
Mon 26 Nov 2018
at 06:41
  • msg #420

Re: OOC Mk II

In reply to Fate (msg # 419):

So, the respective crews would be

Dastavka

Mission: Scout out further locations for possible bases in systems not mapped by the Vilani, as well as be around to check on the Jean Bart .

As before, Cyril Captain, Kat Pilot (NPCed until she returns) and Duke

Jean Bart

Mission: Checks on the systems known to the Vilani, trying to gauge the level of dissent amoung the dissidents. Look for dissident worlds, of potential future dissident worlds, and foster pro-Terran feelings by dealing with diseases.

New Character as Captain, Samantha a Medic there (not quite chief, perhaps 2 IC due to her skills, say, Medic for the away teams!) and Gloria will a squad leader.

If captains of the respective vessels could please forward to me their proposed routes, we can get things under way while Duke finishes the final touches to his new character.
Gloria Flake
2IC, 27 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 26 Nov 2018
at 20:14
  • msg #421

Re: OOC Mk II

In reply to Fate (msg # 420):

Squad Leader!!! I should command a Platoon at the minimum!
Fate
GM, 1939 posts
Roll for dodge!
Mon 26 Nov 2018
at 22:33
  • msg #422

Re: OOC Mk II

In reply to Gloria Flake (msg # 421):

But with Rank 2 (your specialization is in insurgency rather than squad action too), I probably need to go through and work out military unit sizes...probably based on the British army more than the US army.

Edit: With 79 troops you would have only 2 small platoons.

1 Company commander (Army CAPT, Rank 4, 225 point character)
1 Platoon of 4 Sections (1st LEUT, Rank 3, 200 point Character)
1 Platoon of 3 Sections (2nd LEUT, Rank 2, Gloria, 175 point Character) (Really should be rank 3 though)
7 x Sections of about 10, each commanded by a Sergeant Major, Rank 1, 150 point Character.

See GURPS: IW and http://secondworldwar.co.uk/in...6-army-units-a-sizes for more details!

Weapons would be provided. You would have 2 Sections (1 Squad) with heavy anti-Armour weapons, 1 Section with a mortar, and 1 Squad (2 sections) set up as snipers/scouts. The remaining infantry squad would include an section of engineers and all would have basic minelaying training. Equipment is provided by the Military, of course, so wealth would not be common amoung them, nor would they have a lot of personal gear.
This message was last edited by the GM at 04:34, Tue 27 Nov 2018.
Gloria Flake
2IC, 28 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 26 Nov 2018
at 23:58
  • msg #423

Re: OOC Mk II

LoL... Sounds Great!  All that Infantry and no real infantry among them ;-)

But I am pleased to have stepped up to my proper rank ;-)
Fate
GM, 1941 posts
Roll for dodge!
Tue 27 Nov 2018
at 01:12
  • msg #424

Re: OOC Mk II

In reply to Gloria Flake (msg # 423):

Yeah, in a small isolated force like this, everyone has to multi-task. So all have Infantry training, but all have something else as well!

Can you check the cp for her is correct? If not, you may have some extra points to allocate...5 to rank would be appropriate. Consider it a result of the time she spent stranded! Plenty of Military action there, as well as action with dissidents.
Cyril Zotmund
Captain, 2380 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 27 Nov 2018
at 02:19
  • msg #425

Re: OOC Mk II

166 with the added 5 points giving her rank 3
Fate
GM, 1942 posts
Roll for dodge!
Tue 27 Nov 2018
at 04:39
  • msg #426

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 425):

In that case you can add 9 point to bring her to 175, based on her actions when stranded.

She will command a section of engineers (with 10 members plus 4 specialists), a section of Snipers and section or regulars (with 12 members) with minelaying abilities.

Specialists have extra skills in the following Explosive fields: Demolition, EOD, NOD and Fireworks.
This message was last edited by the GM at 07:18, Tue 27 Nov 2018.
Raymond 'Duke' Vurhund
Chief Engineer, 388 posts
Chief Engineer
Tue 27 Nov 2018
at 17:02
  • msg #427

Re: OOC Mk II

Ha, I always have so much trouble making characters!

fml
Fate
GM, 1943 posts
Roll for dodge!
Tue 27 Nov 2018
at 19:07
  • msg #428

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 427):

I can make a basic character for the infantry captain if you like...
Raymond 'Duke' Vurhund
Chief Engineer, 389 posts
Chief Engineer
Tue 27 Nov 2018
at 19:15
  • msg #429

Re: OOC Mk II

Im happy to take any and all help I can!
Fate
GM, 1944 posts
Roll for dodge!
Tue 27 Nov 2018
at 19:35
  • msg #430

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 429):

Ok, will try to get on to it today sometime...
Fate
GM, 1945 posts
Roll for dodge!
Sat 1 Dec 2018
at 03:31
  • msg #431

Re: OOC Mk II

In reply to Fate (msg # 430):

Ok, think we have enough info on the captains to get moving. Captains, routes please, and plans?
Raymond 'Duke' Vurhund
Chief Engineer, 390 posts
Chief Engineer
Sat 1 Dec 2018
at 13:30
  • msg #432

Re: OOC Mk II

Fate:
In reply to Fate (msg # 419):

So, the respective crews would be

Dastavka

Mission: Scout out further locations for possible bases in systems not mapped by the Vilani, as well as be around to check on the Jean Bart .

As before, Cyril Captain, Kat Pilot (NPCed until she returns) and Duke

Jean Bart

Mission: Checks on the systems known to the Vilani, trying to gauge the level of dissent amoung the dissidents. Look for dissident worlds, of potential future dissident worlds, and foster pro-Terran feelings by dealing with diseases.

New Character as Captain, Samantha a Medic there (not quite chief, perhaps 2 IC due to her skills, say, Medic for the away teams!) and Gloria will a squad leader.

If captains of the respective vessels could please forward to me their proposed routes, we can get things under way while Duke finishes the final touches to his new character.



Hey,

I'll finalise the char today with Fate.

I've been looking at the game map and can't find Chrysalis - also, could i just get a clarification in the game map which colours mean what exactly?

Thanks!

Ill give you the route today.
Fate
GM, 1947 posts
Roll for dodge!
Sat 1 Dec 2018
at 19:41
  • msg #433

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 432):

PM sent with order details, since they are military and naturally secret.

As stated, the charts are frontier charts based on often dubious intelligence, the link to the full ones sent below. Other than system names, even details such and planets and gas giants may not be 100% accurate.

https://travellermap.com/?opti...6&scale=68.59375
Fate
GM, 1953 posts
Roll for dodge!
Sun 2 Dec 2018
at 10:15
  • msg #434

Re: OOC Mk II

In reply to Fate (msg # 433):

The thread is up for the Jean Bart, in which I have tried to summarize everything in one place about the vessel, from stats, weapons and mission. Please let me know if I missed anything, and post in there the planned route you intend to take, and what actions you intend to carry out at each location. If something comes up, I will stop you there...
Raymond 'Duke' Vurhund
Chief Engineer, 394 posts
Chief Engineer
Sun 2 Dec 2018
at 23:17
  • msg #435

Re: OOC Mk II

Just stting character name, will post tomorrow monring, once i'm set up.
Hawthorne Doyle
PC, 2 posts
Captain of Jean Bart
Mon 3 Dec 2018
at 18:44
  • msg #436

Re: OOC Mk II

Just got home, will nap and then carry on filling everything out!
Cyril Zotmund
Captain, 2390 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 4 Dec 2018
at 17:00
  • msg #437

Re: OOC Mk II

Jean Bart got back to Alizarin 34 weeks before we did? That seems quite a long time differential ... like six months? What Have I missed?
LCDR Hawthorne Doyle
PC, 7 posts
Captain of Jean Bart
Tue 4 Dec 2018
at 18:34
  • msg #438

Re: OOC Mk II

Our Lightning quick travel speeds, of course!
Fate
GM, 1958 posts
Roll for dodge!
Tue 4 Dec 2018
at 18:49
  • msg #439

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 437):

Sorry, my - sign does not always work. Should be 3-4 weeks!
Cyril Zotmund
Captain, 2391 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 5 Dec 2018
at 01:55
  • msg #440

Re: OOC Mk II

In reply to Fate (msg # 439):

OK! ... that makes much more sense... Understand the issue, just replaced my keyboard, which seems to have greatly reduced typo's for me.
Fate
GM, 1960 posts
Roll for dodge!
Wed 5 Dec 2018
at 02:35
  • msg #441

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 440):

Old laptop...new keyboard not really optional!
Cyril Zotmund
Captain, 2392 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 5 Dec 2018
at 02:38
  • msg #442

Re: OOC Mk II

Or at least not inexpensively...
LCDR Hawthorne Doyle
PC, 8 posts
Captain of Jean Bart
Wed 5 Dec 2018
at 12:28
  • msg #443

Re: OOC Mk II

be glad it's not a macbook!
Fate
GM, 1961 posts
Roll for dodge!
Wed 5 Dec 2018
at 14:06
  • msg #444

Re: OOC Mk II

In reply to LCDR Hawthorne Doyle (msg # 443):

Linux...because I am a slave to no company!
Fate
GM, 1962 posts
Roll for dodge!
Wed 5 Dec 2018
at 14:09
  • msg #445

Re: OOC Mk II

In reply to Fate (msg # 444):

Note, Intelligence reports are kept current. To use contacts, you must select a question you want them to answer, and I roll against their skill. But you are told that no agents are known to be this deep in Vilani backwaters.
Cyril Zotmund
Captain, 2393 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 5 Dec 2018
at 18:18
  • msg #446

Re: OOC Mk II

In reply to LCDR Hawthorne Doyle (msg # 443):

Why? I have been running all my games on a Mac for the past 20 years ...  the computer works for me, I don't have to work for it, like you do with windows.
Linux is fine, but still needful of more computer expertise than I want to have to use on a daily basis.
LCDR Hawthorne Doyle
PC, 10 posts
Captain of Jean Bart
Wed 5 Dec 2018
at 18:48
  • msg #447

Re: OOC Mk II

Of all the machines i've ever used (I use Linux almost exclusively)

I find Linux the easiest to handle and manage and fix when shit goes wrong.
Windows is more accessible, if you're working in any kind of 'enterprise environment.

Mac, I have one of those for music recording/production, but using it well is like some dark fucking art that makes me aggro.

Plus, i'm very very against Apple's sensibilities.
Cyril Zotmund
Captain, 2394 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 5 Dec 2018
at 18:51
  • msg #448

Re: OOC Mk II

And i find Apple logical and Windows confused ... to each his own I suppose.
Fate
GM, 1963 posts
Roll for dodge!
Wed 5 Dec 2018
at 22:26
  • msg #449

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 448):

Lol, yeah. I think it is what you get used to. U hate the whole pay to press mentality of apple, and increasingly Windows.
Cyril Zotmund
Captain, 2395 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 6 Dec 2018
at 02:18
  • msg #450

Re: OOC Mk II

In reply to Fate (msg # 449):

Hmmm... interesting, I like apple because it is there and I don't have to pay to do regular things... Windows is great for providing a 30 day use of OFFICE, then you have to pay to keep using it.
Apple provides a mail program, a Browser a Spreadsheet program, a word Processor and a presentation program. All useable if not great  ... windows doesn't provide much of anything for free. Can't speak to Linux much, but presume you get Open Office?
Fate
GM, 1964 posts
Roll for dodge!
Thu 6 Dec 2018
at 10:41
  • msg #451

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 450):

Most programs for Linux, or specifically, Ubuntu, are free, including open office.
Cyril Zotmund
Captain, 2396 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 6 Dec 2018
at 20:01
  • msg #452

Re: OOC Mk II

Same with the Mac... most programs come with the OS. What costs is the computer itself and any special peripherals.
Then again, they were made with top of the line parts, so I have a 10 year old iMac I am selling ... were it a Windows Box, I'd have to pay them to take it away.
LCDR Hawthorne Doyle
PC, 11 posts
Captain of Jean Bart
Thu 6 Dec 2018
at 21:32
  • msg #453

Re: OOC Mk II

I really dont think that macs are made with top ofthe line parts.

A lot of software comes through app store tbh also, and most of that is paid.
Cyril Zotmund
Captain, 2397 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 6 Dec 2018
at 22:19
  • msg #454

Re: OOC Mk II

Yes, all computers  have software you buy to do whatever, Apple and it sounds like Unix, provide an office suite and basic programs so you can function and do most basic things ... Windoze gives you a limited trial period and you have to pay up. Without that, you are going to struggle to get much use out of a Windoze box without paying up.

Recently, I think Apple has started to use less than top of the line hardware; back 6-10 years ago, they definitely did use top of the line.
Their new add on CD/DVD drive is really a poor quality piece of crap. The old super drives were first rate! I know people trying to recover them from dead or unwanted computers.

I think I have only a few Apps...a password Manager, Graphic Converter (a Swiss Army knife sort of thing for graphics of most any sort and a drawing/painting program) and likely one  or two others. Most are around $3 to 10. For instance, BALLISTICS is a $9 program that will give you  trajectory information on some 10,000 different sorts of ammunition and let you input your own loads in as well. Very helpful if you are sighting your hunting rifle in. It's from Oz too, surprisingly ... we be the big "Guns Everywhere" country.
Fate
GM, 1977 posts
Roll for dodge!
Wed 12 Dec 2018
at 22:36
  • msg #455

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 454):

Not meaning to be offensive, but simply pointing out that neither you nor your character has knowledge of this area. It is an entirely new area of Vilani space which you know very little about, and have been tasked with finding out. As such, I can understand you simply ask for information you have been tasked with finding out, but I trust you can appreciate that I might find such an attempt humorous.
Cyril Zotmund
Captain, 2407 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 12 Dec 2018
at 22:58
  • msg #456

Re: OOC Mk II

Actually not... We did get some information from the Vilani DE computers and some from the Military ...  what exactly we have, I am not sure, so I ask... if we don't have it, fine, I understand, but I'd be stupid not to check and see if there is something in there that might be of use ... it may not be an answer, but may imply or suggest a possible answer.  Cyril nor anyone else can keep all this  information straight.
Fate
GM, 1978 posts
Roll for dodge!
Thu 13 Dec 2018
at 08:17
  • msg #457

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 456):

Ok, point taken then.
Fate
GM, 1980 posts
Roll for dodge!
Tue 18 Dec 2018
at 09:42
  • msg #458

Re: OOC Mk II

In reply to Fate (msg # 457):

Thinking about it, I was intending to use the intelligence reports to keep all the information in one place. I there a way I can improve that (without adding information you don't yet have)?

I am guessing most of us will be busy until after new years. Any news on Kat?
Cyril Zotmund
Captain, 2408 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 18 Dec 2018
at 16:15
  • msg #459

Re: OOC Mk II

You probably can't ... since each of us have a player in each ship. You could send a private line to each captain and let them pass along what they know, but in my experience they basically pass it all along anyway ...


It's going to be hit and miss, but I try to check & respond every day ... can't speak for others.

Nothing on Kat at all...
LCDR Hawthorne Doyle
PC, 16 posts
Captain of Jean Bart
Tue 18 Dec 2018
at 19:11
  • msg #460

Re: OOC Mk II

I should be around - it'll be on and off though because obviously standard xmas stuff :)

But hope  you're all excited and having a great festive season.
Fate
GM, 1981 posts
Roll for dodge!
Tue 18 Dec 2018
at 22:29
  • msg #461

Re: OOC Mk II

In reply to LCDR Hawthorne Doyle (msg # 460):

That was my thinking, but I did want to try to check in case there was an idea I missed.

Will just take things as they come over the period. I pray you all have a great festive season with your families! Our thoughts with Kat...
LCDR Hawthorne Doyle
PC, 17 posts
Captain of Jean Bart
Tue 25 Dec 2018
at 13:02
  • msg #462

Re: OOC Mk II

Merry christmas everyone :)
Fate
GM, 1982 posts
Roll for dodge!
Wed 26 Dec 2018
at 00:37
  • msg #463

Re: OOC Mk II

In reply to LCDR Hawthorne Doyle (msg # 462):

Thank you. Merry Christmas everyone!
Fate
GM, 1983 posts
Roll for dodge!
Sun 6 Jan 2019
at 21:51
  • msg #464

Re: OOC Mk II

In reply to Fate (msg # 463):

Trust you all had a great start to the New Year. We ready go get back into it?
Cyril Zotmund
Captain, 2409 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Jan 2019
at 23:17
  • msg #465

Re: OOC Mk II

In reply to Fate (msg # 464):

I was wondering why we had stopped ...
Fate
GM, 1984 posts
Roll for dodge!
Mon 7 Jan 2019
at 02:18
  • msg #466

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 465):

Waiting to hear back from the Jean Bart about her plans, and contingencies!
LCDR Hawthorne Doyle
PC, 18 posts
Captain of Jean Bart
Tue 8 Jan 2019
at 12:14
  • msg #467

Re: OOC Mk II

Agh sorry!
i was waiting for a new post!
LCDR Hawthorne Doyle
PC, 19 posts
Captain of Jean Bart
Wed 9 Jan 2019
at 23:31
  • msg #468

Re: OOC Mk II

Ill get a post up shortly, sorry for th edelay
Fate
GM, 1988 posts
Roll for dodge!
Sun 13 Jan 2019
at 09:12
  • msg #469

Re: OOC Mk II

In reply to LCDR Hawthorne Doyle (msg # 468):

Jean Bart still catching up!
Fate
GM, 1989 posts
Roll for dodge!
Mon 14 Jan 2019
at 11:09
  • msg #470

Re: OOC Mk II

In reply to Fate (msg # 469):

But they are closer...
Fate
GM, 1995 posts
Roll for dodge!
Sun 20 Jan 2019
at 08:32
  • msg #471

Re: OOC Mk II

In reply to Fate (msg # 470):

The timetable for all Vilani patrols has been posted. Now for the game of Vilani roulette!!! Well, unless someone takes it out...

Jean Bart is still behind datewise...
This message was last edited by the GM at 08:33, Sun 20 Jan 2019.
LCDR Hawthorne Doyle
PC, 25 posts
Captain of Jean Bart
Sun 20 Jan 2019
at 15:02
  • msg #472

Re: OOC Mk II

Ill be out til tomorrow evening, I think. Feel free to just NPC me for today.

(Work stuff)
Fate
GM, 1996 posts
Roll for dodge!
Sun 20 Jan 2019
at 18:49
  • msg #473

Re: OOC Mk II

In reply to LCDR Hawthorne Doyle (msg # 472):

Can wait until then. Though if you post longer term intentions, I can move things along more with each post.
Cyril Zotmund
Captain, 2413 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 20 Jan 2019
at 19:42
  • msg #474

Re: OOC Mk II

In reply to Fate (msg # 471):

Posted where?
Fate
GM, 1997 posts
Roll for dodge!
Sun 20 Jan 2019
at 23:34
  • msg #475

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 474):

Time wise. I was referring to trying to keep the dates in the threads for the Jean Bart and the Dastavka kind of parallel, so that actions could or could not be combined, but things that potentially effected the other threads were not too far apart.
Cyril Zotmund
Captain, 2414 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 21 Jan 2019
at 01:48
  • msg #476

Re: OOC Mk II

OK
Fate
GM, 1999 posts
Roll for dodge!
Mon 21 Jan 2019
at 01:50
  • msg #477

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 476):

Following the Dastavkas current actions will take us up to 11 August 2172, whilst Jean Bart is currently at 03 July 2172. That was what I would like to try to rectify...
Cyril Zotmund
Captain, 2415 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 21 Jan 2019
at 02:44
  • msg #478

Re: OOC Mk II

No Problems...it's our new Jump 3 drives no doubt.
Fate
GM, 2013 posts
Roll for dodge!
Thu 24 Jan 2019
at 20:47
  • msg #479

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 478):

Gloria and the dissidents were on the Gashidda that assisted in the demise of the Shamir, so by now it would be safe to assume the entire ship knows what happened!
Cyril Zotmund
Captain, 2426 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 24 Jan 2019
at 21:39
  • msg #480

Re: OOC Mk II

OK... guess she is just being reticent then...
Fate
GM, 2013 posts
Roll for dodge!
Fri 25 Jan 2019
at 02:14
  • msg #481

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 480):

Lol, OK then. Actually, with 16 beam weapons, doing damage is your biggest problem. But the pirate has a modern plasma gun...

Edit: phone posting for next few days...
This message was last edited by the GM at 02:16, Fri 25 Jan 2019.
Gloria Flake
2IC, 38 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 25 Jan 2019
at 02:00
  • msg #482

Re: OOC Mk II

Who was this?
Gloria Flake
2IC, 40 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 25 Jan 2019
at 03:55
  • msg #483

Re: OOC Mk II

[OOC: This is the Jean Bart, a Hardrada class raider we are both talking about, right? Just trying to work out if it is a player mistake or the character underestimating her ship...]

Player error, I was thinking this was another Jacques Cartier class ship...  guess I need to check out the Hardrada class stats... Hmmm doesn't seem so impressive... a Gashidda isn't an impossible match, but a DE will chop the crap out of it.
This message was last edited by the player at 03:59, Fri 25 Jan 2019.
Fate
GM, 2014 posts
Roll for dodge!
Fri 25 Jan 2019
at 11:58
  • msg #484

Re: OOC Mk II

In reply to Gloria Flake (msg # 483):

Not really. 15 missiles will be shot down by a half hearted defence from 16 beams. Other than that, the 6 pulse weapons individually have about as much of getting through your armour as your beams have of getting through theirs, assuming equal skill. But you have 16 versus 6 weapons, and the assumption of equal skill might be a stretch. Add in a Bounty Hunter dissident ship...

Of course, the dissidents are optimistic and hopeful, or maybe desperate. It will be up to the Captain to make the call.

The Shamir needs to roll above 15 on 4d, while you need above 32 on 7d...or to use precision shots.
Cyril Zotmund
Captain, 2427 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 25 Jan 2019
at 17:51
  • msg #485

Re: OOC Mk II

So the Shamshir has around a 47% chance of a precision shot and we would have  a 24% chance ... literally half the chance of a precision hit. A Bounty Hunter/Pirate might be a very useful assist, but would also be more vulnerable.

Anyway, consider Gloria's comments corrected
Fate
GM, 2015 posts
Roll for dodge!
Sat 26 Jan 2019
at 00:36
  • msg #486

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 485):

I think those statistics apply to non-precision shots. Precision shots depend a lot more on the skill of the gunners, and the number of guns, both of which are well in your favour.

But that is cool...these details would be more military statistician.
Cyril Zotmund
Captain, 2428 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 26 Jan 2019
at 01:54
  • msg #487

Re: OOC Mk II

Well needing a 32 or better out of 42 is a 24% probability. Getting a 15 on 4 dice is a much better chance.
Fate
GM, 2016 posts
Roll for dodge!
Mon 28 Jan 2019
at 09:15
  • msg #488

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 487):

To be honest, relying on lucky shots penetrating the armour would be a fools battle. The Hardrada would be much better off ambushing the Patrol and using precision shots (which halve DR and effect specific systems, at a penalty to hit because they do not benefit from the Size modifier, but at short range, this would be acceptable). With 16 Beams, they can have them crippled in a round, before they launch the missiles. Remember the ambush by the pirate that took down the Dastavka? Here, however, you have the element of surprise. The water masks your location, and once they are inside the planets atmosphere, well, both the bounty hunter and you can have a field day. It takes missiles 1 round to launch before they move, so they require 2 rounds to have any chance of hitting. Being remote controlled, taking out their comms system takes out their remote control! You only need one beam hit for that...the previously discussed statistics only becomes relevant in a bogged down fight at a distance too great for precision shots.
Gloria Flake
2IC, 41 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 28 Jan 2019
at 17:56
  • msg #489

Re: OOC Mk II

But you would still need to roll 16 times, hoping one of the shots hits that target ...  odds wise, there is a reasonable chance I suppose. But that is the Captains call.
Fate
GM, 2017 posts
Roll for dodge!
Mon 28 Jan 2019
at 19:02
  • msg #490

Re: OOC Mk II

In reply to Gloria Flake (msg # 489):

Speaking of Captains call...where is he?
Gloria Flake
2IC, 42 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 28 Jan 2019
at 21:33
  • msg #491

Re: OOC Mk II

He must be around... he is posting on Travesty...
Fate
GM, 2018 posts
Roll for dodge!
Mon 28 Jan 2019
at 22:06
  • msg #492

Re: OOC Mk II

In reply to Gloria Flake (msg # 491):

Yes. He looked in on Friday, but did not post...

Skill wise, you can assume Gunner skills of 16 at least for Beam weapons, though with 8 turrets, you could would have at least 2 with a sill of 18, as Dastavka does. Hence, at ranges between 5,000 and 9,000 miles, the average Gunner with skill 16 has 50% chance of hitting.

Precision Targeting = Skill + 2 (Sensors) + Beam Acc - range modifier.
                    = 16 +2 +2 -10 = 10
  DR is halved, only 1 shot per round per weapon, regardless of how good the targeting roll is.

DR =160/5 x 0.5 = 16. Average hit from 7d = 3.5 x 7 = 24.5, so on average 8.5 points of penetrating damage. To be conservative, even if all Gunners had a skill of 16, we could expect 8 hits (50% of the time) taking out 4 systems, doing 68/100 points of damage.

Note the Major Damage table. It takes 10 points of dDamage done by precision hits to disable a system, so it is quite possible one system can be taken out by a single hit if you choose to roll damage individually. I would rule that the damage has to be done in single round, otherwise damage control teams can mitigate some or all of the damage...but that is very plausible! Having 4 Turrets target each of Comms, Maneuver, Jump and Power should pretty much disable her on an single average round from a good ambush!

3-4: One bridge or cockpit is knocked out. If all bridge or cockpit systems are disabled, the ship can still be controlled, but all skill rolls are at -4.
5-6: Communications disabled. Missile control lost.
7: Sensors damaged. Scan rating is reduced by four.
8: 25% of Cargo or freight capacity is destroyed.
9: Power plant damaged. Ship loses half of its original sAccel and jump capacity.
10: One fixed mount, turret, bay, or spinal mount disabled.
11: Half of original fuel tank capacity is lost.
12: Maneuver drive damaged. Ship loses half of its original sAccel.
13: Jump drive disabled. Ship cannot jump.
14: One vehicle bay, hangar bay, or launch tube is disabled.
15-16: 20% of the ship’s original life support capacity is lost.
17-18: Fuel processors (if any).

Looking the other way, They have 6 pulse lasers, each doing an average of 14 points of damage. Hardrada's dDR is 75, or 7.5 (round to 8) for precision targeting. Hence, with the same 50% miss chance, 3 hits do 18 points of damage total, taking out no more than a single system...Even with the additional 2 Gashiddas (each with 3 Pulse weapons) doubling that, they do no more than 36 points of damage in a single round, totaling no more than 3 systems. On an average round. And the Bounty hunter has not even been considered.
Gloria Flake
2IC, 43 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 28 Jan 2019
at 23:31
  • msg #493

Re: OOC Mk II

So a Pulse Laser is more potent than our beam weapons?  I had thought it the other way around. Qs you can tell, I haven't dug into the details of this system...
Fate
GM, 2019 posts
Roll for dodge!
Tue 29 Jan 2019
at 00:21
  • msg #494

Re: OOC Mk II

In reply to Gloria Flake (msg # 493):

Beam weapons are more potent, but they have 160 dDR armour, you have 75 dDR. Hence the difference. Beams do 7d damage, whereas Pulse lasers do 4d damage, both with a 5 armour divisor. For reference, the Plasmas do 12d x 2 with an armour divisor of 3, so they would do 30 points of damage without a precise shot at this range, but they have 3 less sAcc, so precise shots with a plasma is generally a waste of time.

Note that before the plasma damage was doubled by my house rule, the plasmas would on average do zero damage, despite a plasma taking up the space of three beam weapons! Note also that Plasma damage halves at 10,000 miles...so this range is really their sweet spot.
Gloria Flake
2IC, 44 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 31 Jan 2019
at 01:07
  • msg #495

Re: OOC Mk II

Why would the Bounty Hunter fight with 4 troops aboard? for Capturing ships I understand, but for this mission they are just weight and taking an unnecessary risk.
Fate
GM, 2020 posts
Roll for dodge!
Thu 31 Jan 2019
at 01:27
  • msg #496

Re: OOC Mk II

In reply to Gloria Flake (msg # 495):

They act as Damage control and spare gunners. In a conflict, an extra hand or 4 can sometimes make all the difference. Kind of like seamen on a modern warship...
Fate
GM, 2029 posts
Roll for dodge!
Mon 4 Feb 2019
at 10:01
  • msg #497

Re: OOC Mk II

In reply to Fate (msg # 496):

So to confirm, you intend to take the Dastavka out again into the unknown, looking for for other races?
Cyril Zotmund
Captain, 2435 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 4 Feb 2019
at 16:08
  • msg #498

Re: OOC Mk II

That was our original mission, we.  Diverted briefly to assist JEAN BART
LT David Gardner
Intelo, 1 post
Tue 12 Feb 2019
at 01:32
  • msg #499

Re: OOC Mk II

Hi everyone and thanks for letting me join your game.

I will be playing LT David Gardner, an Intelligence Officer recently reinstated into active duty.

First of - I am Danish so English isnt my first language. Let me know if things I say/write doesnt make sense.

Also I have actually never ever played Sci-Fi before so the setting is all new to me. I have played roleplaying games since the 1980s and GURPS since the 1990s so roleplaying as such isnt new to me. It is just the sci-fi theme that is new.

Anyway. I am looking forward to playing with you :)
Fate
GM, 2039 posts
Roll for dodge!
Tue 12 Feb 2019
at 01:34
  • msg #500

Re: OOC Mk II

In reply to LT David Gardner (msg # 499):

Leut Gardner will be the Intelligence officer dropped off on Nova Pacifica recently. His thread, oddly enough, will be classified! But hopefully his results will be noted! Welcome, David.
LT David Gardner
Intelo, 2 posts
Tue 12 Feb 2019
at 01:48
  • msg #501

Re: OOC Mk II

Or it will be classified to hide the embarrassment. The Navy can only handle a certain number of disasters per day!
Cyril Zotmund
Captain, 2447 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 12 Feb 2019
at 02:30
  • msg #502

Re: OOC Mk II

Welcome aboard, Your english seems better than most others who play on rpol! Don't be afraid of mistakes ... we all learn from them.
LT David Gardner
Intelo, 3 posts
Tue 12 Feb 2019
at 02:33
  • msg #503

Re: OOC Mk II

Thanks Cyril! I have just made a habit to point it out when I enter a game.

And now I have to dig through thousands of posts to catch up with the campaign. I am impressed by the scope of this thing.
Fate
GM, 2041 posts
Roll for dodge!
Tue 12 Feb 2019
at 02:42
  • msg #504

Re: OOC Mk II

In reply to LT David Gardner (msg # 503):

Most of the posts are history, much of which would be available to your character, but certainly far from required reading! The Intelligence reports, RTJ, The world you know and Gear available threads would be most important, along with the first trip of the Jean Bart. At around 110 posts total, that is a lot less than even the Dastavka's latest thread!
LT David Gardner
Intelo, 12 posts
Wed 13 Feb 2019
at 18:38
  • msg #505

Re: OOC Mk II

I feel like my mission is quickly turning into Iran-Contra Affair In Spaaaaaaace :D
Fate
GM, 2057 posts
Roll for dodge!
Wed 13 Feb 2019
at 19:58
  • msg #506

Re: OOC Mk II

In reply to LT David Gardner (msg # 505):

You were not expecting clearcut line of right and wrong were you? :)
Fate
GM, 2061 posts
Roll for dodge!
Wed 13 Feb 2019
at 23:38
  • msg #507

Re: OOC Mk II

In reply to Fate (msg # 506):

I have posted a brief history of the kimashargur, the dissident Vilani faction that colonized much of the space near Terra and the ancestors of many modern dissidents. This history would be known by many Terran historians, and would be on file on any ships computer operating in the region, so you wold all have access to it.
LT David Gardner
Intelo, 13 posts
Thu 14 Feb 2019
at 12:40
  • msg #508

Re: OOC Mk II

Fate:
In reply to LT David Gardner (msg # 505):

You were not expecting clearcut line of right and wrong were you? :)

Hell no. I love it!
Fate
GM, 2063 posts
Roll for dodge!
Fri 15 Feb 2019
at 03:07
  • msg #509

Re: OOC Mk II

In reply to LT David Gardner (msg # 508):

Sorry, someone asked about a dTon. A dTon is actually a measure of displacement, similar to what is used on boats. in G:ISW, 1 dTon = 500 cu ft. dTon is short for Displacement Ton).
Fate
GM, 2073 posts
Roll for dodge!
Mon 18 Feb 2019
at 07:30
  • msg #510

Re: OOC Mk II

In reply to Fate (msg # 509):

I just went through and checked, there is only 1 Industrial planet in the entire G:ISW book, way over near the Vegans homeworld! Might have to add GM's modifications there!
Cyril Zotmund
Captain, 2474 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Feb 2019
at 17:24
  • msg #511

Re: OOC Mk II

Odd, the planet we are headed towards would seem at least partially industrialized if they make space ships and such, along with reactoers and other needed gear. It also sounded like they refurbished ships there.
Fate
GM, 2074 posts
Roll for dodge!
Mon 18 Feb 2019
at 19:02
  • msg #512

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 511):

Yeah. The G:ISW seems at odds with itself here, saying that the Gingir system has a lot of production capability, but there is just 1 Industrialized planet in the region! I think they get away from that by suggesting that if the planets are Industrialized but with more than just industry, they call it a Rich planet, which offers the same price modifier. At least, that is the way I will play it. Industrialized planets are generally also wealthy, so there is only 1 exception to this, that being the 1 exception marked as Industrial.

The planet you are heading for is actually nonindustrial, but friendly. You are heading there for political reasons, not so much economic ones. But there are 2 rich planets withing 1 jump of there: Sukun, which has a Naval Base, and Nushmi, which is blockaded for political reasons. So getting the parts from Sukun to a planet that is more politically aligned is relatively easy.
Cyril Zotmund
Captain, 2501 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 02:11
  • msg #513

Re: OOC Mk II

I am confused a little, how would this man be clearly terran and not Vilani? I thought we all looked identical.
Fate
GM, 2092 posts
Roll for dodge!
Mon 25 Feb 2019
at 02:18
  • msg #514

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 513):

You do. But you don't sound different, and clothing styles can mark you as well. In much a similar way to how you can pick an American Tourist at 1000 yards in a crowded Moscow marketplace...you both look similar, but a trained eye can pick the difference!
Cyril Zotmund
Captain, 2515 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Feb 2019
at 22:09
  • msg #515

Re: OOC Mk II

I'm having trouble keeping up with what has and has not been said/agreed to. Not thrilled about the Lightening heading off on it's own, but can also see their point.

Also asked the Scouts which way they were headed and as yet have no response.
Fate
GM, 2096 posts
Roll for dodge!
Tue 26 Feb 2019
at 22:15
  • msg #516

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 515):

Scouts don't have a clear direction they have expressed to you. They have been willing to escort one if the vessels back to Nova Pacifica, as making contact with them interests them...
Cyril Zotmund
Captain, 2516 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Feb 2019
at 23:45
  • msg #517

Re: OOC Mk II

Well they aren't exactly well armed either... but with 3 of the NP folks on board and the Scout as an escort, Let the lightening go.
Cyril Zotmund
Captain, 2518 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 01:55
  • msg #518

Re: OOC Mk II

What exactly does a Light Missile array consist of?
Fate
GM, 2099 posts
Roll for dodge!
Wed 27 Feb 2019
at 02:33
  • msg #519

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 518):

It is basically a battery of 24 missiles, usually 6x4, along with a master controller array to control them. It comes with 25 reloads, or 600 missiles.
Cyril Zotmund
Captain, 2520 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 02:54
  • msg #520

Re: OOC Mk II

OK ... that makes that Kargash CL a good bit more intimidating.
Fate
GM, 2100 posts
Roll for dodge!
Wed 27 Feb 2019
at 03:01
  • msg #521

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 520):

Yeah, quite so! But if you have the point defence to shoot them down, there goes their main teeth. Just stay out of range of those Plasmas, and you can wear away at them!
Cyril Zotmund
Captain, 2522 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 03:26
  • msg #522

Re: OOC Mk II

Yeah... but 24 at a time will wear you thin and 600 missiles is several salvos...  on the other hand... killing lost of incoming missiles will be a challenge for the Kargash...
Fate
GM, 2103 posts
Roll for dodge!
Wed 27 Feb 2019
at 05:04
  • msg #523

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 522):

Yes, they are their own worst enemies, that is true. I believe they have 2 such arrays... but as the battle of Yenesei showed, they are easily smashed by a missile swarm themselves. Beams make very good point defence, and 24 beams would likely take down the entire swarm each and every time...
Cyril Zotmund
Captain, 2524 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 16:24
  • msg #524

Re: OOC Mk II

But we only have 14 beams, so we would have to work extra hard.
Fate
GM, 2104 posts
Roll for dodge!
Wed 27 Feb 2019
at 19:02
  • msg #525

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 524):

Yeah, and it is not alone, so you should not be either!
Cyril Zotmund
Captain, 2526 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 20:27
  • msg #526

Re: OOC Mk II

Well if I have a friendly dreadnought handy, it won't be an issue.
Fate
GM, 2106 posts
Roll for dodge!
Wed 27 Feb 2019
at 21:32
  • msg #527

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 526):

Lol, glad to see you noticed the updates!

If there was a friendly dreadnought handy, you might scare the crap out of the local governors into getting a serious fleet together though!
Cyril Zotmund
Captain, 2530 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Feb 2019
at 03:37
  • msg #528

Re: OOC Mk II

Looks Like JEAN BART is getting the worst of this operation... Doyle doing it or are you playing his character?
Fate
GM, 2108 posts
Roll for dodge!
Thu 28 Feb 2019
at 04:04
  • msg #529

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 528):

Bit of both. I am trying to play it as he seemed to want to. He was looking for a target to attack when he first took command. Now he has the opportunity, I am giving him the chance. I actually wish he was running it...there are a lot of dice rolls to be made! Other than missiles, the pulse lasers are not much good, so I might just roll once per ship!
Fate
GM, 2131 posts
Roll for dodge!
Tue 5 Mar 2019
at 02:15
  • msg #530

Re: OOC Mk II

In reply to Fate (msg # 529):

Message #349 has the prices paid, after negotiation...
Cyril Zotmund
Captain, 2545 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 5 Mar 2019
at 02:36
  • msg #531

Re: OOC Mk II

Having trouble keeping up with it all, But that's fine... I assume the crew will sell a tone or two of the weapons at those rates... I'll suggest we need to save a ton or so for the folks back at NP.

No more than ½ the precision instruments. No tools at the price they offered.
Fate
GM, 2151 posts
Roll for dodge!
Sat 9 Mar 2019
at 23:47
  • msg #532

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 531):

If I am dragging my feet getting you guys off the planet, it is because it looks like Dastavka has a new security officer. PC, we are still discussing whether they are a local, or Terran, or even Labrysian...
Cyril Zotmund
Captain, 2564 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 10 Mar 2019
at 00:19
  • msg #533

Re: OOC Mk II

Labrysian likely doesn't work...  how about he just takes over Gun Da Bin and modifies him to fit... or Meir if he wants... but Gun Da Bin could use a promotion. I doubt you have him heavily created.
Fate
GM, 2152 posts
Roll for dodge!
Sun 10 Mar 2019
at 00:20
  • msg #534

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 533):

Lol, I have character sheets for all important characters. But since he has opted to go Vilani, I am thinking he can be one of the local prize crew you take aboard!
Cyril Zotmund
Captain, 2566 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 10 Mar 2019
at 00:26
  • msg #535

Re: OOC Mk II

Umm, that isn't likely to let him/her be a security officer on my ship! Not without knowing him/her REALLY well...
Fate
GM, 2153 posts
Roll for dodge!
Sun 10 Mar 2019
at 00:46
  • msg #536

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 535):

Yeah, he will be in command of the local prize crew, I am thinking. For a while, at least.
Cyril Zotmund
Captain, 2567 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 10 Mar 2019
at 01:58
  • msg #537

Re: OOC Mk II

That position would also require more trust than I feel at the moment.
Fate
GM, 2154 posts
Roll for dodge!
Sun 10 Mar 2019
at 02:57
  • msg #538

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 537):

Well, the prize crew will probably have their own commander. At some point, you are planning on working with them, no?
Cyril Zotmund
Captain, 2569 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 10 Mar 2019
at 02:59
  • msg #539

Re: OOC Mk II

Yes, but I assumed a dissident...
Fate
GM, 2155 posts
Roll for dodge!
Sun 10 Mar 2019
at 03:01
  • msg #540

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 539):

Oh, he will be a dissident. We are looking at an ex-member of the SDU, not unlike some already on your team. The dissidents will not send anyone they don't trust, who could potentially tell authorities about their location!
Cyril Zotmund
Captain, 2570 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 10 Mar 2019
at 03:03
  • msg #541

Re: OOC Mk II

SDU? Students for a Democratic Union?
Fate
GM, 2156 posts
Roll for dodge!
Sun 10 Mar 2019
at 03:07
  • msg #542

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 541):

Lol, something like that, but the official acronym is for Shigniid Dia Ugkin, the Imperial special forces, made up of dissidents and criminals the Imperium would rather condemn, but they are so good at killing they are useful!
Gaius Sattius
Security Assistant, 1 post
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Sun 10 Mar 2019
at 23:23
  • msg #543

Re: OOC Mk II

Almost done guys, just got to do a description and get checked over.
Fate
GM, 2157 posts
Roll for dodge!
Mon 11 Mar 2019
at 04:00
  • msg #544

Re: OOC Mk II

In reply to Gaius Sattius (msg # 543):

As I understand, you guys will be traveling separately. Whilst tempted to split the groups an use different RPOL groups so that you cannot see each other, I think I would prefer not to, allowing you all as players to enjoy how things pan out on the other threads and trusting in you guys not to meta-game too much. Thoughts?
LCDR Hawthorne Doyle
PC, 56 posts
Captain of Jean Bart
Mon 11 Mar 2019
at 09:10
  • msg #545

Re: OOC Mk II

I think it's fine
Gaius Sattius
Security Assistant, 2 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Mon 11 Mar 2019
at 16:56
  • msg #546

Re: OOC Mk II

In reply to Fate (msg # 544):

That's fine. Totally okay with that. Works kicked up a little so wont get my description done tonight barring a miracle but I'll see what I can do.
Cyril Zotmund
Captain, 2571 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 11 Mar 2019
at 17:39
  • msg #547

Re: OOC Mk II

In reply to Fate (msg # 544):

Since I have a character in each of the two main threads, i'd need to see them both anyway.
Cyril Zotmund
Captain, 2578 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Mar 2019
at 22:28
  • msg #548

Re: OOC Mk II

Dang!! Screwed up... was going to purchase a small bunch of Terran computers ... smaller ones with varying tech levels for trade and hush my dear gifts.
Fate
GM, 2163 posts
Roll for dodge!
Wed 13 Mar 2019
at 23:00
  • msg #549

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 548):

Hate doing that. I did not rush things, either...
Cyril Zotmund
Captain, 2579 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Mar 2019
at 23:16
  • msg #550

Re: OOC Mk II

In reply to Fate (msg # 549):

No, not your fault... kept thinking about it when I was away from the computer and never when I was in front of it ... Would you accept an ex post facto correction?
Fate
GM, 2164 posts
Roll for dodge!
Thu 14 Mar 2019
at 01:41
  • msg #551

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 550):

Could accept up to 0.5 dTon, but you may need to purchase it yourself. Rather than general computers, though, we can be more specific, adding 50% to weight for packaging and using density figures from G:ISW. I will get on to it tonight if you specifically want notebooks or small computers, with only a small number of larger ones.
This message was last edited by the GM at 01:42, Thu 14 Mar 2019.
Cyril Zotmund
Captain, 2580 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Mar 2019
at 02:49
  • msg #552

Re: OOC Mk II

In reply to Fate (msg # 551):

These may be up to desk tops... although I am assuming small portable computers are what's desirable. We might get two or three at most full size computers able to plot jumps, in case we capture a ship.
Fate
GM, 2165 posts
Roll for dodge!
Thu 14 Mar 2019
at 05:11
  • msg #553

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 552):

Ok, for ship computers, note the following:

G:ISW:172:
A small cockpit or bridge installs  minicomputers, with Complexity equal to TL-5. A large cockpit or standard bridge installs microframes, with Complexity equal to TL-4. A command bridge installs mainframes, with Complexity equal to TL-3


A Karl Marx would have microframes of Terran origins, and 60 terminals. For a captured ship, you would want the following terminals as a minimum:
Navigation, Piloting, Jump controls, Power plant, Jump drive room, Manuevre drive room, Captains quarters, Sickbay, Comms, Sensors, minimum 10.

So 0.5 dTon translates to 2.5 ton, or 5,000 lbs. Allowing for 50% of weight being packaging, that means you can select 3,333 lbs from the following:

Note:

Mainframe           $250 k, 1,000 lbs, Complexity 7, (5 kW)
Microframe          $50k, 100 lbs, Complexity 6, (500 W)

and
Workstation Terminal $1000, 40 lbs, external power

If we assume that the smaller computers come as packages with terminal systems as follows:

Minicomputer (Desktop) $10.5 k, 20 lbs, Complexity 5, 2C/10 hrs
Small (Laptops)        $3 k, 6 lbs, Complexity 4, 2B/10 hrs
Tiny (Palmtops)        $500, 0.6 lbs, Complexity 3, 2A/10 hrs

Cyril has $330k...

Suggested Loadout:
3 Microframes with 20 terminals
6 Minicomputer Desktops
10 Small Laptops
100 Tiny Palmtops

Total Cost: $313,000, 0.21 dTon.
Cyril Zotmund
Captain, 2581 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Mar 2019
at 17:54
  • msg #554

Re: OOC Mk II

Most interesting and a lot of work, Thank You.

Your suggestion is a good one, but lets down size it slightly.
Suggested Load out:
3 Microframes with 30 terminals (enough for three ships)
6 Minicomputer Desktops
10 Small Laptops
100 Tiny Palmtops

Total Cost: $323,000, 0.22 dTon.

The Palm Tops are the gift items.
Laptops are for special VIPs.
Others on a case by case.
This message was last edited by the player at 18:00, Thu 14 Mar 2019.
Fate
GM, 2167 posts
Roll for dodge!
Thu 14 Mar 2019
at 19:01
  • msg #555

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 554):

I should mention that each ship has 3 computers, not just one. If you want enough for three ships, you really should get 9 microframes, which does get expensive...
Cyril Zotmund
Captain, 2583 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Mar 2019
at 19:39
  • msg #556

Re: OOC Mk II

Yes that would... but one set will do fine for a Vilani dissident vessel that wants to look legal.
Fate
GM, 2169 posts
Roll for dodge!
Thu 14 Mar 2019
at 20:27
  • msg #557

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 556):

True. The number of terminals varies for each ship, but 20 to 40 would be about normal...so how many terminals then?
Cyril Zotmund
Captain, 2585 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Mar 2019
at 23:34
  • msg #558

Re: OOC Mk II

In reply to Fate (msg # 557):

10 per micro frame.
LCDR Hawthorne Doyle
PC, 57 posts
Captain of Jean Bart
Fri 15 Mar 2019
at 13:12
  • msg #559

Re: OOC Mk II

Haco at computer in an hour..will poet then
Cyril Zotmund
Captain, 2605 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Mar 2019
at 19:41
  • msg #560

Re: OOC Mk II

No real clue as to whether Natalie can handle High Vilani or not.. I can translate if need be, but expect to help in sales inforand what we can provide in trade.
Gaius Sattius
Security Assistant, 3 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Tue 19 Mar 2019
at 20:02
  • msg #561

Re: OOC Mk II

If you need a translator let me know :D

EDIT: I should be posting in about 5 hours or a little less if work is kind. If not tomorrow morning.
This message was last edited by the player at 20:04, Tue 19 Mar 2019.
Fate
GM, 2192 posts
Roll for dodge!
Wed 20 Mar 2019
at 00:25
  • msg #562

Re: OOC Mk II

In reply to Gaius Sattius (msg # 561):

Gaius is the Leader of the dissident prize crew the Dastavka has taken with them.
Cyril Zotmund
Captain, 2606 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Mar 2019
at 01:48
  • msg #563

Re: OOC Mk II

Doesn't sound like the fellow to have along for this meeting... I assume they have decent intelligence and background checks.
Fate
GM, 2193 posts
Roll for dodge!
Wed 20 Mar 2019
at 02:13
  • msg #564

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 563):

Most likely, but coming from a completely different sector, they would unlikely have anything about him unless he was notorious. He did not take that disadvantage!
Cyril Zotmund
Captain, 2608 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Mar 2019
at 02:19
  • msg #565

Re: OOC Mk II

OK, I will keep that in mind, but right now it's Natalie and me... does she speak High Vilani???
Fate
GM, 2194 posts
Roll for dodge!
Wed 20 Mar 2019
at 02:22
  • msg #566

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 565):

Yes.
Cyril Zotmund
Captain, 2609 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Mar 2019
at 03:10
  • msg #567

Re: OOC Mk II

Excellent... so we negotiate and ask questions.
Fate
GM, 2196 posts
Roll for dodge!
Thu 21 Mar 2019
at 01:33
  • msg #568

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 567):

In order to streamline things, I am considering allowing an average roll of 12 for situations that call for large numbers of rolls, like point defence. In any situation that calls for at least 10 rolls, I think you should be able to opt to accept rolls of 12 on all rolls.

For example, if you have, say 81 missiles incoming, you have 16 beam weapons at skill 16 (target 18), there are 6 beam weapons at skill 15 on the Dissident vessel (target 17) and 3 Fixed beam weapons at skill 16 on the bounty hunter (+2 for being fixed, so target 20), an average roll of 12 would result in each of the 16 beam weapon shooting down 4, each of the gashiddas beams weapons shooting down 3 and each of the bounty hunters weapons shooting down 5, so 64+18+15 = 97. Given that the average roll on 3d6 is between 10 and 11, this takes into account some variation, and saves a heap of rolling on my behalf that so far, has yielded pretty much the same result!

Thoughts?
Cyril Zotmund
Captain, 2615 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 02:19
  • msg #569

Re: OOC Mk II

Worst thing that can happen is game over ;-) ...go for it...
Fate
GM, 2197 posts
Roll for dodge!
Thu 21 Mar 2019
at 02:45
  • msg #570

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 569):

Lol, will roll for it per turret, as we do, if all 12s will not cover it!
Cyril Zotmund
Captain, 2617 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 02:53
  • msg #571

Re: OOC Mk II

Life has it's ups and downs... enjoying the game.
Understand the tedium of rolling countless dice ... do the 12s thing and adjust if necessary.
Fate
GM, 2198 posts
Roll for dodge!
Thu 21 Mar 2019
at 04:08
  • msg #572

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 571):

Cool. Had a good read through GURPs space this week, and found that any weapon used for point defense cannot also be used to attack in the same round. Since G:ISW was unclear about that, I had been allowing that on both sides. However, it makes sense to adopt that same rule here.
This message was last edited by the GM at 04:13, Thu 21 Mar 2019.
Cyril Zotmund
Captain, 2620 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 04:12
  • msg #573

Re: OOC Mk II

Yes, that does seem somewhat logical.
Fate
GM, 2199 posts
Roll for dodge!
Thu 21 Mar 2019
at 19:41
  • msg #574

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 573):

The damaged captured Gashiddas have a speed of barely 1G. If they are with the fleet, it will severely hamper your maneuverability. If they are behind a planet or moon (this Gas Giant has one) they cannot launch missiles. Of course, if they orbit a moon, they can pull behind it within 1 round...

I will assume Gloria controls both vessels...
This message was last edited by the GM at 19:41, Thu 21 Mar 2019.
Gloria Flake
2IC, 54 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 21 Mar 2019
at 19:46
  • msg #575

Re: OOC Mk II

Woo Hoo, a Promotion already ! Commodore Gloria!

We can stay down and then pop up when Doyle tells us too.
Fate
GM, 2202 posts
Roll for dodge!
Thu 21 Mar 2019
at 23:36
  • msg #576

Re: OOC Mk II

In reply to Gloria Flake (msg # 575):

The inhabited planet is 10 hours away at 4G. The moon near you is a barren uninhabited rock about the size of earths moon.
Gloria Flake
2IC, 55 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 22 Mar 2019
at 00:15
  • msg #577

Re: OOC Mk II

I'd assume that Cdr Doyle wants us to use the moon.
Fate
GM, 2204 posts
Roll for dodge!
Fri 22 Mar 2019
at 00:30
  • msg #578

Re: OOC Mk II

In reply to Gloria Flake (msg # 577):

I understood he wants you in formation, and have played out accordingly. Gloria might want to get her evacuation gear ready...she can't outrun the Kargash, and he does not like missiles!

Of course, missiles take one round to launch, and then hit on the next round after point defense. You can transfer control of missiles to a second vessel if you want, but they will need gunners to guide them in.

Of course, since the Jean Bart is in range and now faster, he may just try to go for the 'decapitation' strike before you get away...
This message was last edited by the GM at 00:41, Fri 22 Mar 2019.
Gloria Flake
2IC, 56 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 22 Mar 2019
at 17:15
  • msg #579

Re: OOC Mk II

Gloria is presuming that the Kargash will concentrate of the two bigger and more dangerous ships... she acts to kill some of the Kargash's capabilities.
This message was last updated by the player at 17:15, Fri 22 Mar 2019.
Fate
GM, 2205 posts
Roll for dodge!
Fri 22 Mar 2019
at 03:55
  • msg #580

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 579):

Missiles are the real threat to the Kargash, and he knows it, and is responding accordingly.
LCDR Hawthorne Doyle
PC, 66 posts
Captain of Jean Bart
Fri 22 Mar 2019
at 17:00
  • msg #581

Re: OOC Mk II

Aye, Doyle wants to extend the gap between their forward and rear ships as much as feasible.


But ultimately, the goal is that all our ships can fire at once. Rather than staggered
Fate
GM, 2207 posts
Roll for dodge!
Fri 22 Mar 2019
at 23:45
  • msg #582

Re: OOC Mk II

In reply to LCDR Hawthorne Doyle (msg # 581):

I would suggest that even a not intelligent commander on the Kargash will be reversing direction back to the Shamshir at this point!

Since the Jean Bart has sufficient point defence to take down all the Kargash missiles, the Spear of Destiny and New Hope will probably focus on removing the missiles from the Shamshir, as their plasmas will not be very effective against the heavy Kargash armour! That means they will also ensure that the re-inforcements 3 hours away are dealt with.

Which means that it is essentially the Jean Bart and the captured Gashidda vs the Kargash!
Fate
GM, 2208 posts
Roll for dodge!
Sat 23 Mar 2019
at 01:10
  • msg #583

Re: OOC Mk II

In reply to Fate (msg # 582):

I will have to post continuation on Monday. Any thoughts before then will be used iff posted!
LCDR Hawthorne Doyle
PC, 68 posts
Captain of Jean Bart
Sun 24 Mar 2019
at 12:56
  • msg #584

Re: OOC Mk II

Does that mean we can catch the gashiddas?
Fate
GM, 2211 posts
Roll for dodge!
Sun 24 Mar 2019
at 19:06
  • msg #585

Re: OOC Mk II

In reply to LCDR Hawthorne Doyle (msg # 584):

Yeah. I forgot initially they would have to refuel...
Gaius Sattius
Security Assistant, 7 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Tue 26 Mar 2019
at 17:26
  • msg #586

Re: OOC Mk II

Hey Cyril, would you allow Gaius access to your command center. I don't want to post comments and suggestions if you won't let him on the bridge.
Cyril Zotmund
Captain, 2644 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 17:32
  • msg #587

Re: OOC Mk II

Certainly, I won't promise Cyril will listen all the time, but if you are to command a ship we capture, it would be wise to understand how things operate.
Cyril Zotmund
Captain, 2647 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 22:05
  • msg #588

Re: OOC Mk II

Would it be reasonable to pass the tapes to one of their fighters? that's much less threat to us and thus safer all around.
Fate
GM, 2227 posts
Roll for dodge!
Tue 26 Mar 2019
at 22:08
  • msg #589

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 588):

True, but fighters are not comfortable for a 16 hr round trip...
Gloria Flake
2IC, 70 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 26 Mar 2019
at 22:09
  • msg #590

Re: OOC Mk II

Is the Shamshir salvable? Just curious.
Cyril Zotmund
Captain, 2648 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 22:10
  • msg #591

Re: OOC Mk II

In reply to Fate (msg # 589):

Picky, Picky ... I am not so comfortable with an untrustworthy Bounty Hunter getting too close either.
Fate
GM, 2228 posts
Roll for dodge!
Tue 26 Mar 2019
at 22:58
  • msg #592

Re: OOC Mk II

In reply to Gloria Flake (msg # 590):

Shamshir is salvageable. You still have more firepower than the Bounty Hunter. There is always you ships boat...
Cyril Zotmund
Captain, 2649 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 23:21
  • msg #593

Re: OOC Mk II

I was going to put the fighters up and use the APC/Raft whatever it is we have, to ferry the tapes...
Fate
GM, 2230 posts
Roll for dodge!
Wed 27 Mar 2019
at 00:34
  • msg #594

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 593):

You only have the ships boat. The APC is a tracked one, not so useful in space.

I interpreted the fighters being ready as being ready for launch at a moments notice, such as when he began powering up weapons systems. With no fighters, at least, he will not. Not until he gets the tapes, anyway.
Cyril Zotmund
Captain, 2650 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 02:34
  • msg #595

Re: OOC Mk II

OK, so if he powers up weapons I have a few seconds notice... do mine come on line any faster?
Fate
GM, 2231 posts
Roll for dodge!
Wed 27 Mar 2019
at 02:36
  • msg #596

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 595):

The plasmas will take a few seconds to warm up, the beams would be quicker, and pulse weapons almost instantly. But he has no pulse weapons.
Cyril Zotmund
Captain, 2651 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 02:38
  • msg #597

Re: OOC Mk II

OK, and Missiles?
Fate
GM, 2232 posts
Roll for dodge!
Wed 27 Mar 2019
at 02:46
  • msg #598

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 597):

Missiles take about as long as plasmas to prepare, but then they take a round to launch, before then slamming into their target. A problem the Kargash found...
Cyril Zotmund
Captain, 2653 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 02:50
  • msg #599

Re: OOC Mk II

Yes, that was catastrophic...
Cyril Zotmund
Captain, 2657 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 03:36
  • msg #600

Re: OOC Mk II

Going to call it a night, have to tend to my beer (5+ gallons brewing) and tidy up before calling it a night ... really enjoying all this, don't understand why the others don't ...  Haven't heard a peep out of Gaius Sattius.
Fate
GM, 2233 posts
Roll for dodge!
Wed 27 Mar 2019
at 05:02
  • msg #601

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 600):

I think some have trouble keeping up. Also have not heard anything out of Kat, starting to worry about her health now...
Gaius Sattius
Security Assistant, 8 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 27 Mar 2019
at 10:19
  • msg #602

Re: OOC Mk II

Cyril Zotmund:
Haven't heard a peep out of Gaius Sattius.


Yeah, I work in Sales, the end of the month gets all kinds of crazy. I'm limited to one post a day when it comes to the last week just because feeding my kids is kind of important ;)

Also I'm having trouble with the style you guys use, I'm used to a much more narrative style that said you style will make it a bit easier to post from my phone so it might mean more posts when life is not so crazy at work.

Now for a read and a peep.
Fate
GM, 2235 posts
Roll for dodge!
Wed 27 Mar 2019
at 11:02
  • msg #603

Re: OOC Mk II

In reply to Gaius Sattius (msg # 602):

Yeah, I have to post from the phone a few times...
Cyril Zotmund
Captain, 2658 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 17:42
  • msg #604

Re: OOC Mk II

In reply to Gaius Sattius (msg # 602):

OK, That explains a lot, Sales was not a good job for me ...
Gaius Sattius
Security Assistant, 11 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 27 Mar 2019
at 19:54
  • msg #605

Re: OOC Mk II

So which vessels are on the planet and which are in space?

And can spaceship weapons fire as effectively on the ground? More importantly how long does it take for a ship to go from planet side to space and how vulnerable are they?

In my brain it seems like shields and weapons would be less effective in space. Meaning if we could catch the two big ships on the ground we might be able to take out the escort and nail them while they are trying to take off..

But I'm new to the space combat with ships!
Fate
GM, 2239 posts
Roll for dodge!
Wed 27 Mar 2019
at 20:07
  • msg #606

Re: OOC Mk II

In reply to Gaius Sattius (msg # 605):

By the time you get to the planet, the large liner and the 3 Bounty hunters are planetside. The Karl Marx has taken off and replaced the Bounty hunters in orbit, to allow them to refuel.

The speed a starship can land is effected by it's Move, which takes into account streamlining (and therefore skin friction). As long as it is flying, a starship that is streamlined can maneuver in atmosphere. Unstreamlined vessels would want to be in space, beyond the effective hold of the planets atmosphere. If it has sufficient Gs to overcome the planets gravity, it can take off vertically, which is pretty fast. Say, 2 rnds to get off the planet, from rest.

No shields in Traveler. Note under gear available

quote:
Note, for weapons other than Missiles in space, multiply ranges by 500. Space Missiles slow to move 370 in atmosphere.


Recalling that for space weapons, range 0 is up to 9,999 miles, weapons have much longer ranges outside of atmosphere. Remember that space weapons firing back have the opposite effect, so since most orbits are more that 60 miles, the atmosphere can be seen to offer considerable protection against laser weapons, and it effectively makes plasmas ineffective from orbit. All weapons are assumed beyond 1/2 D firing in/though an atmosphere from or to space. Note the reduction of missile speed, making them MUCH easier to shoot down!
Gaius Sattius
Security Assistant, 12 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Thu 28 Mar 2019
at 12:36
  • msg #607

Re: OOC Mk II

Thanks for explaining.

Fate:
In reply to Cyril Zotmund (msg # 548):

Those hunting for supplies should make Survival (Desert) rolls...on behalf of the hunting party.


Hahaha, so I suppose we're coming back thirsty and that's about it. I'll roll and post shortly.
Gaius Sattius
Security Assistant, 15 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 29 Mar 2019
at 00:34
  • msg #608

Re: OOC Mk II

So my old eyes can't spot the system we are in so I can follow along. Which sector is it in?

Also, can we get those Magnetized Plates for space walking?
Fate
GM, 2247 posts
Roll for dodge!
Fri 29 Mar 2019
at 00:50
  • msg #609

Re: OOC Mk II

In reply to Gaius Sattius (msg # 608):

Magnetized boots are given out to those taking the walk. The system is Dishushashig, Uruk Subsector
Magyar 2518.
Gaius Sattius
Security Assistant, 16 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 29 Mar 2019
at 01:14
  • msg #610

Re: OOC Mk II

Okay, I concede defeat, I've looked in the book, I've looked in all the threads, I've looked on the map and I've searched the internet...I can't find that sector. In the book and from the Maygar numbers it looks like it's just above the Duusirka Subsector but I can't see it.

Am I being dumb? Is there a map somewhere I can't see?
Cyril Zotmund
Captain, 2665 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 29 Mar 2019
at 01:44
  • msg #611

Re: OOC Mk II

In reply to Gaius Sattius (msg # 610):

If you can find NOVA PACIFICA, it's 2 sectors above that one. NP is left of Thalassa and Capella.
Don't feel bad... the map has caused me trouble too...
Fate
GM, 2248 posts
Roll for dodge!
Fri 29 Mar 2019
at 03:50
  • msg #612

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 611):

Yeah, first thing to check is that you have the era correct. Top right hand corner of the map is three lines, indicating options. Third option along is a clock, indicating era. Default is third Imperium, but we are Interstellar wars period.

Once you have that, zoom right out to get Magyar sector. 2nd top right hand side, as you then zoom back in, is Uruk Subsector. It is beyond the map in the book, unfortunately. Zoom in enough and system names become visible. If you still have trouble, let me know.

Map takes some getting used to, but works well once you have it behaving itself!
Gaius Sattius
Security Assistant, 17 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 29 Mar 2019
at 11:40
  • msg #613

Re: OOC Mk II

Hahaha okay and that explains why I'm getting frustrated. I'm using the map in the book and the map linked in the game map above....which is also the book map. Uruk isn't on them.

What map are you guys looking at and is there a link to it?
Fate
GM, 2250 posts
Roll for dodge!
Fri 29 Mar 2019
at 22:21
  • msg #614

Re: OOC Mk II

In reply to Gaius Sattius (msg # 613):

There are a few links, but I can't post one until Sunday, AU's time. It is the travellermap a few have referred to.
Gaius Sattius
Security Assistant, 18 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Sun 31 Mar 2019
at 00:40
  • msg #615

Re: OOC Mk II

Holy batman, I figured it out, found it and even found the system we are in....the clock was a little tricky I had to enable experiments.

I am on the same page, at last!
Cyril Zotmund
Captain, 2668 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 31 Mar 2019
at 02:08
  • msg #616

Re: OOC Mk II

So welcome aboard... I wasn't at all sure of how to guide you, so I just shut up ;-)
Fate
GM, 2251 posts
Roll for dodge!
Sun 31 Mar 2019
at 07:18
  • msg #617

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 616):

Ah, just in time...I was about to send you another link, as I just got back.

I forgot about enabling experiments...
Gaius Sattius
Security Assistant, 19 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Mon 1 Apr 2019
at 20:01
  • msg #618

Re: OOC Mk II

And so, because I'm still getting familiar with these ships...these are a lost stronger than anything we have at least from dDR and dHP point of view, right?

Can we send fighters to slow them down?

Fire missles to slow them down?

All we really need is 2 more hours and we'll be gone, more or less.
Fate
GM, 2260 posts
Roll for dodge!
Mon 1 Apr 2019
at 20:30
  • msg #619

Re: OOC Mk II

In reply to Gaius Sattius (msg # 618):

They are stronger from a dDR perspective, with 160 dDR, and more HP, but they are also vulnerable to mass missile fire and to precision attacks with beam weapons. They are 1000 dTon warships, whilst you have 2x 400 dTon warships and Dastavka, a 500 dTon armed merchant. They may, or may not be able to be bribed, but you get the impression they recognize the ships with you as pirate vessels.

Of course, with 36 missiles, they can assume that they are able to destroy all incoming missiles without rolling. Even if Dastavka launches the ships boat, and the Gashiddas launch their assault shuttles, adding 3 more missiles to the swarm, 39 missiles will still likely be shot down most of the time. Precision attacks would be what is really needed. The two Heros, with 18 pulse lasers between them and slightly lower skilled gunners can still take out all 30 missiles without even bothering to roll as they have 18 pulse lasers between them. The main detail here is that the enemy will be needing to use their pulse lasers to shoot down missiles, so that staggering the missile swarms is likely to result in them being defenceless against precision attacks, while the freighters cover you from their missiles, enabling you to go to town against them. Once you get close enough...

But hiding around the other side of the Gas Giant is an excellent way to draw them in. Perhaps, once they loose sight of you they will give up...unlikely, but perhaps!
Gaius Sattius
Security Assistant, 20 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Mon 1 Apr 2019
at 20:35
  • msg #620

Re: OOC Mk II

And just because it is my purpose at the moment, how likely are we to be able to capture one of these behemoths? And could we retrofit them with beams?

And yeah, going to hide behind the gas giant will at least gain us a little more time.
Fate
GM, 2261 posts
Roll for dodge!
Mon 1 Apr 2019
at 20:41
  • msg #621

Re: OOC Mk II

In reply to Gaius Sattius (msg # 620):

Hardly behemoths, they are the smallest Imperial warships, really. With 11 security persons on board, and a total complement of 56, the problem would be getting aboard them without disabling the vessel. But then, perhaps you could allow a boarding party on board you, and then take control of them, and use them to return and capture the mother ship. Each Shamshir has 3 ships boats, and these may have extra troops on board for that reason...6 boats is enough to board most of you at one time.
Cyril Zotmund
Captain, 2674 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Apr 2019
at 21:26
  • msg #622

Re: OOC Mk II

Not feeling desperate enough to try that boarding stuff ...  and they'd be hard to take with us. hopefully we can just scare them off.
Fate
GM, 2269 posts
Roll for dodge!
Wed 3 Apr 2019
at 11:33
  • msg #623

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 622):

Doyle, if you want more information or insight, you can select the case and roll accordingly, suggesting a skill that might help and giving me a statement of what you are looking for (Eg, roll Politics to understand the ramifications either way of the decision, or roll Law to get a better understanding if what the Legal situation is.) You can also ask advice of local experts, but bare in mind the answer may depend on who you ask, so specify who you are asking!
Gaius Sattius
Security Assistant, 21 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 3 Apr 2019
at 19:44
  • msg #624

Re: OOC Mk II

What kind of a security compliment does the Dastavka have? Is the reverse boarding idea plausible against such a large ship?
Fate
GM, 2271 posts
Roll for dodge!
Wed 3 Apr 2019
at 20:08
  • msg #625

Re: OOC Mk II

In reply to Gaius Sattius (msg # 624):

They have a maximum compliment of 120. The pirate vessels are typically overmanned with boarders for pirate operations, and Dastavka has bout 20+ combatants, including you and the 12 folk with you, the 5 onboard security folk and a number of crew who might join you. Suggested crew would be Illiam (Pilot), and engineer, a medic (or 2), Meir, Tanya (Navigator) and the three fighter pilots. An Assault shuttle can carry up to 24+2 crew, as can standard ships boats.
This message was last edited by the GM at 20:09, Wed 03 Apr 2019.
Cyril Zotmund
Captain, 2690 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 4 Apr 2019
at 19:26
  • msg #626

Re: OOC Mk II

In reply to Fate (msg # 625):

On cell phone, so no big posts, may be a day or two as I am picking up my son after his tour in Bagdad.
Fate
GM, 2273 posts
Roll for dodge!
Thu 4 Apr 2019
at 19:26
  • msg #627

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 626):

That is fine. RL happens!
Cyril Zotmund
Captain, 2714 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Apr 2019
at 21:39
  • msg #628

Re: OOC Mk II

FYI, about to have company for a few hours, will post as I can.
Fate
GM, 2289 posts
Roll for dodge!
Mon 15 Apr 2019
at 00:06
  • msg #629

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 628):

All good. We just had a test/exam, so I am busy enough!
Gaius Sattius
Security Assistant, 22 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Mon 15 Apr 2019
at 20:41
  • msg #630

Re: OOC Mk II

Any chance I can try and recruit some of the Vilani security in as dissidents? If they are the lowest man on the totem pole there has to be some of them with dissident leanings?

I don't know if we have enough crew to fill all the ships so I'm trying to help out ;)
Fate
GM, 2294 posts
Roll for dodge!
Mon 15 Apr 2019
at 21:02
  • msg #631

Re: OOC Mk II

In reply to Gaius Sattius (msg # 630):

You could fit a couple more. Especially if you take the Lightning and/or other vessels.
Gloria Flake
2IC, 83 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 16 Apr 2019
at 00:19
  • msg #632

Re: OOC Mk II

Is The Lt CDR doing stuff?  If not I can replace him...
Fate
GM, 2296 posts
Roll for dodge!
Tue 16 Apr 2019
at 01:04
  • msg #633

Re: OOC Mk II

In reply to Gloria Flake (msg # 632):

I can't see much happening, but I can't speak for him...
Cyril Zotmund
Captain, 2727 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 20 Apr 2019
at 03:04
  • msg #634

Re: OOC Mk II

Halloooo... anything happening? I am going into withdrawal ...
Fate
GM, 2305 posts
Roll for dodge!
Sat 20 Apr 2019
at 08:52
  • msg #635

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 634):

Sorry, Easter has worse reception than I anticipated. Back on Monday...
Gaius Sattius
Security Assistant, 26 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 24 Apr 2019
at 10:16
  • msg #636

Re: OOC Mk II

What kind of weapons do they have in the hold of the lightening? And how long would it take to mount the?

More importantly how does Cyril feel about me having a mixed crew of Terran's and Vilani and running around armed :P

If he's okay with it mounting the weapons while we wait for the scan to be completed seems like a good idea to me :D
Fate
GM, 2317 posts
Roll for dodge!
Wed 24 Apr 2019
at 10:20
  • msg #637

Re: OOC Mk II

In reply to Gaius Sattius (msg # 636):

The weapons are in the hold of the Pirate ships, Pulse Lasers taken earlier from the Shamshir. It would take a few hours to mount each for Duke, once you had everything aboard.

However, the other questions I will have to let Cyril answer.
Cyril Zotmund
Captain, 2736 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Apr 2019
at 16:32
  • msg #638

Re: OOC Mk II

In reply to Gaius Sattius (msg # 636):

An unarmed Lightening is a huge liability, not that arming it makes it a good fighting ship ... let's see what the Pirates want for some of them.
Gaius Sattius
Security Assistant, 28 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 10 May 2019
at 16:35
  • msg #639

Re: OOC Mk II

Cyril Zotmund:
Gaius, It is the Kimashargur we are speaking of training... They don't seem to mind be a little heretical.


Sorry not sure how I missed that. LOL
Cyril Zotmund
Captain, 2788 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 10 May 2019
at 16:46
  • msg #640

Re: OOC Mk II

It's OK ... No problem at all.... you just missed that with everything else going on ... done it myself several times.
Fate
GM, 2355 posts
Roll for dodge!
Sun 12 May 2019
at 09:38
  • msg #641

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 640):

Actually, Dukes concern was the Vilani copying it and then using it against the Terrans, so Gaius comments were well in place for that, pointing out that you need not be concerned with the Ziru Sirka copying Terran technology to the detriment of Terra.
Gaius Sattius
Security Assistant, 32 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Mon 13 May 2019
at 12:28
  • msg #642

Re: OOC Mk II

I'm assuming what I get to take with is dependent on what Cyril allows right?
Cyril Zotmund
Captain, 2791 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 13 May 2019
at 16:43
  • msg #643

Re: OOC Mk II

Ask for what you want and we'll work it out... I'm only dictatorial when I have to be... ask my son the 1st Sgt.  ;-)
Gaius Sattius
Security Assistant, 33 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Mon 13 May 2019
at 17:09
  • msg #644

Re: OOC Mk II

So I think about 500k is fair, since I spend 300k just doing the fuel tank upgrade that gives me 200k to spend.

Gear wise:

Gauss CAW, 18.5mm (Common Vilani Assault weapon) x3
 Guns(Shotgun), 8d pi++, Acc 4, 200/1000, ROF 15, C/30 rnd clip
All Gauss CAWs with under-slung 25 mm PC Grenade Launcher as above

And half the 25mm PC grenades of each type? That way I at least got a start?

EDIT: Which is the system I'm headed too?
This message was last edited by the player at 17:10, Mon 13 May 2019.
Fate
GM, 2361 posts
Roll for dodge!
Mon 13 May 2019
at 20:20
  • msg #645

Re: OOC Mk II

In reply to Gaius Sattius (msg # 644):

You would ultimately be heading back to Alizarin at least, perhaps Chrysolite. That is kind of up to you, but Kat needs to get back to Chrysolite to get a new passport for her expected little one. No embassies up here...

And yes, you get to take what Cyril can spare. He may have to sell a few system maps though to afford $500 k...
Gaius Sattius
Security Assistant, 34 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Mon 13 May 2019
at 20:21
  • msg #646

Re: OOC Mk II

Fate:
And yes, you get to take what Cyril can spare. He may have to sell a few system maps though to afford $500 k...


Really? I saw a million in Ship cash?
Fate
GM, 2363 posts
Roll for dodge!
Mon 13 May 2019
at 20:24
  • msg #647

Re: OOC Mk II

In reply to Gaius Sattius (msg # 646):

Yes, but maintenance will cost him about $600 k, a little more if memory serves me correctly.
Gaius Sattius
Security Assistant, 35 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Mon 13 May 2019
at 20:51
  • msg #648

Re: OOC Mk II

Ahhh, I was unaware of that!

So yeah, he'll have to sell routes if he wants to give me any money at all realistically, because maintenance will be 600k + 300k for fuel tank upgrades leaves him with 100k total...
Cyril Zotmund
Captain, 2792 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 14 May 2019
at 00:38
  • msg #649

Re: OOC Mk II

We have agreed to sell the the Route to Dzosuiken ... have to go back and look, but it should fill in a lot of the cash needs.
Gaius Sattius
Security Assistant, 36 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 15 May 2019
at 12:00
  • msg #650

Re: OOC Mk II

Just to  make sure, Cyril, the original owner is coming with me as well as his crew?
Cyril Zotmund
Captain, 2799 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 15 May 2019
at 17:54
  • msg #651

Re: OOC Mk II

In reply to Gaius Sattius (msg # 650):

Yup, need to be sure he doesn't try and take it back. Once delivered to K.I. , the boss can do as he sees fit. You are welcome to catch the next ship back.

Fate will need to tell you if you know about Ceti- Commands change of alignment , as it would be the quickest place and has both K.I. and Terran government representatives. Maybe you'll learn about it on the way back...
This message was last edited by the player at 17:58, Wed 15 May 2019.
Fate
GM, 2371 posts
Roll for dodge!
Wed 15 May 2019
at 20:19
  • msg #652

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 651):

None of you would be aware at this stage. Travelling the normal route back, you would be expected to learn about it at Faith, or Dzosuiken, but the latter would require a detour.
Cyril Zotmund
Captain, 2800 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 15 May 2019
at 20:30
  • msg #653

Re: OOC Mk II

But if he ran into a ship from Ceti enroute to... he could learn that way.... maybe.
Gaius Sattius
Security Assistant, 37 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 15 May 2019
at 20:52
  • msg #654

Re: OOC Mk II

One problem at a time...first need to get my gas tank put in..
Fate
GM, 2373 posts
Roll for dodge!
Wed 15 May 2019
at 20:54
  • msg #655

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 653):

True, but given ships in transit spend about half a day refueling and 7 days in hyperspace chances of running into a ship are slim...
Cyril Zotmund
Captain, 2802 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 15 May 2019
at 22:59
  • msg #656

Re: OOC Mk II

In reply to Gaius Sattius (msg # 654):

Extra gas tank ;-) ... the idea being that if you arrive to a problem, you can head back the way you came ... or if possible, jump and jump again faster than your pursuers.
Fate
GM, 2377 posts
Roll for dodge!
Thu 16 May 2019
at 00:51
  • msg #657

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 656):

Yes, but I was referring to other vessels. You only meet them while they are refueling, really.
Cyril Zotmund
Captain, 2803 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 16 May 2019
at 01:49
  • msg #658

Re: OOC Mk II

Wasn't arguing... just explaining what it was for.
Fate
GM, 2378 posts
Roll for dodge!
Thu 16 May 2019
at 02:30
  • msg #659

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 658):

Cool. Just wanted to be clear.
Gaius Sattius
Security Assistant, 40 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 17 May 2019
at 00:29
  • msg #660

Re: OOC Mk II

Got a busy day tomorrow and some things to do tonight. So will be about 24 hours before I can get a good look at the map and figure out a route.
Cyril Zotmund
Captain, 2810 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 17 May 2019
at 02:46
  • msg #661

Re: OOC Mk II

You should be using our old route, as it is the only one surveyed. You don't have many choices
Fate
GM, 2385 posts
Roll for dodge!
Fri 17 May 2019
at 04:01
  • msg #662

Re: OOC Mk II

In reply to Gaius Sattius (msg # 660):

I have a crazy weekend, so I may not get to respond before Monday anyway.
Gaius Sattius
Security Assistant, 43 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Tue 21 May 2019
at 12:30
  • msg #663

Re: OOC Mk II

Is Faith and Chrysolite the same place? It's a starbase right?
Fate
GM, 2396 posts
Roll for dodge!
Tue 21 May 2019
at 12:36
  • msg #664

Re: OOC Mk II

In reply to Gaius Sattius (msg # 663):

No. Faith is a dissident planet with a very small population. Chrysolite is the Terran Headquarters in the outback region, Planet 1032 in the Capella sub-sector, 8 jumps away from Faith. Alizarin is the nearest Terran system, just 3 jumps away, from Faith. They have a large Base ship, Fabrika, but that would be the nearest starbase, other than the mining base vessel Red Dwarf based at Ceti-Command for a while...
Gaius Sattius
Security Assistant, 44 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Tue 21 May 2019
at 12:39
  • msg #665

Re: OOC Mk II

And where is our famous 'leader'? At Chrysolite?

I'm just trying to figure out where I'm supposed to be headed. Looks like I'll need to get some supplies before I go, but I want to make sure I have a destination in mind!
Fate
GM, 2398 posts
Roll for dodge!
Tue 21 May 2019
at 12:43
  • msg #666

Re: OOC Mk II

In reply to Gaius Sattius (msg # 665):

The head of Kalishnikov Enterprises was last known to be at Alizarin. But that is just a company, albeit a large and influential one and the sponsors of the Dastavka. The Terran outback government is based at Chyrsolite.

Supplies are generally $12,000 per dTon. One dTon should be plenty: indeed you should even be able to make it without more. Just.
This message was last edited by the GM at 12:45, Tue 21 May 2019.
Gaius Sattius
Security Assistant, 45 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Tue 21 May 2019
at 12:45
  • msg #667

Re: OOC Mk II

In reply to Fate (msg # 666):

I was working under the assumption that I was headed to Kalishnikov Enterprises, because Cyril referenced his 'boss' sorting out who owned the Lightening several times. Also I will eventually need a ship of my own, or a way back to Cyril, both of which I assumed was though Kalishnikov Enterprises.

Is this correct?

Where does the pregnant girl need to go?
Fate
GM, 2399 posts
Roll for dodge!
Tue 21 May 2019
at 12:55
  • msg #668

Re: OOC Mk II

In reply to Gaius Sattius (msg # 667):

At least to Alizarin. Further might be an option under medical advice. It would stand to reason that Kalishnikov, who is his boss, can sort that out.

[Private to Gaius Sattius: He will offer you a contract to work for him.
There are a couple of options for your new ship. Please let me know your preference:

Ball Freighter
Ball courier (either)
$80 M solars to purchase a Vilani ship of your choice (ie Hero or Iiken Cargo Courier...and a few weapons)

Mission will depend on your choice

The top section of Message #4 in link to a message in this game has AK Enterprises designs.
]
Gloria Flake
2IC, 122 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 22 May 2019
at 21:25
  • msg #669

Re: OOC Mk II

I note that most Imperial ships have an xG Move 370 ...  so acceleration is good, BUT 370? should that be 3700?
Also note the Hadrada has dDr 75 in the GEAR WE KNOW
Gloria Flake
2IC, 124 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 22 May 2019
at 23:55
  • msg #670

Re: OOC Mk II

May we consider all Kimashargur planets as semi-friendly?
Fate
GM, 2414 posts
Roll for dodge!
Thu 23 May 2019
at 02:50
  • msg #671

Re: OOC Mk II

In reply to Gloria Flake (msg # 670):

Generally, they are. Depending on how much they have been intimidated...
Fate
GM, 2424 posts
Roll for dodge!
Mon 27 May 2019
at 02:51
  • msg #672

Re: OOC Mk II

In reply to Fate (msg # 671):

Had to split the ship lists in Gear Available...apparently there is a maximum message size!!
Cyril Zotmund
Captain, 2823 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 28 May 2019
at 03:18
  • msg #673

Re: OOC Mk II

That Labrysian Scout looks pretty good ... Girri could use one or two ...  Granted they are damned expensive.
Would such a ship less it's survey capability be significantly cheaper? Looks better than a Gashidda in everything but armor.

The FRIGATEs might be a good buy too, as the Labrysians go to the ESCORT.
Fate
GM, 2430 posts
Roll for dodge!
Tue 28 May 2019
at 04:42
  • msg #674

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 673):

Lol, yeah, redone all the Labrysian vessels in the light of their losses to the Vilani. All military vessels can now outrun the Vilani Fighters!

Also added: Carrier, Colony vessel and the Cruiser, Destroyer and fighter has been redesigned. Might take a while for you to see the changes, but should be visible by the time you get back!
Fate
GM, 2444 posts
Roll for dodge!
Thu 30 May 2019
at 10:40
  • msg #675

Re: OOC Mk II

In reply to Fate (msg # 674):

Yay, 10,000 posts! I am sure we can go at least twice as long!
Gaius Sattius
Security Assistant, 60 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Thu 30 May 2019
at 14:39
  • msg #676

Re: OOC Mk II

Fate:
In reply to Fate (msg # 674):

Yay, 10,000 posts! I am sure we can go at least twice as long!


I'm game for that!

Also do I gain skill points as well or just my men?
Fate
GM, 2446 posts
Roll for dodge!
Thu 30 May 2019
at 20:13
  • msg #677

Re: OOC Mk II

In reply to Gaius Sattius (msg # 676):

Those doing the activity gain the sill points, but now that you mention it, you are due for 5 cp to spend as well, on any activity that you practice during this time.

[Private to Cyril Zotmund: I have been slowly improving Cyrils Telepathic abilities as well. Gloria will get something at the end of her mission!]
Gloria Flake
2IC, 155 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Jun 2019
at 02:24
  • msg #678

Re: OOC Mk II

Gloria has Rank 3 (Lieutenant) in the Terran Navy, which would allow her to normally command a small warship.. I'm thinking JEAN BART is closer to a Medium sized warship, but she could still be assigned as captain if they chose to ... depends on how successful they see her last operation as... she might even get a promotion!
Fate
GM, 2454 posts
Roll for dodge!
Mon 3 Jun 2019
at 02:27
  • msg #679

Re: OOC Mk II

In reply to Gloria Flake (msg # 678):

Yeah, pretty much. Since it is a raider and not a front line vessel, and less than 1000 dTons, it should be fine. Anything less than 1,000 dTons can be considers small. But promotion is always possible in war time! She has done pretty well so far...take 5 cp to spend, for considerable service under Doyle and impressive service since then. Destroying 2 Escorts and taking out a troop convoy is not a bad years work for a raider!
Gloria Flake
2IC, 157 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Jun 2019
at 02:30
  • msg #680

Re: OOC Mk II

And we can prove it... here are the troops ;-)

OK, we'll leave her as a LT for a while... What limits do you have?
I know she needs strategy ... any limits on how many point i can push into it? Say 2?
Fate
GM, 2455 posts
Roll for dodge!
Mon 3 Jun 2019
at 02:38
  • msg #681

Re: OOC Mk II

In reply to Gloria Flake (msg # 680):

I generally limit each improvement by one level per instance, because it is unrealistic for someone to suddenly become very good at anything. No reason not to increase in rank, though, after a successful mission. The Raider have that place where they are commanded by LC or LEUT's, but to get extra stuff, you probably have more clout as a LC.
Gloria Flake
2IC, 158 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Jun 2019
at 02:48
  • msg #682

Re: OOC Mk II

True, but that is all 5 points... I think she suffers as a Junior ships captain for a bit.
Fate
GM, 2474 posts
Roll for dodge!
Wed 5 Jun 2019
at 20:29
  • msg #683

Re: OOC Mk II

In reply to Gloria Flake (msg # 682):

Just a heads up, I will likely be away from 7th July to 1st of August.
Gloria Flake
2IC, 166 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Jun 2019
at 21:36
  • msg #684

Re: OOC Mk II

In reply to Fate (msg # 683):

FORBIDDEN !!
Fate
GM, 2476 posts
Roll for dodge!
Wed 5 Jun 2019
at 22:32
  • msg #685

Re: OOC Mk II

In reply to Gloria Flake (msg # 684):

Unfortunate reality! I may be able to get on some times in that period, but I have no idea if or how often.
Cyril Zotmund
Captain, 2831 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 5 Jun 2019
at 22:53
  • msg #686

Re: OOC Mk II

I remember, it's happened before ;-) ... we'll handle it as best we can.
Gaius Sattius
Security Assistant, 65 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Thu 6 Jun 2019
at 13:11
  • msg #687

Re: OOC Mk II

Mostly by crying a lot
Fate
GM, 2482 posts
Roll for dodge!
Thu 6 Jun 2019
at 20:01
  • msg #688

Re: OOC Mk II

In reply to Gaius Sattius (msg # 687):

I will try to get a box of tissues sent out to those that need them!
Cyril Zotmund
Captain, 2832 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 6 Jun 2019
at 20:08
  • msg #689

Re: OOC Mk II

That could be expensive, maybe just paypal them the money for them...
Fate
GM, 2483 posts
Roll for dodge!
Thu 6 Jun 2019
at 20:14
  • msg #690

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 689):

I am old fashioned...I am not on paypal!
Cyril Zotmund
Captain, 2833 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 6 Jun 2019
at 20:17
  • msg #691

Re: OOC Mk II

I am for the moment.. but that may change if they keep going as they are headed ...
Gloria Flake
2IC, 178 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 12 Jun 2019
at 03:52
  • msg #692

Re: OOC Mk II

Won't be on until late tomorrow
Fate
GM, 2499 posts
Roll for dodge!
Wed 12 Jun 2019
at 05:26
  • msg #693

Re: OOC Mk II

In reply to Gloria Flake (msg # 692):

That is cool. Busy at the moment, but will respond to messages as I get the chance.
This message was last edited by the GM at 05:26, Wed 12 June 2019.
Cyril Zotmund
Captain, 2834 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 14 Jun 2019
at 17:49
  • msg #694

Re: OOC Mk II

Cyril shouldn't be too hard to find... nor should Dastavka.
Gloria Flake
2IC, 184 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 15 Jun 2019
at 23:51
  • msg #695

Re: OOC Mk II

Is Gloria on ice? Sort of interested in what happens...
Fate
GM, 2515 posts
Roll for dodge!
Mon 17 Jun 2019
at 03:40
  • msg #696

Re: OOC Mk II

In reply to Gloria Flake (msg # 695):

Sorry, difficult weekend, moving yet again. You might think i would start getting efficient at this...
Cyril Zotmund
Captain, 2838 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 17 Jun 2019
at 03:49
  • msg #697

Re: OOC Mk II

Oh, OK... That explains a lot... what a pain.  I never did get good at it... Best wishes.

And I'll hold you a spot in CONFUSION IN CATHERAN if you want it ...
Fate
GM, 2519 posts
Roll for dodge!
Mon 17 Jun 2019
at 04:14
  • msg #698

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 697):

Thanks. Trying to catch up now...
Bryson Miller
Explorer Captain, 43 posts
Mon 17 Jun 2019
at 07:13
  • msg #699

Re: OOC Mk II

ooc
My wife is expecting twins in the next couple of weeks, so if I suddenly disappear for a few days that will be why!

Fate
GM, 2523 posts
Roll for dodge!
Mon 17 Jun 2019
at 07:22
  • msg #700

Re: OOC Mk II

In reply to Bryson Miller (msg # 699):

Understood! Congratulations...your first (and second)?
Bryson Miller
Explorer Captain, 44 posts
Mon 17 Jun 2019
at 07:25
  • msg #701

Re: OOC Mk II

yeah - in at the deep end...
Fate
GM, 2524 posts
Roll for dodge!
Mon 17 Jun 2019
at 08:46
  • msg #702

Re: OOC Mk II

In reply to Bryson Miller (msg # 701):

Ooooh. Remember how you used to like sleep? Remember now...it will become a more distant memory soon!
Cyril Zotmund
Captain, 2840 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 17 Jun 2019
at 17:45
  • msg #703

Re: OOC Mk II

In reply to Bryson Miller (msg # 701):

Best of luck... it pays off in about 18-20 years when you get Dads day calls from all over creation...
Fate
GM, 2528 posts
Roll for dodge!
Tue 18 Jun 2019
at 08:20
  • msg #704

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 703):

Heh, hell yeah. Let me know when you guys are finished discussing matters on Girii.
Fate
GM, 2537 posts
Roll for dodge!
Wed 19 Jun 2019
at 23:06
  • msg #705

Re: OOC Mk II

In reply to Fate (msg # 704):

Dastavka, could you post your movements bac in your thread when you are finished?

Solstice, what are your longer term goals, so we can start to work towards them?
Cyril Zotmund
Captain, 2845 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 20 Jun 2019
at 17:19
  • msg #706

Re: OOC Mk II

Oh No!... we are going to put a Seedy bunch down on a pristine planet!
Fate
GM, 2545 posts
Roll for dodge!
Thu 20 Jun 2019
at 20:25
  • msg #707

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 706):

Exactly right!
Fate
GM, 2562 posts
Roll for dodge!
Sat 22 Jun 2019
at 11:07
  • msg #708

Re: OOC Mk II

In reply to Fate (msg # 707):

Have updated the first post in "The World you know" thread to represent terran colonies, though the section showing planets beyond the Vilani does not include those beyond the Thalassa sub-system. They are still shown in post #9, where they have been ordered somewhat. This should make it easier for those who want to see what worlds swear allegiance to Terra, though, as they are now all in one place, and for those trading in the Capella, Gemini and Thalassa sub-systems.
Cyril Zotmund
Captain, 2902 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 8 Jul 2019
at 16:34
  • msg #709

Re: OOC Mk II

It appears that Fate has hit one of those unavailable periods, just be patient and he'll be back.
Fate
GM, 2675 posts
Roll for dodge!
Tue 9 Jul 2019
at 00:10
  • msg #710

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 709):

Yes, that is true. I will be at sea until the end of the month, when I expect to return. I will post when I can, but that is likely to be a lot less than before. Thank you all in advance for your patience.

Also having trouble accessing maps and spreadsheets at the moment, since they are on my computer and I am restricted to my mobile, so I will be stuck with some threads until I can sort that out.
This message was last edited by the GM at 00:24, Tue 09 July 2019.
Fate
GM, 2682 posts
Roll for dodge!
Fri 26 Jul 2019
at 05:26
  • msg #711

Re: OOC Mk II

In reply to Fate (msg # 710):

I have not forgotten. My Internet is just too poor to load the data I need to respond to post in a meaningful way just yet.
Cyril Zotmund
Captain, 2906 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Jul 2019
at 20:49
  • msg #712

Re: OOC Mk II

No Problems... I think we all understand.
Gaius Sattius
Security Assistant, 83 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 26 Jul 2019
at 22:35
  • msg #713

Re: OOC Mk II

Do what you got to do.
Fate
GM, 2684 posts
Roll for dodge!
Sat 27 Jul 2019
at 04:51
  • msg #714

Re: OOC Mk II

In reply to Gaius Sattius (msg # 713):

Back now!
Cyril Zotmund
Captain, 2911 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 30 Jul 2019
at 17:11
  • msg #715

Re: OOC Mk II

OK, So Cyril knows the there is a Peace treaty between the Vilani and terrans?  Gloria doesn't and is in a slightly different time slot as well?
Does Cyril know anything about the JEAN BART and their mission?
Fate
GM, 2702 posts
Roll for dodge!
Tue 30 Jul 2019
at 21:00
  • msg #716

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 715):

Gloria is still before the treaty and Cyril after, but no, they know nothing of each other at this point.
Cyril Zotmund
Captain, 2912 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 30 Jul 2019
at 23:43
  • msg #717

Re: OOC Mk II

OK, was just wondering if he'd be told to look for JEAN BART on his way out.
Fate
GM, 2703 posts
Roll for dodge!
Wed 31 Jul 2019
at 06:46
  • msg #718

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 717):

He would be aware of their existence, but since the Jean Bart is operated by the military, secrecy would surround them in much the same was as secrecy surrounds submarines actions. He would have been told to watch out for raiders that were not aware of the peace treaty, and to inform them but no specifics, not even vessel names.
Cyril Zotmund
Captain, 2914 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 31 Jul 2019
at 17:35
  • msg #719

Re: OOC Mk II

OK, Understand how Secrecy works and backfires...
Fate
GM, 2706 posts
Roll for dodge!
Wed 31 Jul 2019
at 20:20
  • msg #720

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 719):

Thought you might!
Gaius Sattius
Security Assistant, 86 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Thu 1 Aug 2019
at 11:36
  • msg #721

Re: OOC Mk II

Sorry guys, going to be out of town from the 1st to the 8th of August without internet access.
Fate
GM, 2708 posts
Roll for dodge!
Thu 1 Aug 2019
at 11:46
  • msg #722

Re: OOC Mk II

In reply to Gaius Sattius (msg # 721):

I know the feeling. Thanks for the heads up, and stay safe!

Speaking of which, Bryson how are the newborns?
This message was last edited by the GM at 11:47, Thu 01 Aug 2019.
Cyril Zotmund
Captain, 2916 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 7 Aug 2019
at 21:22
  • msg #723

Re: OOC Mk II

Am I the only person left?
Fate
GM, 2724 posts
Roll for dodge!
Thu 8 Aug 2019
at 06:32
  • msg #724

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 723):

Bryson logged in this morning, and Gaias a week ago. I also saw an older player checking in on things, as he does from time to time.
Gaius Sattius
Security Assistant, 87 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Thu 8 Aug 2019
at 14:04
  • msg #725

Re: OOC Mk II

As per the previous message I'm still here :D Was just away from the real world for awhile, should have a post up in a little bit.
Cyril Zotmund
Captain, 2917 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 8 Aug 2019
at 17:29
  • msg #726

Re: OOC Mk II

Super, I was starting to feel rather lonely here....
Fate
GM, 2733 posts
Roll for dodge!
Sat 10 Aug 2019
at 09:28
  • msg #727

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 726):

Just to put things into perspective, current timelines are

Current dates:
20 Apr 2175, Abel Tasman at 0239 [But so far away it does not matter!]

09 Nov 2175, Gloria at Kanamsa (Jean Bart)
Nov 2175, Nusku fallen
Jan 2176 Armistice Signed, News Nusku fallen arrives at Dzosuiken
End of Feb 2176 News Nusku fallen arrives at Alizarin
March 2176 News Armistice arrives at Dzosuiken, News Nusku fallen arrives at Girii,
29 Mar 2176, News of good new planet arrives to Girii
End of April News Armistice arrives at Alizarin
May 2176 News Armistice arrives at Girii,

05 Jan 2177, Gaius (Scutum) at 1214 (Argon)
18 Jan 2177, Solstice on 0809
[Also very far from the action with Vilani...]

10 Apr 2177 Lemrukiri declared that Girii leadership was illigitimate and in breach of Ziru Sirka Policy by constructing a new design of vessel. 2 New Cruisers designed by Kalishnikov (AK Export Cruisers) and built at Iishuni in secret are attacked there by a Lemrukiri fleet of 1 Command Cruiser, 50 Kargash and 100 Shamshirs. Fortunately, the shipyards have just launched the second cruiser, and the two cruisers, together with the wing of 5,000 fighters, destroyed the fleet, with only 10 Kargash escaping!

The heavy armour proved resistant to missiles, as advertised, and the high speed and twin Heavy Particle cannon enabled them to destroy the enemy fleet almost to the ship!

News of this would have arrived around June.

20 Oct 2177, Ceti-Command, (Kugel Blitz)


Note the time taken for news to travel. 4 months for news to get to Girii about what is happening on Nusku.
Cyril Zotmund
Captain, 2920 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 10 Aug 2019
at 22:12
  • msg #728

Re: OOC Mk II

So Gloria and Cyril are two years out of synch?
Fate
GM, 2735 posts
Roll for dodge!
Sat 10 Aug 2019
at 22:24
  • msg #729

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 728):

Pretty much! And a lot happens in the meantime!
Cyril Zotmund
Captain, 2921 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 10 Aug 2019
at 22:34
  • msg #730

Re: OOC Mk II

So it seems ... She'll likely be back at Alizarin before the Kugel blitz is started.
Fate
GM, 2737 posts
Roll for dodge!
Sat 10 Aug 2019
at 22:43
  • msg #731

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 730):

A good possibility, though Girii would be likely to send her up around the area where the prison planet was, to tie up supplies and reinforcements, if they get the opportunity.
Cyril Zotmund
Captain, 2922 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 11 Aug 2019
at 02:32
  • msg #732

Re: OOC Mk II

Could happen depending on who we meet where.
Fate
GM, 2739 posts
Roll for dodge!
Sun 11 Aug 2019
at 03:25
  • msg #733

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 732):

Yep. To be seen.

A quick check on spreadsheet revealed that one I have been using to calculate the details for many models was not factoring in the power supply for a lot of hulls, mainly spherical Kalishnikov ones that had appeared to be really cheap. Apparently since he bought out BMW Kalishnikov accountants have been cooking the books a little! Biggest difference was in the price of the export cruisers, which jumped form $4.8 B to $11.8 B. Still effective, though...but now only 1/4 the price of the Dreadnought rather than 1/10th!
Cyril Zotmund
Captain, 2923 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 11 Aug 2019
at 04:30
  • msg #734

Re: OOC Mk II

I thought it was VW who were doctoring documents...  missed BMW
Fate
GM, 2741 posts
Roll for dodge!
Sun 11 Aug 2019
at 04:38
  • msg #735

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 734):

Oh, it could have been. For all we know, they all were, and only one got caught!
Cyril Zotmund
Captain, 2924 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 11 Aug 2019
at 04:55
  • msg #736

Re: OOC Mk II

There were signs that others were guilty as well, but adjusted quickly it would seem. The joys of computerized automotive controls.
Fate
GM, 2742 posts
Roll for dodge!
Sun 11 Aug 2019
at 05:01
  • msg #737

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 736):

Lol, yep. One update, and no more problems!
Gloria Flake
2IC, 293 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Aug 2019
at 18:27
  • msg #738

Re: OOC Mk II

It would seem Gloria's mission changed sometime back...
Fate
GM, 2747 posts
Roll for dodge!
Sun 11 Aug 2019
at 20:10
  • msg #739

Re: OOC Mk II

In reply to Gloria Flake (msg # 738):

About when the 'not actually at war' became full scale war, I think. But I could not actually find the change to update it...
Gloria Flake
2IC, 295 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Aug 2019
at 20:57
  • msg #740

Re: OOC Mk II

In reply to Fate (msg # 739):

About then I am sure... don't bother, we both know that the JEAN BART is now trying her best to be a serious internal problem for the Ziru Sirka. I think we are at eight Gashiddas, 4 Shamshir's counting the one we have with us now and 2 Hero's w/ 600 SDU captured, 2 10k line freighters and 2 2k Freighters destroyed along with some industrial capability. And we are looking at another industrial complex, a small one, but just the same.... another inconvenience.
Fate
GM, 2749 posts
Roll for dodge!
Mon 12 Aug 2019
at 07:26
  • msg #741

Re: OOC Mk II

In reply to Gloria Flake (msg # 740):

Something like that. Enough to really irritate the financially conscious Vilani...
Gloria Flake
2IC, 298 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 12 Aug 2019
at 16:52
  • msg #742

Re: OOC Mk II

That's the Job, make them wish they hadn't had a war...
Sergent Thornhammer
NPC, 41 posts
Security
Tue 20 Aug 2019
at 22:09
  • msg #743

Re: OOC Mk II

They have the IW Map back up.
Fate
GM, 2820 posts
Roll for dodge!
Sun 1 Sep 2019
at 04:15
  • msg #744

Re: OOC Mk II

In reply to Sergent Thornhammer (msg # 743):

On the note about other raiders, Kugel Blitz is nearly in 2178, while the Jean Bart is literally years behind. Might focus on the slower ones for a bit...

Some work in the shop will pass time a little more quickly though. But still for an entire year...
This message was last edited by the GM at 05:38, Sun 01 Sept 2019.
Cyril Zotmund
Captain, 2962 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 1 Sep 2019
at 17:53
  • msg #745

Re: OOC Mk II

We'll work on improved concepts for a bit... perhaps make it even more appealing.
Fate
GM, 2873 posts
Roll for dodge!
Sun 22 Sep 2019
at 05:18
  • msg #746

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 745):

Just a heads up. I expect I will have somewhat reduced activity between the 25 Sep and 08 Oct, and then much reduced activity, probably none at all, from the 10th Oct until the 9th Dec. Sorry for any inconvenience that may cause.
Cyril Zotmund
Captain, 2970 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 22 Sep 2019
at 18:49
  • msg #747

Re: OOC Mk II

Two Months at sea? hope it's a fun trip.
Fate
GM, 2874 posts
Roll for dodge!
Sun 22 Sep 2019
at 20:20
  • msg #748

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 747):

I am sure it will be! Our orders say so...
Cyril Zotmund
Captain, 2971 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 22 Sep 2019
at 23:12
  • msg #749

Re: OOC Mk II

LoL... Ordered to have fun ... I can only imagine.
Fate
GM, 2900 posts
Roll for dodge!
Tue 8 Oct 2019
at 06:55
  • msg #750

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 749):

Just to give an idea of what would be possible with the cruiser,

Captured Merishmirr Class Cruiser, 0.9 B Solars Upgrade cost, 4000 dTon Cylinder
(6G/move:370, dDR: 220, dHP: 143, dTons of Cargo Space:17, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Light Missile Array, Crew:407, Fuel: 2 Parsecs
10 Workshops, 10 Sickbays, 1 Laboritories

20x AK Modular Combo Fighter, 5x AK Modular Speeder, 1x AK 250 person transport, 10x AK APC
Small craft Cost: $400,800,000

AK 250 person transport 57.3M, 200 dTon Sphere
A variant of the Ball trader especially for person transport in Low berths of lifeboats for larger vessels.
(1.05G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 2.5, SM:+8)
Unarmed, Crew:5, Endurance: 31 Weeks/dTon, Jump 2 capable.
Life Support:10, Low Berths: 250 (500 if emergency Low Berths), Modular Small Craft: 1 (can be used as fighter rescue craft)
1 Workshops, 1 Sickbays

Or, a better version for boarding, but more expensive...no low berths mean that it has to carry food limiting it to about 5 weeks with a full load of passengers, but it has a better chance of escaping and defending itself.

AK 450 person transport: 127.2M, 200 dTon Sphere
(4.2G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 4.5, SM:+8)
Weapons: 4xPulse, 2xSandcaster,  Crew:7, Endurance: 24 Weeks/dTon,
Life Support:450, AK Modular Small Craft: 1
1 Workshops, 1 Sickbays

But to afford that, you would probably need to sell the Jean Bart (back to terran agents on Girii, of course!) and a captured Shamshir. Since the pirates are claiming the rest of the captured vessels, this could be problematic. Selling the Jean Bart would add legitimacy to the story of no ties back to terra. You would probably only get $400,000 after you removed the terran computers from it...which you would need for your next vessel.

Repairing the Jean Bart will probably cost about $200-300 thousand as well. You could take the Madame Fourcade raiding and capture another ship, or even sell it, but you would only get maybe $1 billion for selling it. Enough to upgrade the cruiser, but not enough to fix the Jean Bart as well.
This message was last edited by the GM at 07:06, Wed 09 Oct 2019.
Gloria Flake
2IC, 413 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 9 Oct 2019
at 16:09
  • msg #751

Re: OOC Mk II

At TL 10 (where we are I believe) The Light Particle cannon uses 50 less spaces and does 6d6 vice 8D6 (18 avg damage vice 24) ...  since that allows for some other weapons it might be a decent trade off. Possibly another beam turret and fuel for a second jump? No clue how much space that takes up, but it has been useful in the past.

Might also be worth reducing Madame Fourcade's 90 ton bay to get double jump out of her. You have the ship program, so asking you...
Fate
GM, 2904 posts
Roll for dodge!
Wed 9 Oct 2019
at 17:55
  • msg #752

Re: OOC Mk II

In reply to Gloria Flake (msg # 751):

Each jump uses 10% of the ships total dTons, so for Madame Fourcade, it would need 100 dTon per parsec and for the cruiser 400 dTon per parsec. While definitely useful it is a huge cost to pay in terms of capability, and would almost certainly require a drop in speed and/or armour as well as loss of hangers, as both are already on the limit of their capacity.

The reduction of damage by going to the Light Particle cannon actually reduces their effectiveness against armoured foes considerably and I would consider dropping the Light missile array altogether before reducing the particle cannon. But your call. 400 dTon Gashiddas will generally run when faced with a 4000 dton warship, as will small numbers of Shamshirs, and even lone Kargash will think twice.
Gloria Flake
2IC, 416 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 9 Oct 2019
at 18:32
  • msg #753

Re: OOC Mk II

Ok, that’s why I ask, we’ll keep things as you planned them then. A dDr 220 armored ship would have a 22 Armor factor vs the particle cannon?
This message was last edited by the player at 20:17, Wed 09 Oct 2019.
Fate
GM, 2906 posts
Roll for dodge!
Thu 10 Oct 2019
at 05:11
  • msg #754

Re: OOC Mk II

In reply to Gloria Flake (msg # 753):

Correct. Particle cannon have a 10 armour divisor. Kargash have 240 dDR, so 8d (average 28) -24 at ranges less than 40k, and half that out to its maximum range of 100k, though with sAcc of +3 greater than a beam weapon, they are good for precision shots as well!
Gloria Flake
2IC, 422 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 11 Oct 2019
at 21:42
  • msg #755

Re: OOC Mk II

I won't be able to do all that die rolling until later tonight or later tomorrow ... too many things going on...
Fate
GM, 2912 posts
Roll for dodge!
Fri 11 Oct 2019
at 22:04
  • msg #756

Re: OOC Mk II

In reply to Gloria Flake (msg # 755):

We are sailing today, so that is fine!

Just let me know your intentions and I can post a draft.
This message was last edited by the GM at 22:05, Fri 11 Oct 2019.
Fate
GM, 2930 posts
Roll for dodge!
Tue 19 Nov 2019
at 04:13
  • msg #757

Re: OOC Mk II

In reply to Fate (msg # 756):

Quick note, all cruiser turrets destroyed last round, and the vessel disabled, not immobilized. Details are in the post, though it should read '0G ' for speed. You may want to edit the last post.
Gloria Flake
2IC, 437 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 19 Nov 2019
at 21:31
  • msg #758

Re: OOC Mk II

OK, It looked to me like only 3 turrets had been zapped out of 9.
Fate
GM, 2933 posts
Roll for dodge!
Tue 19 Nov 2019
at 22:41
  • msg #759

Re: OOC Mk II

In reply to Gloria Flake (msg # 758):

Nine beams in three triple turrets...
Gloria Flake
2IC, 438 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 19 Nov 2019
at 22:58
  • msg #760

Re: OOC Mk II

OK... just making sure...  I did update my post
Cyril Zotmund
Captain, 2972 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 11 Dec 2019
at 18:13
  • msg #761

Re: OOC Mk II

Not sure what you changed  about the 4th war... how does it affect us?
Fate
GM, 2952 posts
Roll for dodge!
Wed 11 Dec 2019
at 19:24
  • msg #762

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 761):

I put in a lot more background information to reflect more information coming through. It does not really effect you, or now.
Cyril Zotmund
Captain, 2973 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 21 Dec 2019
at 03:02
  • msg #763

Re: OOC Mk II

You having Fire troubles?  It's on our news and having been through it here, is a feared threat.
Fate
GM, 2969 posts
Roll for dodge!
Mon 23 Dec 2019
at 03:17
  • msg #764

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 763):

Yeah, and connectivity issues. Fires are behaving today...
Cyril Zotmund
Captain, 2974 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 23 Dec 2019
at 17:31
  • msg #765

Re: OOC Mk II

Sorry to hear that,  be careful, they can turn on you very quickly!
Fate
GM, 2974 posts
Roll for dodge!
Wed 25 Dec 2019
at 22:48
  • msg #766

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 765):

Merry Christmas all! I am unashamedly going to use someone else's idea for gifts for all! Must be claimed before the New Year!

Everyone as a gift, please roll 2d6 on the following table:

2 - Gain one automatic critical success on the roll of your choice
3 - Add one major advantage (15 points or less)
4 - Add one level of a minor attribute (5 point)
5 - Add one minor advantage (5 point)
6 - Add 2d3 character points
7 - Add one item worth up to $500,000, subject to usual restrictions
8 - Add two character points
9 - Add one FP or HP
10 - Remove one minor disadvantage (5 point)
11 - Remove one major disadvantage (15 points or less)
12 - Gain one Wish (per Magic Book)
Gloria Flake
2IC, 485 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 26 Dec 2019
at 03:35
  • msg #767

Re: OOC Mk II

In reply to Fate (msg # 766):


20:34, Today: Gloria Flake rolled 8 using 2d6 with rolls of 2,6.  Gift Roll w/ 2D6.
8 - Add two character points

Added one to Detect Lies and One to Merchant
This message was last edited by the player at 03:41, Thu 26 Dec 2019.
Fate
GM, 2975 posts
Roll for dodge!
Thu 26 Dec 2019
at 07:21
  • msg #768

Re: OOC Mk II

In reply to Gloria Flake (msg # 767):

And Cyril?
Cyril Zotmund
Captain, 2975 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 26 Dec 2019
at 22:44
  • msg #769

Re: OOC Mk II

I though it was for just one Character ... But I'll do Cyril now.

15:43, Today: Cyril Zotmund rolled 6 using 2d6 with rolls of 1,5.  Gift Roll.


15:44, Today: Cyril Zotmund rolled 5 using 2d3 with rolls of 3,2.
Fate
GM, 2979 posts
Roll for dodge!
Sat 28 Dec 2019
at 04:52
  • msg #770

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 769):

Happy for one roll per character!
Gloria Flake
2IC, 511 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 8 Jan 2020
at 18:12
  • msg #771

Re: OOC Mk II

Not impressed with Excalibur so far... granted, the rolls have been sort of poor, but that is expected for me.  Many more 15s and 16s than 4s or 5s.
The Particle cannon isn't as effective as I thought it would be ... considering if a couple of Plasma Guns in lieu of beams or missiles might be desirable.  Losing three heavy fighters is an issue ... Lord knows what would happen to light fighters! Probably be splattered all over the cosmos.
Fate
GM, 3004 posts
Roll for dodge!
Thu 9 Jan 2020
at 03:43
  • msg #772

Re: OOC Mk II

In reply to Gloria Flake (msg # 771):

Yeah, light fighters get eaten alive by pulse lasers at long range. Heavy Fighters get eaten by beams at short range. The HPC is not really a hard hitting weapon, but a snpier weapon without equal. A bay plaa would be an uglier close in weapon...perhaps replace the light missile array with that? Of course, poor damage rills did not help either, except for the critical fail at dodging!
Gloria Flake
2IC, 513 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 9 Jan 2020
at 03:58
  • msg #773

Re: OOC Mk II

That's a thought, still has the 30k miles range limit?
Fate
GM, 3006 posts
Roll for dodge!
Thu 9 Jan 2020
at 11:58
  • msg #774

Re: OOC Mk II

In reply to Gloria Flake (msg # 773):

A little more...it replaces 8 plasma common though...but also has improved sAcc and more damage per hit, though less hits than 8 plasma cannon!

Bay Plasma Gun        6dx8(3) dDam, sAcc: 0, Range 19,999/39,999 miles
Gloria Flake
2IC, 514 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 9 Jan 2020
at 17:56
  • msg #775

Re: OOC Mk II

Well if I get my posterior out of this fight, we'll have to look into it.
Gloria Flake
2IC, 527 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 Jan 2020
at 16:31
  • msg #776

Re: OOC Mk II

Life has interrupted, I will try to post later today.
Raymond 'Duke' Vurhund
Chief Engineer, 411 posts
Chief Engineer
Thu 16 Jan 2020
at 16:56
  • msg #777

Re: OOC Mk II

For the record Gloria is on the Jean Bart which was Doyle's command originally right?
Gloria Flake
2IC, 528 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 Jan 2020
at 20:23
  • msg #778

Re: OOC Mk II

No, not at all... JEAN BART has been returned to the Terran Navy's control.
Gloria currently commands a captured and rebuilt Merishmirr Cruiser Excalibur.
She also leads the captured and highly modified Shamshir Destroyer Escort Madame Fourcade.
Fate
GM, 3019 posts
Roll for dodge!
Thu 16 Jan 2020
at 22:04
  • msg #779

Re: OOC Mk II

In reply to Gloria Flake (msg # 778):

All good Gloria.

Duke, kind of running with the option of players having their own ships ATM. Girii, a Vilani dissident planet, is involved in a civil war, and Terrains are unofficially assisting.
Raymond 'Duke' Vurhund
Chief Engineer, 412 posts
Chief Engineer
Fri 17 Jan 2020
at 09:58
  • msg #780

Re: OOC Mk II

AH right!

Obviously I missed a bit of things here and there.

"Merishmirr Cruiser Excalibur." - I do think I remember this one though.


quote:
Duke, kind of running with the option of players having their own ships ATM. Girii, a Vilani dissident planet, is involved in a civil war, and Terrains are unofficially assisting.


That's pretty awesome, Girii, was that the one then that DOyle tried to settle those disputes on, or a different planet?

:)
Gloria Flake
2IC, 532 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 17 Jan 2020
at 20:11
  • msg #781

Re: OOC Mk II

Quite different ... you should stick around more ;-)

Of course I got your old ship and managed to do well enough to earn my promotion and a steady ship command, so don't feel bad.
Fate
GM, 3022 posts
Roll for dodge!
Fri 17 Jan 2020
at 21:02
  • msg #782

Re: OOC Mk II

In reply to Gloria Flake (msg # 781):

Yep. How arevthings going?
Gloria Flake
2IC, 533 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 18 Jan 2020
at 00:19
  • msg #783

Re: OOC Mk II

Settling down some for me... for a day or so ;-)
Raymond 'Duke' Vurhund
Chief Engineer, 413 posts
Chief Engineer
Sun 19 Jan 2020
at 12:46
  • msg #784

Re: OOC Mk II

Gloria Flake:
Quite different ... you should stick around more ;-)

Of course I got your old ship and managed to do well enough to earn my promotion and a steady ship command, so don't feel bad.



Yes Sir!

Im glad to hear it.

really glad to see the game still going
Raymond 'Duke' Vurhund
Chief Engineer, 414 posts
Chief Engineer
Sun 19 Jan 2020
at 14:20
  • msg #785

Re: OOC Mk II

Is duke still on the same ship as before?
Cyril Zotmund
Captain, 2976 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 19 Jan 2020
at 16:41
  • msg #786

Re: OOC Mk II

You could be on either Cyril’s or Gloria’s ... you used to be on Cyril’s Kugelblitz.
Raymond 'Duke' Vurhund
Chief Engineer, 415 posts
Chief Engineer
Sun 19 Jan 2020
at 16:43
  • msg #787

Re: OOC Mk II

Awesome. So, i'd kind of like to slink back in here.
Fate
GM, 3028 posts
Roll for dodge!
Sun 19 Jan 2020
at 20:31
  • msg #788

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 787):

Happy to. What sort of role you looking at? Any existing one?
Raymond 'Duke' Vurhund
Chief Engineer, 416 posts
Chief Engineer
Sun 19 Jan 2020
at 21:00
  • msg #789

Re: OOC Mk II

Well, I never relaly 'got into' Doyle. I think he's a great character, on paper, but playing him was a bit... well difficult.

Duke was a much better and more fun character to play.
Fate
GM, 3030 posts
Roll for dodge!
Mon 20 Jan 2020
at 00:14
  • msg #790

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 789):

So are looking at more of a pirate then? What made him fun to play?
Raymond 'Duke' Vurhund
Chief Engineer, 417 posts
Chief Engineer
Mon 20 Jan 2020
at 08:20
  • msg #791

Re: OOC Mk II

I think really it's just the personality

Doyle was a bit 'dead' and supposed to be distant from his crew, a lot of the 'interesting things he did' was internal perhaps. "The Grand Strategist" doesn't make good for roleplay, I think. Overally it was just me trying to make a cool character from a book, that I Couldn't roleplay very well.

I prefer Duke because he 'has' some things to play with that colour his character, he can do a bunch of different things to more or less of a degree and has more of a life to (role)play with.


PIrates are also way better than ninjas :)
Fate
GM, 3032 posts
Roll for dodge!
Mon 20 Jan 2020
at 10:46
  • msg #792

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 791):

So do you want to put together a new Vilani pirate captain? Easy to make him colourful...
Raymond 'Duke' Vurhund
Chief Engineer, 418 posts
Chief Engineer
Mon 20 Jan 2020
at 11:26
  • msg #793

Re: OOC Mk II

Can I get Ray on my crew? :) Or make a few of the crew?

I could try to make someone - though I think with the strategic space map and the space combat and all the 'tech' and -known stuff in traveller- I sometimes get overwhelmed. I think one of the other things that made Duke easier for me to RP is that I didn't necessarily need a good handle on the 'traveller universe' - at least not as much as I did with Doyle.

I'm happy to do it, but I might need some hand holding in situations that reuiqre that.
Fate
GM, 3034 posts
Roll for dodge!
Mon 20 Jan 2020
at 23:47
  • msg #794

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 793):

I can help you with the crew...who is Ray again?

By building your crew I can ensure they are well rounded.  That is why it is better if you just build your character and leave the rest of the crew to me.

Take skills like tactics and strategy, and if in doubt, roll against that and I can advise you according to the result. What sort of stuff do you want to be doing?
Raymond 'Duke' Vurhund
Chief Engineer, 419 posts
Chief Engineer
Tue 21 Jan 2020
at 09:50
  • msg #795

Re: OOC Mk II

Alright, Let me try and make a decent character idea first.

Something space piratay. I think mostly a blend of skills would be best A little something like Doyle, in terms of 'abilities' but toned down a bit - and with a character closed to Duke.

ALso, perhaps some other kinda 'crim' type skills.

(Ray == Raymond 'Duke' Varhund)
Gloria Flake
2IC, 541 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 Jan 2020
at 18:52
  • msg #796

Re: OOC Mk II

Maybe Silverbeard would do for him...
Fate
GM, 3036 posts
Roll for dodge!
Tue 21 Jan 2020
at 20:44
  • msg #797

Re: OOC Mk II

In reply to Gloria Flake (msg # 796):

I thought of that, but Silverbeard now commands a growing fleet. Bit too much. One of his Lieutenants though...

But Raymond? How could he justify leaving his girls? He is not captain material, and he has a shiney new toy...
Raymond 'Duke' Vurhund
Chief Engineer, 420 posts
Chief Engineer
Tue 21 Jan 2020
at 20:51
  • msg #798

Re: OOC Mk II

He could have come to join a crew with the girls and his kid.


Also, who is silverbeard? Owning a fleet sounds good :) But perhaps a lieutenant isn't such a bad thing.
Fate
GM, 3037 posts
Roll for dodge!
Wed 22 Jan 2020
at 03:48
  • msg #799

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 798):

Bit hard to come up with a good in game reason for him to leave a well paid job with his family to work for pirates...
Fate
GM, 3039 posts
Roll for dodge!
Thu 23 Jan 2020
at 07:05
  • msg #800

Re: OOC Mk II

In reply to Fate (msg # 799):

Here is a reasonably colourful character that could be fun to play and yest is competent as a pirate captain. There are three women he like to spend time with, all of whom have a little one of their own. These are not his dependents, as the women live separately in places he has provided for them, but the does need to pay for them regularly.


Total Build [200]

Starting wealth: $50,000

Attributes  [119]

ST: 10   [0]   HP: 12/12   [4] Basic Speed:  5.25  [0]
DX: 11   [20]  Per:  14  [-10] Basic Move:   5     [0]
IQ: 16   [120] Will: 14  [-10] Basic Lift:  20 lbs [0]
HT: 10   [0]   FP: 10/10   [0] SM:  0

Languages:          [14]
Low Vilani (Native)
High Vilani (Native, Spoken and Written)   [6]
Suerrat  (Broken, Spoken and written)      [2]
Vegan    (Broken, Spoken and written)      [2]
Geonoee  (Broken, Spoken and written)      [2]
English  (Broken, Spoken and written)      [2]

Advantages and Perks: [85]

Talent (Born War Leader) 4  [20]
     (Intelligence Analysis, Leadership, Savoir-Faire (Military), Strategy and Tactics)
Appearance, Handsome        [12]  '+2 to reaction modifiers, +4 if attracted to your sex
Fashion Sense               [5] '+1 to reaction modifiers if you can prepare.
Military Rank 4             [20] Pirates have rank too!
Combat Reflexes             [15]
Patron (Lone Pine)          [10]
Allies/Dependant            [3]
            (3 x Partners, 75%, Ally cost 3, dependant cost -2, FOA 9 (They stay at planet))

Disadvantages and Quirks: [-56] plus [-30] in attributes

Callous                            [-5]
Lecherous (SC roll: 15)            [-8]
Code of Honour (Pirates)           [-5]
Debt                              [-10] (paying off kids, etc, $5,000 per month)
Reputation                         [-5] (Ruthless commander)
Impulsiveness                     [-10]
Overconfident (SC roll: 15)        [-5]
Workaholic                         [-5]

Quirks
Chauvinistic [-1]
Attentive    [-1]
Congenial    [-1]

Skills: [33]

Acting                        IQ(A)  [2] - 16
Armoury (Small Arms)          IQ(A)  [1] - 15
Brawling                      DX(E)  [1] - 11
Carousing                     HT(E)  [1] - 10
Computer Operation            IQ(E)  [1] - 16
Current Affairs (Vilani)      IQ(E)  [1] - 16
Diplomacy                     IQ(H)  [1] - 14
Fast-talk                     IQ(A)  [2] - 16
Freefall                      DX(A)  [2] - 11
Gunner (Beam)                 DX(E)  [1] - 11
Guns (Grenade Launcher)       DX(E)  [1] - 11
Guns (Rifle)                  DX(E)  [1] - 11
Guns (SMG)                    DX(E)  [1] - 11
Intelligence Analysis         IQ(H)  [1] - 18 (+4 Talent)
Intimidation                  Wi(A)  [2] - 15 (+1 Callous)
Leadership                    IQ(A)  [1] - 19 (+4 Talent)
Navigation (Space)            IQ(A)  [1] - 15
Piloting(Shuttles)            DX(A)  [1] - 10
Piloting (Starships)          DX(A)  [1] - 10
Politics                      IQ(A)  [1] - 15
Savoir Faire (Military)       IQ(E)  [1] - 16 (+4 Talent)
Shiphandling (Spaceship)      IQ(H)  [2] - 15
Spacer                        IQ(E)  [1] - 16
Strategy (Space)              IQ(H)  [1] - 18 (+4 Talent)
Streetwise                    IQ(A)  [1] - 15
Stealth                       DX(A)  [1] - 10
Survival (Woodlands)          Pe(A)  [1] - 13
Survival (Arctic)             Pe(A)  [1] - 13
Swimming                      HT(E)  [1] - 10
Tactics                       IQ(H)  [1] - 18 (+4 Talent)
Throwing                      DX(E)  [1] - 11
Gloria Flake
2IC, 543 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 23 Jan 2020
at 20:46
  • msg #801

Re: OOC Mk II

In reply to Fate (msg # 800):

That would be a tough character to have to face...
Fate
GM, 3040 posts
Roll for dodge!
Thu 23 Jan 2020
at 21:27
  • msg #802

Re: OOC Mk II

In reply to Gloria Flake (msg # 801):

Doing some fine tuning offline...
Raymond 'Duke' Vurhund
Chief Engineer, 421 posts
Chief Engineer
Thu 23 Jan 2020
at 21:46
  • msg #803

Re: OOC Mk II

Unless in a gunfight!!

Actually.ill.try to work somethjng between tbem
Imperial Gashidda
NPC, 1 post
Tue 28 Jan 2020
at 11:25
  • msg #804

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 803):

Gashiddas actually look a lot like the portrait of this! The larger warships...I have to make do! But this one is from the book...
Raymond 'Duke' Vurhund
Chief Engineer, 422 posts
Chief Engineer
Tue 28 Jan 2020
at 11:46
  • msg #805

Re: OOC Mk II

Do we have stats for Gashiddas and Shamshirs and stuff?

I know they've prob been posted somewhere but I can't find them after a quick gander.

Ultimately, I think if being a pirate captain, he'd have some understanding that say

1 Gashidda is worth 2 Shamshirs, etc.

or say
5 heavy fighters will usually lose to a single X ship, but 6-7 might tip the balance.
Fate
GM, 3058 posts
Roll for dodge!
Tue 28 Jan 2020
at 19:28
  • msg #806

Re: OOC Mk II

In reply to Raymond 'Duke' Vurhund (msg # 805):

Heavy fighters are new and their performance in combat is est indicated by reports such as from the 'Excalibur' thread. The 'Gear Available' thread has all the specifications of known vessels.
Gloria Flake
2IC, 563 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 29 Jan 2020
at 16:56
  • msg #807

Re: OOC Mk II

Can these recovery vessels also do hasty repair work on captured ships? Be handy to have heavy tools to remove and replace major components quickly. Also gather they do carry much crew and we have to use a ships boat to place Prize crews, so that would be two large "Small Craft", cutting down on the fighters we need. May need to find some amalgam of capabilities.

Or maybe we convert a Gashidda to a recovery and repair ship, discard the missiles, keep the pulse lasers and at least one sand caster. Would that provide enough space/weight for some heavy recovery muscle?  Or maybe a couple of the below AK Modular Mini-Repair boat.

Maybe something like this could be adapted:
AK Modular Miniminer, 8.1 M Solars, 6 dTons Flattened Sphere
Designed based on the AK APC for mining asteroids, this small spacecraft with life support for 2, has heavy armour for resisting rocks, and a Gatling laser for the smaller rocks. It has increased cargo space of 1.4 dTons. At the front are robotic mining arms used for gathering minerals. It can collect 1.2 tons/day, but this needs to be refined to achieve trade densities. Unrefined product has a density of 25 t/dTon and is 75% waste.
Trade Items able to be collected by Miniminers: Industrial Metals, Radioactives, Light Metals
(1.1G/Move:1270 empty, dDR:50, dHP:22, dTons of Cargo Space: 1.4, ASig: -2, SM:+4, Air Speed 2541 mph),
Weapons:1x Gatling Laser

Kind of like this:
AK Modular Mini-repair Ship, 8.1 M Solars, 6 dTons Flattened Sphere
Designed based on the AK APC for repairing damaged ships, this small spacecraft with life support for 2, has heavy armor, and a Gatling laser. It has increased cargo space of 1.4 dTons for parts and tools. At the front are robotic repair arms used for moving major components and and parts. It can temporarily store major components on it's outside shell for short moves between ships and repairs ships with a +3 to accomplish the repairs if the needed parts are available and can half the time needed to do these fixes. It is a major aid in pulling parts off another ship and then placing it on one being repaired and sent home with a prize crew.
(1.1G/Move:1270 empty, dDR:50, dHP:22, dTons of Cargo Space: 1.4, ASig: -2, SM:+4, Air Speed 2541 mph),
Weapons:1x Gatling Laser
This message was last edited by the player at 17:15, Wed 29 Jan 2020.
Fate
GM, 3061 posts
Roll for dodge!
Wed 29 Jan 2020
at 19:45
  • msg #808

Re: OOC Mk II

In reply to Gloria Flake (msg # 807):

Modifying the Mini Miner is very feasible. To modify a Gashidda to a recovery vessel is also something that can be done, though I am not sure I understand what you mean by

quote:
so that would be two large "Small Craft", cutting down on the fighters we need.
The APCs are designed for transporting crew and are pretty good at it. They can carry 12 for a short trip.

Remember that the fleet is only as fast as the slowest fleet, so an Escort Gashidda can be modified with repair equipment, but you would still want to have big engines to get the 6G.
Gloria Flake
2IC, 564 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 29 Jan 2020
at 23:23
  • msg #809

Re: OOC Mk II

Well if we had a Ships Boat and another craft the size of the recovery vessel, that's two large small craft. Then I remembered the mini-miner and went that route which actually makes more sense. They may do away with the need for the Converted Gahidda, but the ability to quickly fix up damaged ships (ours and captures) sounds like a very desirable thing. The Gashidda could probably stock a few Jump drives and engines too.
By snatching spares off of damaged enemy ships, we Can recover more of the desirable ships. I assume you can't jump a Gashidda with a hero jump drive, probably has to be from a ship of similar tonnage. But perhaps two or three small ones would cover for on big one as a jury rig.

The APCs are fine, except when you are boarding an enemy ship, where 12 guys is a bit light. The ships boat lets you put 50 aboard which should make short work of most smaller ships and then the excess can be recovered.
Fate
GM, 3062 posts
Roll for dodge!
Thu 30 Jan 2020
at 05:54
  • msg #810

Re: OOC Mk II

In reply to Gloria Flake (msg # 809):

Spares are a good idea, but they do take up space. Lots of it. Jump drive for a Hero takes up 6 dTon, and 12 dTon for a Gashidda, 30 dTon for a Shamshir and 60 dTon for a Merishmerr...they can be doubled, sort of, but not quickly, for two Hero ones to be used for a Gashidda, for example, but as you said, it would be a jury rig, and there would need to be a roll, with penalties...

The Pirates had a special Hero equipped for salvage work, and that seems to be what you are talking about.

With the APCs, you can carry five of them in place o a ships boat, so you still get the numbers. You just do not have all your eggs in one basket, so to speak!

Edit: I have updated the 'Gear Available with a 20 dTon recovery craft option, where I managed to shoehorn a Robofac into one of those craft. The same size and shape as the Heavy fighter. I also added another interesting option, the heavy Bomber, with a single plasma cannon! Would be interested to hear your thoughts...
This message was last edited by the GM at 10:11, Thu 30 Jan 2020.
Gloria Flake
2IC, 566 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 30 Jan 2020
at 15:16
  • msg #811

Re: OOC Mk II

Well my first thought on the Plasma  HF is that it may need more armor than a regular HF, but let me look. At the concept.

Yup, that looks quite interesting ... have to try one of those out. Might offer a way to deal with that Kargashs. The small 20 recovery/repair  ship is interesting as well...  I assume tat it would be available from 2224, can never remember th name, but AK’s planet?
 The Merrishmerr cruiser can carry a Gashidda? So it could pull a junker in and bring it back for rebuild too?

OK, No that must have been the ASHA ta could carry one...
This message was last edited by the player at 15:32, Thu 30 Jan 2020.
Fate
GM, 3065 posts
Roll for dodge!
Thu 30 Jan 2020
at 19:36
  • msg #812

Re: OOC Mk II

In reply to Gloria Flake (msg # 811):

Yes, they are available from Argon.

Correct, the Mershmerr cannot carry a Gashidda, the Aasha can, though not if modified...but if they are not flying, you get less for them anyway.

Plasma HF are not likely to do well against a Kargash; their armour is still too light for Plasma cannon, but they will be nasty against lightly armed and armoured vessels.

On another note, I think I will revert back to G:ISWs 20 minute space combat rounds, with combats increasingly taking place with other ships in the systems...it makes sense to do so and avoids confusion when dealing with repairs and such.
This message was last edited by the GM at 20:06, Thu 30 Jan 2020.
Gloria Flake
2IC, 568 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 30 Jan 2020
at 21:20
  • msg #813

Re: OOC Mk II

On another note, I think I will revert back to G:ISWs 20 minute space combat rounds, with combats increasingly taking place with other ships in the systems...it makes sense to do so and avoids confusion when dealing with repairs and such.

So what have we been doing?  I am just trying to command the ship(s) under my control and let you handle the rules. Not sure how this affects thing at all.

When does Cyril get to go visit the Lemrukiri back yards?
Fate
GM, 3067 posts
Roll for dodge!
Thu 30 Jan 2020
at 22:36
  • msg #814

Re: OOC Mk II

In reply to Gloria Flake (msg # 813):

I originally started with 1 minute rounds, then 5 minute rounds. It will mean that ships 4 hours away are just 480,000 miles away at speed 4G, but that it will take longer to travel between planets, so ships at 4G travel at 2.88 mill miles I per day. Jupiter to earth varies between 365 and 601 mill miles, for example.
Cyril Zotmund
Captain, 2977 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 30 Jan 2020
at 23:14
  • msg #815

Re: OOC Mk II

And Cyril?
Fate
GM, 3068 posts
Roll for dodge!
Fri 31 Jan 2020
at 00:59
  • msg #816

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 815):

quote:
I checked through the thread, the arrived back on Argon at the 1st Jan 2178. They should be done there by 14th Jan.


That would be Cyril. They may do a few fine adjustments by then, so he would be still on his way from Ceti-Command right now.

AK Ball Raider 1.2 B Solars, 1,400 dTon Sphere (41 yd dia)
Capable of double maximum range jumps and carrying 100 troops with 4 APC's to deliver them, it can outrun Imperial fighters. With heavier armour and up to 10 fighters, it has more firepower and can outrun and take down Shamshirs with ease. The survey module allows it to combine exploration as a bonus and the cargo hold is large enough to carry a wide variety of weapons, such as missiles.
(6G/Move:370, dDR:100, dHP: 78, dTons of Cargo Space: 107, SM:+10)
Weapons: 20x Beam, 2x Missile, 2x Sandcaster, Crew:168, Endurance: 143 Weeks
1x Ships Boat Rescuer, 4x AK APC, 10x AK Modular Fighter,
4 Workshops, 1 Robofacs, 10 Sickbays, Survey Module, 1 Laboratory, 100 troops
Cyril Zotmund
Captain, 2978 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 31 Jan 2020
at 02:54
  • msg #817

Re: OOC Mk II

I thought he was being repaired at Argon?
Fate
GM, 3070 posts
Roll for dodge!
Fri 31 Jan 2020
at 03:01
  • msg #818

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 817):

He arrives back at Argon after his fight on 1st of January 2178. Excalibers, or rather Madame Fourcades current date is 3 Oct 2177, so at this time he still has not had that fight!
Cyril Zotmund
Captain, 2979 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 31 Jan 2020
at 03:07
  • msg #819

Re: OOC Mk II

I really hate this time differential, I do understand, don't get me wrong, but miss running Cyril
Fate
GM, 3072 posts
Roll for dodge!
Fri 31 Jan 2020
at 03:15
  • msg #820

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 819):

Yeah, I get it. I am trying to get everyone back up to a level. But this combat should be a little interesting, I hope! The young commander opposing you needs to factor in launch time for missiles...
Gloria Flake
2IC, 571 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 31 Jan 2020
at 03:20
  • msg #821

Re: OOC Mk II

And Gloria has put herself in a bit of a pickle as well.
Fate
GM, 3074 posts
Roll for dodge!
Fri 31 Jan 2020
at 04:00
  • msg #822

Re: OOC Mk II

In reply to Gloria Flake (msg # 821):

Don't be so sure...it could work out very well!

Edit: Also, the delay in Cyril catching up does give the chance for last minute refinements to the ships design, based on your experiences! Have gives an option in the 'Players Vessels', would appreciate your thoughts on the two designs. Main differences are in small craft.
This message was last edited by the GM at 06:13, Fri 31 Jan 2020.
Fate
GM, 3079 posts
Roll for dodge!
Sat 1 Feb 2020
at 11:28
  • msg #823

Re: OOC Mk II

In reply to Fate (msg # 822):

Going through Mass Combat, I realize I did not give you the chance to raise troops. That might sound like a disadvantage, but actually it gives you the chance to improve your men.

For the regular crews for your two ships, you would need to raise about 320 new crewmen. Assuming that you raise better quality ones than the average guy, that will cost 5.2 Million and the monthly wages and maintenance costs come to 1.026 million per month (You have about 450 guys in your employ!)

Since I have not considered it, lets say that maintenance up till now came out of expenses in selling stuff, of which there was plenty, so we are not concerned about history. We can pay the up front costs out of what we get here and one months maintenance, and start covering maintenance after this. Given that maintenance is $600,000 per month of the ships (This is the annual overhaul cost broken down to a monthly fee), the total cost per month will come to $1.626 mill. Given a single Gashidda nets you about $150 million, not much!

Now, the new cruiser can easily hold another 120 bodies. To raise Good troops with Good gear (+50% +50% to troop strength) costs 1.95 million to raise and 0.274 to maintain. To improve that one step further with fine quality equipment (+100% instead of +50% for a total of +150% troop strength) would cost 2.3 Million to raise and 0.346 to maintain, raising monthly maintenance costs to $1.972 mil, and your costs for raising crew to 7.5 million but giving you 120 troops capable of taking enemy ships (and pretty good at it!) with no loss of capability!

These guys would multiply their numbers by 2.5 to get the troop strength, so a single APC with 10 troops aboard would have the same strength as 25 regular Imperials...

It should be noted that the Madame Fourcade only has room for 70 crew, and usually requires 61 (including 20 air crew) for full operations. Of course, using the 400 person transport to transport all 120 them would have a troop strength equivalent to 300.

Spending the time to train them to a level they were elite would cost an extra $60,000 per 10 men, or for the 120 additional troops, raise their cost to train to $3.024 million and the cost to maintain to $0.375, but would increase their strength by and additional 50% such that their strength would be 3 times their numbers. That would give total Maintenance costs of $2 million per month, and a one off fee of 8.224 million.

I hope this is not overwhelming...sorry the OCD nerd escaped a bit, will try to stuff him back in his hole now!
Cyril Zotmund
Captain, 2980 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 1 Feb 2020
at 19:08
  • msg #824

Re: OOC Mk II

The Kugelblitz v2 is interesting, but the need to discard expensive fighters to have top speed is a concern ...  and 4.8 G makes it a bit too slow.
8x 25-30 ton craft is very useful although I'd want fewer bombers and more fighters. Missile swarms in still very much in vogue. Probably either three and three, or two bombers and 4 fighters.  Not wholly sold on the dedicated Survey Ball craft either ... as a back up, great, but the ship, in my view needs to be able to survey with out having to deploy a small craft. Maybe just my misunderstanding of how it all works ...

Stupid question ... how much does it have to give up for a Bay Plasma weapon? I am still thinking of the darned Kargashs.
I might add a few (2 or 3) light fighters for the missiles... not enough to be a big threat, but enough to launch a recon missile or keep a target from jumping away  ... jumping with a missile in your hyper-envelope would be nasty. The LF can also shoot at missiles if need be. Flexibility is very useful.

Overall, I still slightly prefer the original version, but the v2 concept is intriguing.

For instance on the original version, if we ditched 8 of the Light Fighters, the recovery Boat (30 Tons))
and put  4 Heavy Fighters, one Ball heavy recovery and additional APC aboard we have most of the new design ... slightly less armor, not sure how critical 10 dDr is, but it does give up 4 beams ... swapping out the two missiles for a turret does make sense ... maybe a Plasma turret. The original thought for the missile launder was recon missiles and that sort of stuff, not serious anti-ship work. A Light fighter could do the same task for us.

What are your thoughts?
Fate
GM, 3080 posts
Roll for dodge!
Sat 1 Feb 2020
at 21:56
  • msg #825

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 824):

Bay plasma takes up 8 turret spaces.

Generally you only need speed in combat, and that is when you want the fighters out anyway. Bearing in mind the fighters have similar armour to the vessel, the only time you want them back on board is when you are about to jump, at which time speed becomes irrelevant as you stop to jump anyway.

Survey work generally requires at least a weeks work, having a separate survey craft means that that work can e done while you are otherwise preoccupied...perhaps even outside of the system! But the ability is not always needed, hence to be able to change the craft out for something else is an advantage. You notice that the Surveyor does have a missile, precisely for the reasons you mentioned. No reason one cannot be put onto a transport or other small craft though. Worth noting that the surveyor has an endurance of 14 weeks, so you could feasibly leave this thing at an outer planet and jump out, letting it finish the survey by the time you get back in 2 weeks. While the small modular craft are good, they lack that flexibility, as many of them are battery powered!

We can continue to think about it though.

What did you think about hiring troops, and perhaps adding more accommodation to MF?
Cyril Zotmund
Captain, 2981 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 Feb 2020
at 00:07
  • msg #826

Re: OOC Mk II

No, I missed the Missile launcher on the Surveyor... good thought though.

Working from the original-
I had hoped to squeeze in a Bay plasma by giving up the two Missiles and a couple of twin turrets, but it seems I would have to seriously weaken the anti-missile defense to get it.  If we decreased the Fighters capacity a little would that do it w/o losing all the Beams?

My reasoning is that Kargash has Regular plasma weapons, so the Bay weapon gives me a 10k range advantage over just installing plasma turrets.


Too many outside things impinging on my thinking, back later
Fate
GM, 3082 posts
Roll for dodge!
Sun 2 Feb 2020
at 00:15
  • msg #827

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 826):

Yeah, oddly the system used for design does not really allow changing small craft for turrets. You would have to give up ALL turrets to get the Bay Plasma...doable if we have all heavy fighters I guess...
Cyril Zotmund
Captain, 2982 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 Feb 2020
at 00:22
  • msg #828

Re: OOC Mk II

But not a good plan ... back in a while ... dinner here and My son wants to talk.
Fate
GM, 3085 posts
Roll for dodge!
Sun 2 Feb 2020
at 04:22
  • msg #829

Re: OOC Mk II

Getting back to the discussion of the crew...

Fate:
In reply to Fate (msg # 822):
For the regular crews for your two ships, you would need to raise about 320 new crewmen. Assuming that you raise better quality ones than the average guy, that will cost 5.2 Million and the monthly wages and maintenance costs come to 1.026 million per month (You have about 450 guys in your employ!)

Since I have not considered it, lets say that maintenance up till now came out of expenses in selling stuff, of which there was plenty, so we are not concerned about history. We can pay the up front costs out of what we get here and one months maintenance, and start covering maintenance after this. Given that maintenance is $600,000 per month of the ships (This is the annual overhaul cost broken down to a monthly fee), the total cost per month will come to $1.626 mill. Given a single Gashidda nets you about $150 million, not much!


This is the price for raising the existing crew, as well as the maintenance, and will be applied when you return. It assumes 380 crew on the Excaliber, and 70 on Madame Fourcade, taking into account transfers from the Jean Bart. Summarizing, they will cost $M 5.2 to raise and $M 1.626 to maintian, INCLUDING maintaining the ships. Technically, you should have already paid this, but they accept late payments here apparently!

The next part is concerning extra troops for prize crews, which you have space for on Excaliber...

Basically, you have space for 120 extra bodies.

Troop Quality  Gear Quality   Strength Factor  Cost to raise    Total Monthly Maintenance (including above)
Good           Good           x2               $M 1.95          $M 1.9
Good           Fine           x2.5             $M 2.3           $M 1.972
Elite          Fine           x3               $M 3.024         $M 2

This message was last edited by the GM at 04:23, Sun 02 Feb 2020.
Gloria Flake
2IC, 581 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Feb 2020
at 04:37
  • msg #830

Re: OOC Mk II

OK, not sure why I am raising crews I have...  I figured that would be grandfathered...

Obviously the big cost is raising them, maintaining is almost the same comparatively. Hardly worth getting inferior crews.
Since we are drumming up funds to rebuild/improve ships, I am not sure how much excess I have...

The Crews I have cost $6.8 mill and the 120 super troops  cost $5 Mill if we go Fine/Fine, $ 4.2 Mill to go Good/Fine and $3.8 Mill for good/good.

Put another way, I need to cough up around 11-12 million credits.
Fate
GM, 3086 posts
Roll for dodge!
Sun 2 Feb 2020
at 05:04
  • msg #831

Re: OOC Mk II

In reply to Gloria Flake (msg # 830):

Close, 5.2 + 3.024 for the best troops, and $2 mill a month maint.

Selling both Gashidda and Shamshir should get you close to a billion, so even with the $M 360 owed for the Gashidda, you still have upwards of $M 600...you could cover a years maintenance without even noticing.

Edit: Have updated 'Player Vessels' with details. Number and type of small craft need to be sorted out...The ships boat in MFs hanger can only go there, and that ship has few available troops without impacting performance. The Gear Available thread has all the Ball Craft now available.
This message was last edited by the GM at 06:00, Sun 02 Feb 2020.
Gloria Flake
2IC, 583 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Feb 2020
at 17:19
  • msg #832

Re: OOC Mk II

I note the “New” Pirate Shamshir looks a whole lot like Madame Fourcade.  We might consider adapting her Shuttle Bay to accept a standard shuttle like the Pirate vessels uses or maybe a ball transport of some sort....  Or it gives up carrying Prize crew and is just a ship killer, another ship with it can array prize crews. Just thoughts.

The updated Kugelblitz is interesting, but I need to think on it some; the missile fighters are inefficient means to get a small missile capability ... thinking. Maybe a 20-30 Ton AK Box Missile Fighter, with 2 crew that can launch up to X missiles and track/guide them to two different targets. Might even have a single beam/pulse laser ... Concept is a self propelled light missile array.

f course that still hogs the same amount of space/weight.
Fate
GM, 3089 posts
Roll for dodge!
Sun 2 Feb 2020
at 19:41
  • msg #833

Re: OOC Mk II

In reply to Gloria Flake (msg # 832):

Madame Fourcade was made as a Pirate modified Shamshir, so identical designs are not surprising! I don't think you made any changes.

Crew living onboard is quite possible...the Ball transport has accommodations for 30 as well. Double for short trips only.

Generally, any craft under 100 dTons can only have 3 weapons, be they beams or missiles. Hence the smaller the vessel with a triple missile rail, the more missiles can be carried for the space. While your concept sounds good, it would totally break the G:ISW ship building system!
Gloria Flake
2IC, 585 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Feb 2020
at 20:53
  • msg #834

Re: OOC Mk II

In reply to Fate (msg # 833):

Oh Horrors, we wouldn't want to do that...
Fate
GM, 3091 posts
Roll for dodge!
Mon 3 Feb 2020
at 05:20
  • msg #835

Re: OOC Mk II

In reply to Gloria Flake (msg # 834):

No, I am trying hard not to!
Gloria Flake
2IC, 587 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Feb 2020
at 18:24
  • msg #836

Re: OOC Mk II

Like many creations, it only works within a limited realm of possibilities.
Fate
GM, 3092 posts
Roll for dodge!
Mon 3 Feb 2020
at 19:27
  • msg #837

Re: OOC Mk II

In reply to Gloria Flake (msg # 836):

It does, and I do try to stretch it! But not break it entirely...
Cyril Zotmund
Captain, 2983 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 4 Feb 2020
at 02:26
  • msg #838

Re: OOC Mk II


AK Ball Raider 1.3 B Solars, 1,400 dTon Sphere (41 yd dia) (Upgraded design)
Capable of double maximum range jumps and carrying 100 troops with a Heavy Ball transport capable of taking 60 men for short missions or 30 men for longer ones, it can outrun Imperial fighters. With heavier armour, it has more firepower than the Hardrada and can outrun and take down Shamshirs with ease. The optional Ball surveyor allows it to combine exploration as a bonus and the cargo hold is large enough to carry a wide variety of weapons, and the three missile fighters allow for up to 9 missiles.
(6G(7G  W/O Heavy Ball fighters)/Move:370, dDR:110, dHP: 80, dTons of Cargo Space: 34, SM:+10)
Weapons: 22x Beam, 2x Sandcaster, Crew:151, Endurance: 44 Weeks,
1x AK Heavy Bomber, 1x AK Ball Heavy Recovery, 1x AK Heavy Ball Transport, 3x AK Heavy Ball Fighter, 3x AK Short Range Missile Fighter,
4 Workshops, 1 Robofacs, 10 Sickbays, 1 Laboratory, 100 troops, Life Support: 176+10 Low Berth


Could you trade a twin Beam Turret for a Plasma Turret? for 20x Beam, 2x Plasma, 2x Sandcaster? Might even fudge a small craft or a bit of cargo space for the capability.
Fate
GM, 3096 posts
Roll for dodge!
Tue 4 Feb 2020
at 05:56
  • msg #839

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 838):

Actually, you trade two triple beams for a pair of plasmas, so it would be 16 Beam, 2 Plasma, 2 Sandcasters. Small craft or cargo are unaffected, and cannot be effected by it other than the differing power requirements.
Cyril Zotmund
Captain, 2984 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 4 Feb 2020
at 17:49
  • msg #840

Re: OOC Mk II

Or 19x Beams and 1x Plasma?
Trying to balance weapons as the Plasma does more damage more quickly, which is a plus, despite it's short range and limited ability to kill incoming missiles.
Fate
GM, 3100 posts
Roll for dodge!
Tue 4 Feb 2020
at 19:28
  • msg #841

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 840):

Heavy turrets replace 2 light turrets, but contain two plasma cannon, so I am only willing to stretch replacing three light weapons with a single plasma weapon in the case of fixed  weapons (ie in small craft...).

So 16 Beam, 2 Plasma, 2 Sandcasters or 22 Beam, 2 Sandcasters...
Cyril Zotmund
Captain, 2985 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 4 Feb 2020
at 20:06
  • msg #842

Re: OOC Mk II

In reply to Fate (msg # 841):

OK This is not an argument, just trying to understand.

Two light turrets (to me) would be two twin turrets so -4 Beams and + 2 Plasma.
We both understand that there are some anomalies in the ship design program.
So if we went this way and carried 4 Seru Beam fighters, how many missiles could Kugelblitz alone and then with the 4 figthers, zap per turn?
It was about 9 per turret of 3  or was it per Beam?
Fate
GM, 3102 posts
Roll for dodge!
Wed 5 Feb 2020
at 07:24
  • msg #843

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 842):

It is OK, I am not getting defensive. The design just does not allow much room for movement...They have 2 light turrets = 1 heavy turret, and one light turret can have up to three small weapons, but a heavy turret can have only 1 plasma. So 6 beams or 2 plasmas.

With a skill of 17, you can zap 5 missiles per beam, or 15 per turret or heavy fighter. A plasma can also be used for point defence, but with an Acc of three less than the beams, they can only get 3 per gun or 6 per turret, instead of the 30 two light turrets could hit. An effective loss of 24 missiles.
Jack 'Patch' Flint
Pirate CO, 11 posts
Wed 5 Feb 2020
at 10:25
  • msg #844

Re: OOC Mk II

A quick question regarding RPOL.

IS there a way to actually initiate say X number of rolls?

Like if iw ant to roll 24x can this be done without having to hit F5 every time?
Fate
GM, 3107 posts
Roll for dodge!
Wed 5 Feb 2020
at 11:02
  • msg #845

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 844):

Not that I am aware of. I usually just use one roll and apply it to all, and you are welcome to do the same. So one roll for all beam turrets, one for all heavy fighters, etc. Can make it much quicker...
Jack 'Patch' Flint
Pirate CO, 13 posts
Wed 5 Feb 2020
at 11:07
  • msg #846

Re: OOC Mk II

aye, there's some merit to that unless you roll 17 - and then 'all beams miss' .
Fate
GM, 3109 posts
Roll for dodge!
Wed 5 Feb 2020
at 11:25
  • msg #847

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 846):

Yeah, but on the flip side, if you roll a 3, it can be devastating...as tour 51 Heavy fighters just proved in hitting the Gashiddas!
Cyril Zotmund
Captain, 2986 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 5 Feb 2020
at 18:45
  • msg #848

Re: OOC Mk II

In reply to Fate (msg # 843):

OK so this:
AK Ball Raider 1.3 B Solars, 1,400 dTon Sphere (41 yd dia) (Upgraded design)
Capable of double maximum range jumps and carrying 100 troops with a Heavy Ball transport capable of taking 60 men for short missions or 30 men for longer ones, it can outrun Imperial fighters. With heavier armour, it has more firepower than the Hardrada and can outrun and take down Shamshirs with ease. The optional Ball surveyor allows it to combine exploration as a bonus and the cargo hold is large enough to carry a wide variety of weapons, and the three AK Combo fighters allow for up to 6 missiles.
(6G(7G  W/O Heavy Ball fighters)/Move:370, dDR:110, dHP: 80, dTons of Cargo Space: 34, SM:+10)
Weapons: 16x Beam, 2x Sandcaster, Crew:151, Endurance: 44 Weeks,
 1x AK Ball Heavy Recovery, 1x AK Heavy Ball Transport, 4x AK Heavy Ball Fighter, 3x AK Short Range Missile Fighter,
4 Workshops, 1 Robofacs, 10 Sickbays, 1 Laboratory, 100 troops, Life Support: 176+10 Low Berth

Could deal with 140 missiles per turn? and if the Light fighters revert to two missiles and a beam laser, we could add another 15 to that?
The ship is basically impervious to Pulse lasers but vulnerable to everything else, depending on ranges.
Cyril Zotmund
Captain, 2987 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 6 Feb 2020
at 04:32
  • msg #849

Re: OOC Mk II

OK, Just thinking again ... if we captured a Kargash, what could we do with it?
I suspect a lot, in fact it might be close to the ideal size for a Raider.

Here is what it has now:
Kargash Light Cruiser

Tech Level: 10.

Hull: 2,000-dton Streamlined Cylinder  hull, dDR 240 armor, Stealth.

Systems: 460 Maneuver Drive, 60 Jump Drive, 400 Fuel Tanks, 20 Fuel Processors (64 dtons/hour), 2 Command Bridge, Model-6 Sensors (Scan 21), Model-4 Sensors (Scan 19), 2 Light Missile Arrays, 2 Heavy Turrets, 4 Plasma Guns, Hangar Bay (100-dton capacity), 466 Fusion Power, 60 Staterooms, Workshop, 2 Sickbay, 31 Cargo.


Statistics: EMass 14,000 tons, LMass 15,000 tons, Cost M$2,500, SM +10, ASig +4, Hull dHP 120, Life Support 120, sAccel 6.0 G, Jump-2 (2-parsec range), Top Air Speed 740 mph.

Crew:
Command Section (10 officers),
Engineering Section (7 officers, 9 petty officers, 33 crewmen) - 49 Men! Do they still have Stokers?
Gunnery Section (2 petty officers, 4 crewmen)                               - 6 Men
Ship’s Troops (1 officer, 6 petty officers, 16 crewmen)                  - 23 Men
Maintenance Section (1 petty officer, 5 crewmen),
Life Support Section (2 crewmen),
Medical Section (1 officer, 2 crewmen),
General Service Section (3 crewmen).
Total 19 officers, 18 petty officers, 65 crewmen. Total Crew -103
Passengers: None.

Comments-
Too many Officers in command section and the Engineering section is huge
No Officers in Gunnery , Sensors
Ships Troops are too few for boarding & Prize crews.
Maintenance, Life support and Engineering can be combined
General Service (supply I presume), perhaps a cook?

Speed and Armor are adequate-
Convert to 18-20x Beams, Bay Plasma, 100 dton hanger
Or 20x Beams, 4x Plasma, 4 parsecs of fuel and 100 dTon hanger
Or 20x Beams, 4x Plasma, 2 parsecs of fuel and 120 dTon hanger + survey
Fate
GM, 3112 posts
Roll for dodge!
Thu 6 Feb 2020
at 06:27
  • msg #850

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 849):

Just some note...of course they still have stokers!

The large engineering section is required because the engines are so large, which is required for such high speed and armour. But you do have 23 specialist troops onboard...

1 PO for each of the missile arrays, 2 gunners per heavy Turret.

An extra 2 parsecs of fuel will take 400 dTons of space...you have 31 dTon Cargo and 100 dTon Hanger, guarantee you will have to reduce engine size, and hence armour or speed for that. To make matters worse, Missile arrays use very little power, 20 Beams and a Bay Plasma use LOTS of power...which means a much bigger reactor, so even less space. You have tried to shoe-horn about 3,000 dtons into a 2,000 dTon hull there, sorry!
Jack 'Patch' Flint
Pirate CO, 17 posts
Thu 6 Feb 2020
at 10:06
  • msg #851

Re: OOC Mk II

I posted a functionality request to the Technical Discussions board to request 'multiple roll' options.

I'd greatly appreciate some support there, to give admins some impetus to implement it.

:)
Fate
GM, 3115 posts
Roll for dodge!
Thu 6 Feb 2020
at 10:12
  • msg #852

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 851):

Or the ability to have a multiplier to the final result...worth a message I guess...but I am happy to roll one representative roll in their place if it is uncomfortable for you.
This message was last edited by the GM at 10:13, Thu 06 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 19 posts
Thu 6 Feb 2020
at 11:29
  • msg #853

Re: OOC Mk II

I'd rather take the granularity of multiple rolls.

I think in cases where it's just like a skill 12-16, you could have an entire barrage of shooting undone by one bad roll, but if you're rolling everything you're going to get a better distribution of fire over time.

I mean, arguably you could say that if you're rolling against 'all or nothing' to hit.. better probability means you'll kill em quicker.
Cyril Zotmund
Captain, 2988 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 6 Feb 2020
at 16:46
  • msg #854

Re: OOC Mk II

In reply to Fate (msg # 850):

Well Hermione managed to get a whole mansion into a small tent... so why not!
Cyril Zotmund
Captain, 2989 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 6 Feb 2020
at 17:32
  • msg #855

Re: OOC Mk II

Fate:
In reply to Cyril Zotmund (msg # 849):

Just some note...of course they still have stokers!

The large engineering section is required because the engines are so large, which is required for such high speed and armour. But you do have 23 specialist troops onboard...

1 PO for each of the missile arrays, 2 gunners per heavy Turret.

An extra 2 parsecs of fuel will take 400 dTons of space...you have 31 dTon Cargo and 100 dTon Hanger, guarantee you will have to reduce engine size, and hence armour or speed for that. To make matters worse, Missile arrays use very little power, 20 Beams and a Bay Plasma use LOTS of power...which means a much bigger reactor, so even less space. You have tried to shoe-horn about 3,000 dtons into a 2,000 dTon hull there, sorry!


OK, so I am just asking since I don't have your handy little program ... All your points make sense.
If captured, the Missiles aren't especially desirable, so what can we reasonably install on one.
We can live with a 2 Parsec jump, the installed Plasmas are OK, but how many beams could we install when we ditch the missile arrays?
If we bump up the power still further to support that how much hanger space do we lose? I don't think Cargo can be reduced much given the food and such for the crew. It might require an expensive hull stretch ... but I can't be sure.
Fate
GM, 3118 posts
Roll for dodge!
Thu 6 Feb 2020
at 19:20
  • msg #856

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 855):

@ Jack, true. Many rolls will be closer to average, by few rolls more...interesting!

@ Cyril, lol.

I have a pretty crazy day today, but I will be able to plug it in and play with it on the weekend.
Gloria Flake
2IC, 609 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 10 Feb 2020
at 23:20
  • msg #857

Re: OOC Mk II

I presume we are waiting on the other pirates to finish up their battle before moving on?
Fate
GM, 3135 posts
Roll for dodge!
Tue 11 Feb 2020
at 00:29
  • msg #858

Re: OOC Mk II

In reply to Gloria Flake (msg # 857):

That was the plan, but not necessary. I may just move it on tomorrow, and the information in the thread will just be history if you are happy to do that...
Gloria Flake
2IC, 610 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 11 Feb 2020
at 02:34
  • msg #859

Re: OOC Mk II

No Problems ... you can do that or hold for the other pirates...

I can polish stuff with Cyril or we can just try to plan a decent upgrade to a captured Kargash, which would seem to be tricky at best. Want to keep the speed and Plasmas, but need beams since we can't rely on having 10,12 or 20 Gashiddas to protect us. Might have to up the power supply which means bigger ship, more power etc... maybe a 200 ton filet inserted for space, although 60 staterooms would go away quickly. Crew can survive in 6-8 to a bunk room. Petty Officers at 3-4 to a room, junior officers at 2 to a room and senior officers (Captain, XO and perhaps Navigator) get their own cabin.
That should restore a little space.
Fate
GM, 3136 posts
Roll for dodge!
Tue 11 Feb 2020
at 09:44
  • msg #860

Re: OOC Mk II

In reply to Gloria Flake (msg # 859):

Apparently the Kargash cannot be built using the Construction rules for G:ISW! The limit for a vessel of that configuration is 15 turrets, but with 2 light missile arrays (8 turrets each) and 2 heavy turrets (equivalent of 4 turrets) it is built using 20 turrets! No wonder it seems too good for it's size...they cheated!

So how to handle that? I guess you could replace each Light Missile Array with a Light Particle Cannon or a Bay Plasma Cannon, though power would still be an issue. But if you take them out and put Light turrets on there, you would once again be restricted to the standard design rules.
Gloria Flake
2IC, 611 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 11 Feb 2020
at 20:21
  • msg #861

Re: OOC Mk II

LoL... No wonder it is is a tough nut ...  Not following your thoughts exactly, so could we fit a Bay Plasma and 8 light turrets (two or three Beams per, as you see fit or a mix thereof).  Or just replace one missile array with 6 triple beams.
I am not all that impressed with the Particle cannon at the moment. I'd leave the two heavy plasma turrets as is or make them Beams if you insist. The armor could be thinned slightly too...

That gives 16-21 (18+3 for a single plasma turret is 21) or so beams, a bay plasma and two regular plasma ... or maybe just one plasma and a triple beam turret.
Fate
GM, 3138 posts
Roll for dodge!
Tue 11 Feb 2020
at 22:11
  • msg #862

Re: OOC Mk II

In reply to Gloria Flake (msg # 861):

Not quite. Will allow  replacement of 1 item for 1 item, but breaking it up will bring back normal rules...

Not sure what your maths is calculating, but in a few larger battles I have run on the side with high armour, the particle cannon when used in precision attacks can hit otherwise impregnable ships...
Gloria Flake
2IC, 612 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 11 Feb 2020
at 22:32
  • msg #863

Re: OOC Mk II

Re Particle Cannon, only experience is with Excalibur...  and so far all enemy ships have had moderate armor... the Ba Plasma is more effective. In Battle fleet battles, it may indeed come into its own. I hope not to be in any of those.

One item for one item doesn't work ... it give a very unbalanced ship. I just wanted to swap the missile array for the supposed turret equal ... and only one of them at that.

I have no idea of what sort of Frankenstein effort would need to be made to make Kargash a balanced Terran/pirate vessel. I don't have the program, but the Kargash is listed as a TL 10 ship (quite new) so would that allow better, smaller power etc.?
Fate
GM, 3139 posts
Roll for dodge!
Tue 11 Feb 2020
at 23:03
  • msg #864

Re: OOC Mk II

In reply to Gloria Flake (msg # 863):

Pretty much all ships are TL10, and yes, that helps a lot. Ask the Labrysians. The Kargash is already an unbalanced ship, so to balance it with cheating would make it much stronger than it should be. That is why I am sticking with a 1 for 1 exchange.

The particle cannon are nastiest used in precision attacks vs Kidashi (dDR 400) to take out their long range HPC, and as long as the range is kept, 6G speed, then the enemy can be slowly taken apart or disabled through precise attacks.
Gloria Flake
2IC, 613 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 11 Feb 2020
at 23:29
  • msg #865

Re: OOC Mk II

Kidashi are what the folks from Girii have and are supposedly a very old and out of favor cruiser...  so Lemrukiri and other places would still have these?

If so, change the plasma turrets out for beams and put two Particle Cannons in it  ...
Fate
GM, 3140 posts
Roll for dodge!
Wed 12 Feb 2020
at 00:16
  • msg #866

Re: OOC Mk II

In reply to Gloria Flake (msg # 865):

They were used by Dingir in the attack on Nusku. Otherwise, no others are using them you know of. Dingir built a special fleet for that attack.
Fate
GM, 3144 posts
Roll for dodge!
Wed 12 Feb 2020
at 09:24
  • msg #867

Re: OOC Mk II

In reply to Fate (msg # 866):

I should also mention, as I put in the edit, that it is also common practice for Vilani to scuttle their ships when they loose a battle. Part of the economic mindset to avoid giving the victor more than they already gained through the victory.
Gloria Flake
2IC, 614 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 12 Feb 2020
at 21:31
  • msg #868

Re: OOC Mk II

Scuttle meaning Blow up all useful parts?
Fate
GM, 3147 posts
Roll for dodge!
Wed 12 Feb 2020
at 21:36
  • msg #869

Re: OOC Mk II

In reply to Gloria Flake (msg # 868):

Yep, exactly.
Fate
GM, 3162 posts
Roll for dodge!
Fri 14 Feb 2020
at 03:37
  • msg #870

Re: OOC Mk II

In reply to Fate (msg # 869):

I have added that post about tactics to the Rules thread. Nice time to roll a crit!!!

Edit, WOW, he matched you, and it was not a fudged roll! Your margin of victory is 1. You get to reroll one roll every round.

Lets go 2 rounds per post, so go for a second round as well.

If it helps, you can roll all the Heavy fighters together...
This message was last edited by the GM at 03:45, Fri 14 Feb 2020.
Gloria Flake
2IC, 620 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 14 Feb 2020
at 03:51
  • msg #871

Re: OOC Mk II

Well dirty word....

20:45, Today: Gloria Flake rolled 14 using 3d6 with rolls of 5,5,4.  E Heavy Particle Cannon .
20:45, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,2,3.  E Bay Plasma.
20:44, Today: Gloria Flake rolled 14 using 3d6 with rolls of 4,4,6.  E Beams.
20:44, Today: Gloria Flake rolled 7 using 3d6 with rolls of 4,2,1.  E HF Beams.

20:46, Today: Gloria Flake rolled 8 using 3d6 with rolls of 1,6,1.  MF  Beams.
20:46, Today: Gloria Flake rolled 7 using 3d6 with rolls of 2,4,1.  MF  HF Beams

20:46, Today: Gloria Flake rolled 13 using 3d6 with rolls of 4,5,4.  B Beams.
20:46, Today: Gloria Flake rolled 10 using 3d6 with rolls of 2,5,3.  B HF Beams.

20:48, Today: Gloria Flake rolled 13 using 3d6 with rolls of 5,2,6.  Escort Beams.
20:48, Today: Gloria Flake rolled 10 using 3d6 with rolls of 2,5,3.  Escort HF Beams.

Not many decent rolls, 4 below 10 and 6 of 10 and above

Lets try the  HPC re rolls for turn 1 and 2

20:52, Today: Gloria Flake rolled 15 using 3d6 with rolls of 4,6,5.  E Heavy Particle Cannon  2.
20:52, Today: Gloria Flake rolled 13 using 3d6 with rolls of 5,5,3.  E Heavy Particle Cannon  1

Why bother...
This message was last edited by the player at 03:53, Fri 14 Feb 2020.
Fate
GM, 3169 posts
Roll for dodge!
Sat 15 Feb 2020
at 08:17
  • msg #872

Re: OOC Mk II

In reply to Gloria Flake (msg # 871):

Jack, we REALLY need to sort out your inventory, or will we go through this combat Mass Combat style? It will probably have to be either a combination of Mass Combat and role-playing your guys, or just do it all Mass Combat style (in which case we can just say you have Good quality gear.)

Your guys are Good Quality Gear, Fine Quality troops, and you have 30 of them.
Jack 'Patch' Flint
Pirate CO, 42 posts
Sat 15 Feb 2020
at 09:36
  • msg #873

Re: OOC Mk II

Aye, we do.

Im pretty stacked today, so I'll get on it for now.

Some rifle, with an underbarrel shotgun
Some grenades
Anything portable that can help shape the battlefield:
 - breaching kits, combat engineering kits, portable shields, etc.
 - mostly stuff the team needs
Knife
His awesome Pistols.

and A bunch of armour plz :)


So a quick question:

I thought that multiple ships would send a force that would be a combination of crews from different pirate vessels that JAck would lead overall. I might be wrong, but I assumed that some of those 200 troops our big ship has would be employed against their 200 stack too.

30 vs 200 seems a good way to lose people. But I do have a good idea.

If it  is 200 vs 30 then we can perhaps have one member of each fireteam relaying specific location data for our troops and enemy troops we see and then having Starshine coordinating to make tactical shots, to open up hull breaches and wipe out squads of them? I presume that these ships have systems designed to cut off sections of the ship should a breach occur?

One of the cool things I read in Mass Combat, many moons ago was that. "Mass combat" can handle the bulk of the battle, but then when some interesting things occur, like the PC is going to get wounded, or a critical point captured or something like a heroic action, the pace of game zooms into him and the immediate area to go to a typical 'round by round' combat style.
Fate
GM, 3170 posts
Roll for dodge!
Sat 15 Feb 2020
at 09:47
  • msg #874

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 873):

It wont be 30 vs 200, there will be multiple entrances, and each ship will go to or make their own entrances. I can post the entrances IC, but the things for you to decide will be the risk factor you take (which will add to your tactics roll, but also to the change of being injured) and the strategy you will choose.

quote:
One of the cool things I read in Mass Combat, many moons ago was that. "Mass combat" can handle the bulk of the battle, but then when some interesting things occur, like the PC is going to get wounded, or a critical point captured or something like a heroic action, the pace of game zooms into him and the immediate area to go to a typical 'round by round' combat style.


Yep, that pretty much nails it. I notice the risk factor is missing...will have to add it to the rules. If you like, I can suggest things, like Skirmishing to start with as you would expect a deliberate Defence. Keep the casualties down by avoiding all-out-anything, because each 5% casualties costs -1 to tactics roll for each round...it soon starts to add up! Initially they will have a position bonus as well (+4 when attacking a starship) so you want to do everything you can to minimize casualties until you can reduce that position bonus.
Jack 'Patch' Flint
Pirate CO, 44 posts
Sat 15 Feb 2020
at 10:22
  • msg #875

Re: OOC Mk II

Actually, in a true pirate manner. I think actually the best idea is to make a very defensive push, minimiing casualties but forcing pressure. (LIke we did in the ship-to-ship) and let the wild and more stupid Pirate forces push hard and aggressive, to take most of the brunt of defences and force the defenders to allocate resources to those areas. THen, after a little bit of attrition, (and I presume jack will be in command of this or at least comms with the other guys), give him and his team opportunity to push hard and break through to sweep up and take the glory and winnings.

Naturally he'd be using phrases like.

"Push up on them, keep them pinned we need those flanks to feel pressure" to encourage the other teams' aggressive behaviour.
Fate
GM, 3179 posts
Roll for dodge!
Sun 16 Feb 2020
at 02:57
  • msg #876

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 875):

You can see how those casualty penalties really build up, hey?
Jack 'Patch' Flint
Pirate CO, 53 posts
Sun 16 Feb 2020
at 10:05
  • msg #877

Re: OOC Mk II

Yea, actually I was very surprised.

I wonder then, if there's an actual 'game theory' optimal strategy to win GURPS mass combat - it would seem that perhaps skirmishing would be the way to go, though' that's just a guess.

a -9 penalty is just going to devastate any commander.

Also, on ship-board combat, do you think there would be any equivalency to Air Superiority or Cavalry superiority?

In addition, are Vilani troops generally considered as well-equipped and well-trained/moraled as our pirate band of merry men?
This message was last edited by the player at 10:06, Sun 16 Feb 2020.
Fate
GM, 3184 posts
Roll for dodge!
Sun 16 Feb 2020
at 10:29
  • msg #878

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 877):

Good questions. Indeed, skirmishing does have advantages, but also drawbacks. No, there would not be aerial, cavalry or artillery superiority, and since both sides have Fire support as a normal function of the troops, the TS ratio already factors in Fire superiority. Of course, once you have a significant advantage, you can also try indirect attack, but with a -3 penalty to the Tactics roll, this can be risky at the start! Deliberate Defence is good for the first round, the extra 5% casualties can be real nice if you win, but all out anything, doubling your losses, is real expensive unless you are a long way ahead!

Skirmishing is probably the safe attack, and indeed the safe option for a lot, but while it can reduce the enemies position bonus, it will never result in gaining one yourself. But the reduction in casualties makes up for that!
Jack 'Patch' Flint
Pirate CO, 54 posts
Sun 16 Feb 2020
at 11:54
  • msg #879

Re: OOC Mk II

I don't have the book anymore (lost it with a format)

But also you can get Intelligence superiority right? or C3I?
Fate
GM, 3186 posts
Roll for dodge!
Sun 16 Feb 2020
at 18:57
  • msg #880

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 879):

You can. The group hitting their computers and comms would have helped with that.
Sergent Thornhammer
NPC, 42 posts
Security
Sun 16 Feb 2020
at 20:26
  • msg #881

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 879):

If purchased as a soft copy, you should be able to download a copy
Jack 'Patch' Flint
Pirate CO, 69 posts
Tue 25 Feb 2020
at 12:36
  • msg #882

Re: OOC Mk II

Btw, are w saying that:

1 billion == 100 million
or 1000 million?

i'm a Uker
Fate
GM, 3234 posts
Roll for dodge!
Wed 26 Feb 2020
at 00:18
  • msg #883

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 882):

It is metric, so things go in thousands.
Gloria Flake
2IC, 653 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 26 Feb 2020
at 02:10
  • msg #884

Re: OOC Mk II

In reply to Fate (msg # 883):

Thought metric was in hundreds like Centimeters, centigrams and centiliters ... always confusing... I know the "confusing" english systems...
Fate
GM, 3238 posts
Roll for dodge!
Wed 26 Feb 2020
at 05:34
  • msg #885

Re: OOC Mk II

In reply to Gloria Flake (msg # 884):

centigrams? centilitres? If they exist, they are far from common. Dressmakers like centimeters, so that is used, but it is the exception rather than the rule. I don't think I have used the other two in 30 years of engineering...
Cyril Zotmund
Captain, 2990 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 26 Feb 2020
at 17:47
  • msg #886

Re: OOC Mk II

OK ... I hear them here every so often ... often wondered why decimeters were used much in place of feet, but only heard the term used about twice in my life. To me, Cm are too small o be convenient and meters too big ... just mindset I guess.
Jack 'Patch' Flint
Pirate CO, 70 posts
Wed 26 Feb 2020
at 18:20
  • msg #887

Re: OOC Mk II

No, metric just is in 'sensical divisions'.

Centi == 100
Milli == 1000


Centilitres, Millilitre decalitres Kilograms kilojoules are all things.

centigrams also work, but that measuremeant is not really used.


1m is just basically a yard.

decimetres are basically not 'used' - but still work.

It all works, and is nice and easy. Ultimately, it makes it so you can fit everything into everything else nice and easily.


Also, who the fuck measures in 'cups'?
Cyril Zotmund
Captain, 2991 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 26 Feb 2020
at 18:25
  • msg #888

Re: OOC Mk II

Me, for one of about some 230 million folks...
Jack 'Patch' Flint
Pirate CO, 71 posts
Wed 26 Feb 2020
at 18:59
  • msg #889

Re: OOC Mk II

You're all wrong'ns
Cyril Zotmund
Captain, 2992 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 26 Feb 2020
at 19:09
  • msg #890

Re: OOC Mk II

Oh well, we have managed to do well with it.
Ultimately we'll be measuring space time in fractions of the speed of light anyway, so the metric system is just a passing fad, started by Napoleon Bonaparte.
Fate
GM, 3241 posts
Roll for dodge!
Wed 26 Feb 2020
at 19:20
  • msg #891

Re: OOC Mk II


Jack 'Patch' Flint:
Also, who the fuck measures in 'cups'?


Cooks use cups a lot. It is convenient for people who do not have accurate measuring devices when cooking.

Things like temperature, based on boiling and melting points of water (100 and zero degrees C) and numerous other scientific constants fitting in ensure the metric system will be around a lot longer that using 'the span of a mans foot' or 'forearm' (the original basis for the imperial system). Well beyond my lifetime. But then, the US is not likely to change in that time either...
Cyril Zotmund
Captain, 2993 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 26 Feb 2020
at 22:02
  • msg #892

Re: OOC Mk II

Actually I think it is coming, but like sex education, is going to have to be forced on the ignorant.
Our system of government doesn't like to have to force anything.
Jack 'Patch' Flint
Pirate CO, 73 posts
Thu 27 Feb 2020
at 18:47
  • msg #893

Re: OOC Mk II

Yea, I'm beign slightly facetious, the 'cup thing is good for getting ratios right, but ultimately it's just a bit bleh

1 cup, 2 eggs, 3 cups...

can come out with very differen results even if they're in the same ballpark. I kinda like how it's a cowboy way of cooking though.
Cyril Zotmund
Captain, 2994 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 27 Feb 2020
at 20:51
  • msg #894

Re: OOC Mk II

Hardly the cowboy way ... and some of the old Chuckwagon maestros were pretty darn good cooks, considering what they had to work with.
Haute' Cuisine it wasn't, but it was filling, tasty and provided what was needed to keep you going.
Greens were not much used of course.

The various volume measurements are still useful and workable, but the difference between the liquid cup and the dry measure cup still befuddles any beginning cook. The Metric systems seem to intermix volumes and weights which works I guess. I have the stuff to use it, but all my recipes are in English measure, not French ;-)
Fate
GM, 3246 posts
Roll for dodge!
Fri 28 Feb 2020
at 01:59
  • msg #895

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 894):

Our recipies are Australian, so they use metric! So do the newer English ones...
Cyril Zotmund
Captain, 2995 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 Feb 2020
at 02:04
  • msg #896

Re: OOC Mk II

In reply to Fate (msg # 895):

Yes I know... such a pain to convert too ;-)
Johan Jager
Explorer, 1 post
Colony expedition team
leader & administrator
Fri 28 Feb 2020
at 22:51
  • msg #897

Re: OOC Mk II

Wish me luck, about to read every single thread that mentions Alizarin as I continue building content for it to be a central POI in the near future :)
Fate
GM, 3251 posts
Roll for dodge!
Sat 29 Feb 2020
at 00:00
  • msg #898

Re: OOC Mk II

In reply to Johan Jager (msg # 897):

Lol, good luck. Fortunately that is only a couple of threads!
Johan Jager
Explorer, 2 posts
Colony expedition team
leader & administrator
Sat 29 Feb 2020
at 00:21
  • msg #899

Re: OOC Mk II

5-7? threads have mentioned Alizarin, I'm through half of them. I just finished reading Gaius' employment with Kalishnakov on his visit there on 22 May 2175 and later returns at 01 July 2176. Now I'm down to The First trip of Jean Bart and Work the Shadows, which has 30+ and 40+ mentions of Alizarin.

Work the Shadows down.. one to go.
This message was last edited by the player at 00:52, Sat 29 Feb 2020.
Johan Jager
Explorer, 3 posts
Colony expedition team
leader & administrator
Sat 29 Feb 2020
at 01:18
  • msg #900

Re: OOC Mk II

Alright.. I've read through every mention of Alizarin and compiled a rough timeline of players coming and going.  The amount of times the narrator has tried to coax you all into making something of Alizarin lol... I'm betting he's happy someone's actually going to live there and make it into a growing arc for the coming decades :)  (Speaking of which, we'll all have to talk sometime about opportunities to advance time as a whole for longterm arcs to unfold)

In the future we'll have to have a thread that logs arrivals and departures so we can streamline the timeline with residents and visitors and so visitors can potentially react to arrivals; even if it's just notes about seeing a starship fly over a colony to land at the Kalishnakov Starport/Base whatever. That thread can probably be used for communication with authorities that dictate landing/departure transmissions, which could maybe be done in private messages, and those snooping comms could gain access to transmissions and potentially logs about the ship's manifest, crew, etc. I'll get into thread structure needs for permanent locations later.  On with the Alizarin timeline:



0230 was named Alizarin by Vilani astonomers, and the system is mundane, with just one small body, possibly a planet, orbiting the star.

According to the survey report of the Jaques Carter, Alizarin is a smaller planet, just 4300 miles in diameter, 57% of which is covered by water. The only planet in the system, it is not hit by asteroids anywhere near as often as most planets. Still, very little is known about it.

Gishidda vessel, Jaques Carter, landed in the plains for Alizarin. Vessel later destroyed in system next explored by Vilani Destroyer.

Crew's first activity is attempted hunting and observe T-rexes hunting herbivores. Later they killed 3 horned herbivores with a security detail.
Samantha Fox (Went on to produce vaccines for Vilani), Carrick Teague, Mnwa Phwi (pilot),

large temperate island somewhat separated from the larger continents. It is flatter than most, and is about 2000 miles long (east/west) by 1300 miles wide. There are large forests around it's edges, with a mountain range going up it's western coastline and a large desert in it's interior, crossed by several rivers going from the mountain range to the coast. The wildlife here is different due to the isolation. There are large creatures wandering, and some smaller dog-like carnivores. The larger predators seem confined to swamps and waterholes.

large very defensible peninsula. The mountainous terrain is dry and desert-like at the isthmus, but has flat greener plains at the tip fed by two rivers that run off the mountains into a lake in the centre. There are some larger carnivores there, as well as a number of smaller herbivores. Or at least, that is how it appears.

The scientists are very excited by the similarities their limited research has found here with life on Terra. It seems to have similar bacteria, so the planet can be expected to be resistant to many Terran bacterias and diseases, though the life forms do not seem as well developed, and there are fewer mammals, almost none.

The geologists report is less exciting, with the planet lacking in iron and some heavier minerals and 'rare earth' metals.






01 Nov 2171 by the time Cyril Zotmund arrives in Alizarin searching for the lost ship, Jaques Carter and engage a Vilani Destroyer successfully there, or a neighboring system.

Hawthorne Doyle of the Jean Bart arrives on Alizarin 25 May 2172, departing 30 May 2172 after resupply. Returns on 12 August 2172, departing the next day. Next return upon 22 February 2173 for resupply.

Zyril Zotmund and crew arrive at Alizarin on 17 June 2172. The system seems lifeless, but the planet hails them, and they note a small island seems to have been tamed. On landing, they wonder whether the people have become wild on the planet, or whether they are in fact taming the planet. A rough bunch, the bar is still a couple of packing crates with an open keg controlled by the 'bartender', but the spirit here is undeniable.  Departed 30 Jun 2172, to return 02 Sep 2172 for resupply and departure.




The official leave you the name of the 'governor' of Alizarin, if it could be termed that LEUT Fogg.

Auxillary Task Force under Captain Freelunder, has been assigned to Alizarin

Gloria Flake arrive at Alizarin on the 9th Dec 2173 enroute to Ceti Command

the large Kalishnikov Base Fabrika is there, clearly in an attempt to build up the colony.

05 May 2175 Gloria Flake and Hawthorne Doyle arrive at Alizarin with the Jean Bart and resettle refugees in the modest archipeligo of the Kalishnakov HQ base island. Departed 03 June 2175

Date: 22 May 2175, Gaius Sattius arrives at Alizarin for refueling and employment contract with Kalishnakov. Returns 01 July 2176 for Fueling

Kalishnikov Enterprises have the biggest hospital in the system. massive base ship parked above the planet in orbit.

The base ship is massive, a large cylinder larger than even the largest Imperial freighters. It is a hub of activity, essentially large station with a set of engines out the back. Larger vessels under construction can be seen attached to it. Freighters, including a couple of spherical ones, can be seen parked near the rear end in such a way that it looks a little comical to the immature mind.
Fate
GM, 3252 posts
Roll for dodge!
Sun 1 Mar 2020
at 08:15
  • msg #901

Re: OOC Mk II

In reply to Johan Jager (msg # 900):

Close to accurate, though I do need to point out that after Ceti-Command became friendly, the base ship moved on to there, and is now at Argon. The Task Force under Captain Freelunder also moved on to there, though there are a couple of vessels still stationed there.

The Jaques Cartier was an exploratory vessel, not a Gashidda.

Otherwise pretty good!
Johan Jager
Explorer, 4 posts
Colony expedition team
leader & administrator
Sun 1 Mar 2020
at 08:53
  • msg #902

Re: OOC Mk II

Good new notes :) So right now Alizarin is just a hefty logistics and repair depot with a few ships coming and going and just the housing infrastructure for base staff at this point. Back to being a frontier blank slate for the companies coming to acquire their new leases after AK put rights on the market.
Johan Jager
Explorer, 5 posts
Colony expedition team
leader & administrator
Sun 1 Mar 2020
at 13:42
  • msg #903

Re: OOC Mk II

So I started doing some legit astrophysics math and figured out why Alizarin is listed as a Barren world. The stars are Type-M (M1 V & M8 V), dwarf stars about a 1/3rd the size of Sol, which is a G2 star; the 2nd star is tiny and barely kicking out heat, rated at M8 V. Alizarin is 1.54 Astronomical Units (AU) from its primary star; that's almost exactly how far Mars is from Sol (Earth is exactly 1AU from Sol, that's what AUs are based on).  Alizarin is 50% further away, and receiving several times less solar energy than Earth does from Sol. It would be a lifeless dim red planet, which explains why one of the metrics pegs the planet's temperatures are at near-freezing at best.

(GURPS Traveller "First In" book provides some star classification information)
Star Characteristics: Main Sequence [Class V)
Type:     M8     M1 (est) Sol (Est)
Temp:     2,600  3760     5950
Lumins:   .001   .05      1
Mass:     .0063  .45      1
Radius:   .0014  .00475   1
Lifespan: 630    105      9.3

(You could literally stare at Alizarin's star without flinching. It'd be like a dull LED in your face)

Now knowing these facts of stellar cartography, do we want to proceed with pretending Alizarin is a Garden World instead of Barren, and trying to force it into storyline by ignoring all the provided data, or should we return it to a Marslike colony, and assume it was named Alizarin for the dull red barren existence it promotes rather than lush overwhelming red flora?

There has to be a significant quantity of Gaia and Garden Worlds in Traveller that we can survey and colonize, and because I've put so much research in ahead of time before diving into storyline without foundations built, we lose very little but a couple days of my time theorycrafting for Alizarin, which could all be replicated for another planet.  I can start searching the star map for habitable planets in Terran space right now?  What's everyone's thoughts on this?  For previous storylines of brief visits to Alizarin, it can be updated to its accurate state by a solar/meteor event etc, and we can transpose the vibe and content of a prehistoric earth-like world onto a scientifically suitable location.


Typical characteristics of M dwarfs
Stellar Mass Radius Lumin. Teff
class   (M☉) (R☉) (L☉) (K)
M0V 60% 62% 7.2% 3,800
M1V 49% 49% 3.5% 3,600
M2V 44% 44% 2.3% 3,400
M3V 36% 39% 1.5% 3,250
M4V 20% 26% 0.55% 3,100
M5V 14% 20% 0.22% 2,800
M6V 10% 15% 0.09% 2,600
M7V 9% 12% 0.05% 2,500
M8V 8% 11% 0.03% 2,400
M9V 7.5% 8% 0.015% 2,300
This message was last edited by the player at 15:29, Sun 01 Mar 2020.
Johan Jager
Explorer, 6 posts
Colony expedition team
leader & administrator
Sun 1 Mar 2020
at 14:47
  • msg #904

Re: OOC Mk II

Gonna add a couple of notes. The system arrangement builder appears to be randomized. This effects the quoted numbers for AU of Alizarin from star(s), and the reported temperatures. What doesn't change is the officially registered stars for Alizarin, which remain weak M-type stars. It would take math beyond my known skillset to determine the distance required for Alizarin to sit and achieve a semi-tropical (Instead of Barren, and necessary for a world of cold-blooded reptilian populations) climate disposition. If we went REALLY rough with it, we'd factor the temperature of the star's output vs its luminosity to gauge the photon transmission strength of that temperature band. I fear it'd be some stupid small number though. Back in a bit..

quote:
Previous work has looked at the impact of stellar flares from a red dwarf on a nearby planet. In contrast, the new research examines the effect of the red dwarf’s constantly blowing stellar wind. The team used a computer model developed at the University of Michigan to represent three known red-dwarf planets circling a simulated, middle-aged red dwarf.

They found that even an Earth-like magnetic field could not necessarily protect a habitable-zone world from the star’s continuous bombardment. Although there were moments when the planet’s magnetic shields held firm, it spent far more time with weak shields than strong shields.

“The space environment of close-in exoplanets is much more extreme than what the Earth faces,” explains co-author Jeremy Drake (CfA). “The ultimate consequence is that any planet potentially would have its atmosphere stripped over time.”

The extreme space weather also would trigger spectacular aurorae, or Northern Lights. The aurora on a red-dwarf planet could be 100,000 times stronger than those on Earth, and extend from the poles halfway to the equator.

“If Earth were orbiting a red dwarf, then people in Boston would get to see the Northern Lights every night,” adds Cohen. “Oh the other hand, we’d also be in constant darkness because of tidal locking, and blasted by hurricane-force winds because of the dayside-nightside temperature contrast. I don’t think even hardy New Englanders want to face that kind of weather.”

This message was last edited by the player at 15:02, Sun 01 Mar 2020.
Johan Jager
Explorer, 7 posts
Colony expedition team
leader & administrator
Sun 1 Mar 2020
at 15:26
  • msg #905

Re: OOC Mk II

My math and research show that a planet would have to be so close to an M star to maintain 'normal' temperatures that it would be irradiated clean by the constant flares off an M star, and would be tidally locked to the star, so 'normal' temperatures would only be available on the twilight equator between dark and light sides. Colonies along such a meridian are doable, but they would be hostile living and require ADVANCED protection, they wouldn't be biological paradises of exposed peace and plenty.  M stars make up roughly 80% of known stars, so that's gonna narrow things down a lot in terms of finding a location suitable for the proposed storyline setting as is. My team isn't locked into the Terra Nova model setting but it is compelling and motivating, and it's precisely why the narrator has been trying to get people to settle a version of that planet; Alizarin just may not be the planet for it.
Cyril Zotmund
Captain, 2996 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 1 Mar 2020
at 15:50
  • msg #906

Re: OOC Mk II

Well Nova Pacifica is another habitable System, as is Argon I believe.  Ceti-Comand and several systems near it are habitable at some level too.

As for Alizarin, how about a Rift Valley with internal heat from the interior to add warmth.  Still be dark though. the other course is to just override the system and say it has a bigger, warmer star. It is Blue Dwarf’s game.  Or it’s not an M8 it’s some weirder star form that got mislabeled... many, many different approaches.
Johan Jager
Explorer, 8 posts
Colony expedition team
leader & administrator
Sun 1 Mar 2020
at 23:53
  • msg #907

Re: OOC Mk II

Yeah there's several ways to fudge it all, but for a setting that's gone out of its way to give us extensive galactic information, we'd like to use it. We can make all sorts of life happen one direction or another on a planet that supports life. It's harder for us to fuel the imagination if we have to fake every inch of the setting.  There seems to be a consensus from my crew that we'd like to get as close to realistic as possible on a few things.

Nova Pacifica
Argon
Ceti-Command.

We'll take a look and start building a list of options.
Johan Jager
Explorer, 9 posts
Colony expedition team
leader & administrator
Mon 2 Mar 2020
at 01:20
  • msg #908

Re: OOC Mk II

With some more research I'm finding that K-type stars also have a potentially functional habitable zone for the type of colony we're proposing.  M-Star planets can still be colonized to some extent, but it requires massive amounts of protection and isolation in the infrastructure. Keep in mind that the term 'habitable' is very broad, and in astrobiology terms it refers to a planet's ability to have water in a liquid state, and yes, M-type star planets are very common and also have the conditions to support that, but is not hospitable to life as we know it.

For game purposes, characters can take medications to resist some extra radiation, within reason. Ideally we want G-type stars, but I've added K-type stars to the acceptable options as a planet can be closer than Earth to Sol but far enough still compared to an M-type that it's not tidally locked and not bombarded by x1000-10000 radiation that M-types kick off with their overactivity.

Inversely, F-type stars is what I'm researching right now, with their habitable zones being further out, 1.5-3x of Sol system, so beginning at where Mars is to us, for example.  F-type would be quite bright, I kinda like the notion of K-type because I love the aesthetic of being closer to a more red star that would add a glow to the sky.   It is estimated that the habitable zone of a relatively hot F0 star would extend from about 2.0 AU to 3.7 AU and between 1.1 and 2.2 AU for a relatively cool F8 star. However, relative to a G-type star the main problems for a hypothetical lifeform in this particular scenario would be the more intense light and the shorter stellar lifespan of the home star. So we can fudge the atmosphere and say it has a strong Ozone and/or magnetic sphere and we get constant endless aurora borealis, which is fine by me :)

quote:
DNA molecules under the glare of an F-type star would suffer 2.5 to 7.1 more damage from UV light compared to that inflicted by the Sun. Life-friendly hydrocarbon molecules would suffer serious degradation, potentially enough to wreck the delicate chemistry that underlies biology.

Game over for life? Not quite. The preceding figures did not take into account the extent to which shielding of some sort—say, an atmosphere or submersion in water—could block some harmful UV rays. Most biologists think life arose on primordial Earth in an aqueous environment anyhow and perhaps well beyond the reach of UV rays at hydrothermal ventson ancient ocean floors. Similarly, by living underwater, or underground, Cuntz said, primitive single-celled creatures could survive on a world awash in heavy UV light from an F-type star.

The development of multi-cellular, complex life on a planet around an F-type star, though, would require the sort of UV protection afforded by an ozone layer. Earth has just such a layer, high up in the atmosphere, of ozone molecules composed of three oxygen atoms. The layer absorbs nearly all of the highest-energy and thus most dangerous kind of UV rays, dubbed UVC. These rays would otherwise penetrate to our planet's surface and could kill off exposed life forms. Some less-energetic UVA and UVB rays still reach the ground, where they damage our skin, causing sunburns and skin cancers.


So for F-types, think water worlds, perhaps?

I've found a couple systems already qualifying. I'll continue filtering and make a shortlist.
This message was last edited by the player at 01:35, Mon 02 Mar 2020.
Fate
GM, 3254 posts
Roll for dodge!
Mon 2 Mar 2020
at 03:54
  • msg #909

Re: OOC Mk II

To be honest, I have not delved into it that deeply. We have a universe with jump drives, so until we know if that is even possible I am not making scientific claims of accuracy. Close enough is, in this case, good enough!

The idea of a strong ozone layer with 2 suns sounds entirely plausible. Perhaps we should move onto who your character is and how they fit in...
Jack 'Patch' Flint
Pirate CO, 74 posts
Tue 3 Mar 2020
at 09:20
  • msg #910

Re: OOC Mk II

Just having a bit of a familial meltdown :)

will be right back with your usual broadcasting
Fate
GM, 3259 posts
Roll for dodge!
Wed 4 Mar 2020
at 03:51
  • msg #911

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 910):

All good. Busy with family here until Sunday too.
Sdian McGuire
Down and outer, 39 posts
Sat 14 Mar 2020
at 03:07
  • msg #912

Re: OOC Mk II

What, if any, passenger capability do we have?
Fate
GM, 3285 posts
Roll for dodge!
Sat 14 Mar 2020
at 03:16
  • msg #913

Re: OOC Mk II

In reply to Sdian McGuire (msg # 912):

Life support for 8, so fine there!
Sdian McGuire
Down and outer, 40 posts
Sat 14 Mar 2020
at 15:05
  • msg #914

Re: OOC Mk II

And sleeping arrangements?
Fate
GM, 3286 posts
Roll for dodge!
Sat 14 Mar 2020
at 21:20
  • msg #915

Re: OOC Mk II

In reply to Sdian McGuire (msg # 914):

CO cabin has a double bed, the rest are shared single bed cabins. 7 beds in total, counting the double bed as one.
Sdian McGuire
Down and outer, 42 posts
Sat 14 Mar 2020
at 22:13
  • msg #916

Re: OOC Mk II

OK, so I can put these Yahoos in a room of their own.
Fate
GM, 3289 posts
Roll for dodge!
Sun 15 Mar 2020
at 02:16
  • msg #917

Re: OOC Mk II

In reply to Sdian McGuire (msg # 916):

That will work...
Fate
GM, 3301 posts
Roll for dodge!
Wed 18 Mar 2020
at 06:09
  • msg #918

Re: OOC Mk II

In reply to Fate (msg # 917):

Jack, we are going to need a financial plan, including tracking all previous funds, if you are planning on investing. Still waiting on that financial breakdown of how much the men got, etc.
Jack 'Patch' Flint
Pirate CO, 93 posts
Fri 10 Apr 2020
at 21:42
  • msg #919

Re: OOC Mk II

Hope you're all still doing okay!
Cyril Zotmund
Captain, 3012 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 11 Apr 2020
at 21:28
  • msg #920

Re: OOC Mk II

I am ... GM is still submerged in work.
Fate
GM, 3393 posts
Roll for dodge!
Sun 12 Apr 2020
at 23:08
  • msg #921

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 920):

Yeah, all at sea here. They are talking three months with internet once a week or thereabouts...
Cyril Zotmund
Captain, 3014 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 13 Apr 2020
at 02:49
  • msg #922

Re: OOC Mk II

People pay lots of money for cruises like that ;-)
Hope the food is good and the wine decent.

I presume they won't allow wives along either... just really ruin a good thing.
Fate
GM, 3397 posts
Roll for dodge!
Mon 13 Apr 2020
at 08:00
  • msg #923

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 922):

Food is good, as is company, but I do miss the wife and daughter! No alcohol allowed on this pleasure boat, but since I don't drink, no loss! Lack of Internet is the next most difficult thing!
Cyril Zotmund
Captain, 3016 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 13 Apr 2020
at 22:53
  • msg #924

Re: OOC Mk II

Used to be that the Commonwealth ships had alcohol and the US had tobacco. Tobacco was forbidden on commonwealth ships and alcohol on US ships, so joint operations were always popular as they swapped those things.
Fate
GM, 3538 posts
Roll for dodge!
Fri 15 May 2020
at 00:45
  • msg #925

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 924):

Have added a set of Imperial Starbases in the Gear available thread, after the Imperial vessels list. Comments welcome...
Cyril Zotmund
Captain, 3058 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 May 2020
at 03:18
  • msg #926

Re: OOC Mk II

Don't look very useful if captured as you can't move them; they seem rather like porcupines, something to leave alone.
Fate
GM, 3539 posts
Roll for dodge!
Fri 15 May 2020
at 03:43
  • msg #927

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 926):

That is kind of the whole purpose of a Vilani starbase. They are, particularly in the case of the military one's, intended as a control point of operations.
Cyril Zotmund
Captain, 3059 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 May 2020
at 22:31
  • msg #928

Re: OOC Mk II

We'll leave them to the Star Fleets to screw with.
Fate
GM, 3543 posts
Roll for dodge!
Fri 15 May 2020
at 22:57
  • msg #929

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 928):

Makes good sense. Really, that is something one would expect...capturing the naval or military starbases should be something that requires a considerable military undertaking. The Military ones especially, though their low storage makes them reliant on Vilani having control of the space in the region...their biggest flaw despite the fact that they have enjoyed that for over 1,000 years.
Fate
GM, 3598 posts
Roll for dodge!
Thu 21 May 2020
at 03:17
  • msg #930

Re: OOC Mk II

In reply to Fate (msg # 929):

Have polished the Gear Available thread to move the Imperial starbases to the section for System craft, which technically they are, as well as adding a few more Vilani system craft, including the old Hero vessel such as one would expect here.

I also edits the 'Excalibur' thread to reflect information of small craft and vehicles in the Depot or operating out of there.

I notice that Madame Fourcade has a Hanger, whist Jeremiah Jones has Bays for 5 Ball fighters. It would make sense to relocate the recovery Ball and a fighter there, making space in the Hanger for other small craft/Cargo to be put there in a bind.
Gloria Flake
2IC, 772 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 21 May 2020
at 03:34
  • msg #931

Re: OOC Mk II

I had assumed the Recovery Ball was on JJ, MF has just 3  heavy fighters.
JJ had three HF, the recovery ball and and one other which escapes me at the moment.
Probably an assault shuttle equivalent.  I think it's the Heavy ball transport.
This message was last edited by the player at 03:38, Thu 21 May 2020.
Fate
GM, 3601 posts
Roll for dodge!
Thu 21 May 2020
at 03:41
  • msg #932

Re: OOC Mk II

In reply to Gloria Flake (msg # 931):

There are 5 Seru's altogether and a recovery Ball. The other vessel is a Military Ships boat which can accommodate 20, but not being a Ball craft, it stays with MF. It is a bigger version of an Assault shuttle with life support.
Gloria Flake
2IC, 774 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 21 May 2020
at 03:49
  • msg #933

Re: OOC Mk II

OK by me... we may well take one or more of their small craft.
This message was last edited by the player at 03:50, Thu 21 May 2020.
Fate
GM, 3604 posts
Roll for dodge!
Thu 21 May 2020
at 03:56
  • msg #934

Re: OOC Mk II

In reply to Gloria Flake (msg # 933):

Yes, I though you might take that approach...the small craft bay in the Gashidda is empty too. It is designed for an assault craft.
Gloria Flake
2IC, 776 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 21 May 2020
at 04:03
  • msg #935

Re: OOC Mk II

Excellent, we'll take two ... useful for ferrying people from the caverns to the Ships I assume.

As soon as we have our familes and those others we choose to take, we have the ships boat and gashidda lift off...  we move away, recover our small craft and head for a jump point.
Plan is to go to Pininnarku, then Kamurira and 2207
Cyril Zotmund
Captain, 3092 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 May 2020
at 16:48
  • msg #936

Re: OOC Mk II

I note the AK Girii class has grown into a capital ship instead of a cruiser.
Fate
GM, 3656 posts
Roll for dodge!
Tue 26 May 2020
at 20:42
  • msg #937

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 936):

Girii class always was a capital ship...not to be confused with the 8,000 dTon AK Export Cruiser that you will see in action here, the Girii class is the giant monster that is secretly under construction.

But that is not the only change... the light Carriers have been added, with Vatfacs, and the Labrysians have modernised their fleets, going for more spherical craft in line with their love of heavy armour and high speed.
This message was last edited by the GM at 20:44, Tue 26 May 2020.
Cyril Zotmund
Captain, 3095 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 May 2020
at 00:23
  • msg #938

Re: OOC Mk II

What is a VatFac? The Labrysians are now helping Girii? And I think they better build a coupe more AK Cruisers, as those seemed really tough ships.
Fate
GM, 3658 posts
Roll for dodge!
Wed 27 May 2020
at 07:28
  • msg #939

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 938):

The Labrysians have not moved that far coreward, though scouts ships have followed Kalishnikov and other Terrans.

You can bet that with armour thick enough to have regular missiles bounce, a whole lot of folks will be building them. Actually ran the battle round by round...it was very long and boring...over 33 rounds...but with the armour, even many precision hits from Heavy Particle Cannon failed to penetrate, depending on the damage roll! Already similar designs have found their way to Terra...some already built, but this was the first real acid test.

Vatfacs are basically food factories...they represent advanced and more complex forms of the food factories first developed for generation ships...something the Vilani never had need for.
Cyril Zotmund
Captain, 3098 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 May 2020
at 18:39
  • msg #940

Re: OOC Mk II

The Pirate Quicksilver only has 3 Beams? I'd expect more, even with the many heavy fighters.
Jack 'Patch' Flint
Pirate CO, 107 posts
Thu 28 May 2020
at 20:23
  • msg #941

Re: OOC Mk II

I need to start thinking about getting myself a nice new shiny ship :D
Fate
GM, 3672 posts
Roll for dodge!
Thu 28 May 2020
at 20:26
  • msg #942

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 940):

It does. But 2 bay plasmas and 2 Heavy Particle cannons, it relies on the Ball fighters for point defence. Which is generally a good deal...different concept.Not designed to work alone.
Fate
GM, 3689 posts
Roll for dodge!
Sat 30 May 2020
at 10:10
  • msg #943

Re: OOC Mk II

In reply to Fate (msg # 942):

I have reviewed the AK ships, and made some logical changes. Lifeboats have been added, including a 20 dTon version holding 66 in Emergency Low Berths and with a drone pilot that stays active for at least 200 years looking for a friendly ship! There is also a 6 dTon 16 person version!

Also added a new cruiser...Heavy missile proof armour and Bay Plasma...cheaper and smaller than the Export cruiser as well.

AK Fabrika base upgraded to a ball, a few new designs for Cyril to take to Terra as well, including a Medium carrier and a Cruiser, both 5000 dTon. The carrier is an answer to the Vegan Class, 2/3rds the prices and more capable.
Jack 'Patch' Flint
Pirate CO, 112 posts
Sat 30 May 2020
at 19:50
  • msg #944

Re: OOC Mk II

uh oh, jacks' in trouble!
Fate
GM, 3691 posts
Roll for dodge!
Sat 30 May 2020
at 23:07
  • msg #945

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 944):

Yep, sounds like it!. But he can still make some distance, and if he can get them to watse their missiles, they only have 12-2=10 rounds...2 already launched.
Fate
GM, 3718 posts
Roll for dodge!
Fri 5 Jun 2020
at 20:35
  • msg #946

Re: OOC Mk II

In reply to Fate (msg # 945):

Will be out of action until Monday night Aus Time. Family time...
Cyril Zotmund
Captain, 3123 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Jun 2020
at 22:02
  • msg #947

Re: OOC Mk II

This is Sat morning your time?
Fate
GM, 3722 posts
Roll for dodge!
Fri 5 Jun 2020
at 22:03
  • msg #948

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 947):

Yes 0800 here.
Cyril Zotmund
Captain, 3124 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Jun 2020
at 22:06
  • msg #949

Re: OOC Mk II

1500 Friday here.
Fate
GM, 3779 posts
Roll for dodge!
Mon 15 Jun 2020
at 06:24
  • msg #950

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 949):

Just a heads up: I will have very limited connectivity for the next three weeks, and for the next 8 weeks after that, work will be crazy, so expect a slow-down in my posting.
Cyril Zotmund
Captain, 3148 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 15 Jun 2020
at 19:12
  • msg #951

Re: OOC Mk II

As I said... no problems...we will deal with it ...
Fate
GM, 3856 posts
Roll for dodge!
Fri 3 Jul 2020
at 23:00
  • msg #952

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 951):

Vehicles have been updated with revision of Mass combat units. Clearer distinctions between Terran and Vilani units, with the Vilani focussing on Missiles and Terran units with gatling lasers and plasma cannons on Grav tanks, while Vilani units have more traditional vehicles and weapons.

Better connectivity after next Sunday night.
Cyril Zotmund
Captain, 3175 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 4 Jul 2020
at 02:27
  • msg #953

Re: OOC Mk II

OK, sounds like things will settle down for you some...
Fate
GM, 3857 posts
Roll for dodge!
Sat 4 Jul 2020
at 02:37
  • msg #954

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 953):

Yeah, to some degree. Work will be very busy for 8 weeks after that, then I sit a board, and then  who knows what!
Cyril Zotmund
Captain, 3176 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 4 Jul 2020
at 18:25
  • msg #955

Re: OOC Mk II

We'll just go with the flow... no big issues
Fate
GM, 4216 posts
Roll for dodge!
Thu 10 Sep 2020
at 10:44
  • msg #956

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 955):

Time for Sdian to get some cp...but given the circumstances, I will award the 6 cp as Allies (Luretha and Neloria). That would leave 4 cp for you to spend a total of 10 cp bonus.

Interesting note, we are into the tenth year in game, and 5 years IRL!

(Started in May 2015, game date 27th January 2170. Kugel Blitz date 18 Apr 2180)
This message was last edited by the GM at 03:58, Fri 11 Sept 2020.
Cyril Zotmund
Captain, 3336 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 10 Sep 2020
at 23:27
  • msg #957

Re: OOC Mk II

Time Flies ... and so many have come and gone.
Fate
GM, 4301 posts
Roll for dodge!
Sat 19 Sep 2020
at 04:44
  • msg #958

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 957):

Short notice, at sea for a week or so.
Cyril Zotmund
Captain, 3369 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 19 Sep 2020
at 17:35
  • msg #959

Re: OOC Mk II

Roger, Have fun. We'll deal with it.
Fate
GM, 4362 posts
Roll for dodge!
Sun 4 Oct 2020
at 01:07
  • msg #960

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 959):

Expect to depart for 3-4 weeks around the 19th again.
Cyril Zotmund
Captain, 3395 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 4 Oct 2020
at 02:22
  • msg #961

Re: OOC Mk II

I saw on Northport ... as always, we just go with the flow.
My youngest will be her 12-21, so I may be less the full time as well.

Likely need to start a new thread too.
Fate
GM, 4364 posts
Roll for dodge!
Sun 4 Oct 2020
at 04:34
  • msg #962

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 961):

Yeah, will let the thread fill up a little more then start Mk III. How old is the youngest?
Cyril Zotmund
Captain, 3396 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 4 Oct 2020
at 21:10
  • msg #963

Re: OOC Mk II

22, I have a nice spread  45, 43, 30 and 22.
Fate
GM, 4367 posts
Roll for dodge!
Sun 4 Oct 2020
at 21:22
  • msg #964

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 963):

Nice. All hitched with little ones? Lots of grandkids? lol
Cyril Zotmund
Captain, 3398 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 4 Oct 2020
at 21:32
  • msg #965

Re: OOC Mk II

No actually , the Oldest is a 1st Sgt and has been deployed so often he hasn't managed to put a life together.
The Next is in a long term relationship, committed, but her spouse doesn't want her encumbered with his significant debt... I don'tapprove, but wasn't asked.
The 30 year old just got married and no kids yet and the Youngest is about to propose to his girl friend of two years.
Fate
GM, 4370 posts
Roll for dodge!
Sun 4 Oct 2020
at 21:37
  • msg #966

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 965):

Ah, the military life. I get it. But waiting is not great either. From personal experience...we wish we had started 10 years earlier. Waiting until finances are sorted out...will never happen! There is always something. I think that is how the Muslims plan to take over the world!
Cyril Zotmund
Captain, 3400 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 5 Oct 2020
at 02:04
  • msg #967

Re: OOC Mk II

Indeed true... but the oldest is not happy about it at all.
They want him to become a Sergeant Major for the Battalion, he doesn't want to waste 3 more years doing that.

I expect the two younger ones will be more inclined ... the youngest is also in the Military.
Fate
GM, 4373 posts
Roll for dodge!
Mon 5 Oct 2020
at 02:22
  • msg #968

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 967):

Ah, yeah. i got the family sorted out before I joined. Made me a bit weird joining after 45, but what the hell. It pays, and I have a lovely wife and daughter to enjoy it!
Cyril Zotmund
Captain, 3402 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 5 Oct 2020
at 02:39
  • msg #969

Re: OOC Mk II

Don't think you can do that over here unless you are in a medical field... They quibbled with me being 26, although I had prior service which subtracts from your age in their calculations.
Fate
GM, 4409 posts
Roll for dodge!
Mon 12 Oct 2020
at 07:59
  • msg #970

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 969):

Hey Bryson, welcome back. If you suddenly find yourself with heaps of time, feel free to post in the "World you Know" thread about your discoveries.
Fate
GM, 4422 posts
Roll for dodge!
Thu 15 Oct 2020
at 06:45
  • msg #971

Re: OOC Mk II

In reply to Fate (msg # 970):

Hey everyone. Just a heads up. On Monday we will be setting off for four weeks with work. It is likely that I will not be able to post regularly, if at all, during that time. Sorry for the inconvenience.
Cyril Zotmund
Captain, 3421 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 15 Oct 2020
at 21:57
  • msg #972

Re: OOC Mk II

Do what you can... we will work with you on it.
Cyril Zotmund
Captain, 3438 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 10 Nov 2020
at 01:57
  • msg #973

Re: OOC Mk II

Good to see you all came up for air...   hopefully life will slow some for us both.
Jack 'Patch' Flint
Pirate CO, 141 posts
Tue 10 Nov 2020
at 21:32
  • msg #974

Re: OOC Mk II

Gasping right now.

:)

Glad to see you're all alright though.
Fate
GM, 4464 posts
Roll for dodge!
Thu 12 Nov 2020
at 03:56
  • msg #975

Re: OOC Mk II

In reply to Jack 'Patch' Flint (msg # 974):

Ok, back for the next four weeks! Will catch up in next 24 hrs!
Cyril Zotmund
Captain, 3478 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 29 Nov 2020
at 03:31
  • msg #976

Re: OOC Mk II

OK, Getting late here, will come back on tomorrow
Fate
GM, 4573 posts
Roll for dodge!
Sun 29 Nov 2020
at 03:36
  • msg #977

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 976):

All good! Nice run, thank you.
Sdian McGuire
Down and outer, 553 posts
Fri 4 Dec 2020
at 17:50
  • msg #978

Re: OOC Mk II

Trying to follow Sdian out of Vland and am not finding the system nmes we are using... back to the IWs chart?
Fate
GM, 4604 posts
Roll for dodge!
Fri 4 Dec 2020
at 19:35
  • msg #979

Re: OOC Mk II

In reply to Sdian McGuire (msg # 978):

Still using the same one...

https://travellermap.com/?p=-15.644!45.175!7.45
Sdian McGuire
Down and outer, 555 posts
Fri 4 Dec 2020
at 20:29
  • msg #980

Re: OOC Mk II

OK, IW , so not the one that shows Vland a vicinity ... I have both up.
Fate
GM, 4608 posts
Roll for dodge!
Fri 4 Dec 2020
at 21:01
  • msg #981

Re: OOC Mk II

In reply to Sdian McGuire (msg # 980):

I would be surprised if these came up on IW timeline!
Sdian McGuire
Down and outer, 557 posts
Fri 4 Dec 2020
at 21:31
  • msg #982

Re: OOC Mk II

Just trying to track my trip... which cannot be done on the map I gather
Fate
GM, 4610 posts
Roll for dodge!
Fri 4 Dec 2020
at 21:43
  • msg #983

Re: OOC Mk II

In reply to Sdian McGuire (msg # 982):

Cyril first came through on the 08 Jan 2180, while you would have passed through Shuurashana on arond 02 Jan! Perhaps miscalclation, sorry, but not by much! But by the time you get back to Sukun, the information would not be far behind! Certainly not months away, though his second attack is yet to happen in Gloria's timeline.
This message was last edited by the GM at 21:44, Fri 04 Dec 2020.
Gloria Flake
2IC, 1177 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 4 Dec 2020
at 21:53
  • msg #984

Re: OOC Mk II

OK, No problems, just trying to work with you to keep the stories aligned.
Fate
GM, 4613 posts
Roll for dodge!
Fri 4 Dec 2020
at 22:37
  • msg #985

Re: OOC Mk II

In reply to Gloria Flake (msg # 984):

Thanks! I was keeping track of it, somewhat!
Cyril Zotmund
Captain, 3492 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 5 Dec 2020
at 17:34
  • msg #986

Re: OOC Mk II

Does the news of the attack on Nusku and Shuruupak say who now controls them?
Fate
GM, 4625 posts
Roll for dodge!
Sat 5 Dec 2020
at 21:02
  • msg #987

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 986):

No. It is from the Viliani side, and just states that they were attacked, with heavy losses in both locations. News does not arrive simultaneously, but rather closer events will be heard about first.
Cyril Zotmund
Captain, 3494 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Dec 2020
at 02:23
  • msg #988

Re: OOC Mk II

I understand that...
Cyril Zotmund
Captain, 3504 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 8 Dec 2020
at 18:33
  • msg #989

Re: OOC Mk II

Both the Gashidda Liner and transport need a better small Passenger transport, likely a 30 ton shuttle, The APC is too small and inefficient.
I know that will screw with the designs, but it is necessary to move people from ship to planet efficiently.
Fate
GM, 4650 posts
Roll for dodge!
Tue 8 Dec 2020
at 19:19
  • msg #990

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 989):

Not really. Both are intended to land to unload their cargo. But I will look into a shuttle for the Transport...
Cyril Zotmund
Captain, 3506 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 8 Dec 2020
at 19:34
  • msg #991

Re: OOC Mk II

In reply to Fate (msg # 990):

I gathered Gashiddas were not streamlined, so not good flyers  in the atmosphere.
Fate
GM, 4655 posts
Roll for dodge!
Tue 8 Dec 2020
at 19:49
  • msg #992

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 991):

Actually, when I look them up, I have made a mistake...they are Needle/wedge shape and airframe hulls, though as closed structure they can be streamlined, which is how I recorded them. OK in atmosphere, but not spectacular, which is find for goods and passengers, but not desirable for combat.
Cyril Zotmund
Captain, 3507 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 8 Dec 2020
at 21:58
  • msg #993

Re: OOC Mk II

OK Cool, although the pictures show a U shaped hull withe the hanger in the middle IIRC.

Also, it is time TO MAKE A NEW OOC THREAD  ;-)
Fate
GM, 4656 posts
Roll for dodge!
Wed 9 Dec 2020
at 05:41
  • msg #994

Re: OOC Mk II

In reply to Cyril Zotmund (msg # 993):

I know, that is what threw me as well.

Anyway, thread is in the ninetys, so time for the new one...
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