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10:47, 18th April 2024 (GMT+0)

History: Working the Shadows.

Posted by Andrew KalishnakovFor group archive 0
Cyril Zotmund
Captain, 2891 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 4 Jul 2019
at 20:04
  • msg #964

Re: Working with Dissidents

OK, then 2128 would be the best, as it is only one jump away. We could find them a Hero or two and they could start building it up.
Fate
GM, 2658 posts
Roll for dodge!
Thu 4 Jul 2019
at 20:34
  • msg #965

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 964):

That is what the transport is for...shuttle runs! In that case, it has probably gone there and returned by now.

9.2 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Fatagin (2229) (Fueled)
Date: 02 Jul 2177
Cyril Zotmund
Captain, 2892 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 4 Jul 2019
at 23:55
  • msg #966

Re: Working with Dissidents

OK, we'll facilitate that as best we can... ensure mail gets thru etc.
Soon we'll need to get Andrew's folks involved... probably head that way after Transpoter takes the 3rd load over and reports things going OK... they stay and assist, we go get bigger help.
Fate
GM, 2659 posts
Roll for dodge!
Fri 5 Jul 2019
at 06:10
  • msg #967

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 966):

Over the following months the world begins to settle down. Skirmishes do erupt, but are handled in turn. The Transporter lives up to it's name, taking 2,000 citizens from across all factions to a new life. Reports back from the earlier waves are positive.

8.3 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Fatagin (2229) (Fueled)
Date: 02 Aug 2177
Cyril Zotmund
Captain, 2893 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Jul 2019
at 15:05
  • msg #968

Re: Working with Dissidents

OK, we'll leave transporter busy here and head back to Ceti Command to inquire after technicians and building capability for Fataghan, to bring them up to TL and allow space travel. Provision of a Hero or like ship,  or perhaps two for basic pilot /engineering training is recommended.
Then, barring any changes in mission, we'll go visit the TL 4 world.


I Note that the system is becoming very nervous about the number of messages.
Fate
GM, 2661 posts
Roll for dodge!
Fri 5 Jul 2019
at 22:27
  • msg #969

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 968):

OOC: It is. I will start a new thread when I can think of a suitable name...still another 30 posts to go! What sort of missions would you like next? There is likely to be s civil war around Girii, for which you might want a change of command, or some other suggestion?

Do you check out any other world unmapped on the way back?
Cyril Zotmund
Captain, 2894 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Jul 2019
at 01:40
  • msg #970

Re: Working with Dissidents

No, Not at this time, but will if I am asked to do so. Right now I am trying to get the issues with Fataghan resolved and handed off.
Fate
GM, 2663 posts
Roll for dodge!
Sat 6 Jul 2019
at 09:03
  • msg #971

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 970):

OOC: We are at a point where we can do that if you want, or you can lead the diplomacy efforts yourself. I just want to pause here for a minute and ask as GM to Player where you want to go next. What sort of missions would you like next? There is likely to be s civil war around Girii, for which you might want a change of command, or some other suggestion?
Cyril Zotmund
Captain, 2895 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Jul 2019
at 17:13
  • msg #972

Re: Working with Dissidents

OK, when you say change of command, you mean new ship, new job?  I'll need you to clarify.

As an ex-scout, Cyril has enjoyed his time with DASTAVKA, he likes finding new worlds and bringing them into the Terran Fold.
Still, a bigger faster meaner ship is hard to refuse ;-)  And he is irritated with the leadership at Lemrukiri and wouldn't mind seeing them over thrown and the Kimashurgar assuming control there too. That might also prosper Andrews fortunes too.
Fate
GM, 2666 posts
Roll for dodge!
Sat 6 Jul 2019
at 22:54
  • msg #973

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 972):

The possibility of a new ship was what I was raising.

You return to Ceti-Command and are welcomed back. However, Andrew is rather busy, and you are directed to join him in discussions with some military officials that have come.

The situation at Girii is approaching a crisis point for the Ziru Sirka. The Terrans cannot become openly involved or they will break conditions of their treaty, and they are not yet in a strong enough position to do so. However, there is nothing to stop Girii hiring mercenaries from companies registered withing their planets, such as Kalishnokov. Andrew also see the potential benefit for him, as you do, but there is discussion about the best way to go about it. Already under construction is a new cruiser, and Girii itself is producing its second Export class cruiser in secret at Iishuni. In addition, a new raider have been built, and is soon to be commissioned. Since you know the area, your experience in warfare and scouts has brought your name up to command one of the two vessels that are to be sent up. You are asked to select which vessel you are to command.

6.3 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Ceti-Command (Fueled)
Date: 11 Oct 2177

AK Ball Raider 708.1 M Solars, 1,400 dTon Sphere (41 yd dia)
This vessel will be assigned to attack trade routes supporting Lemrukiri. Often acting alone, you may be asked to lead incursions by larger fleets as well.
(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, Fuel Range: 4 parsecs
1x Ships Boat Rescuer, 4x AK APC, 10x AK Modular Fighter,
4 Workshops, 1 Robofacs, 10 Sickbays, Survey Module, 1 Laboratory, 100 troops

Tsushima Straights, 845.5M, 1000 dTon Needle/Wedge
This small carrier is really just an excuse to be traveling and advising the major fleets in activities. You would be advising the larger fleet units from the back, trying to stay out of the fight yourself.
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: 73 dTons, SM:+10)
Weapons: 10xBeam, 15xMissile, 2xSandcaster, Crew:302,
1 Hanger Bays, Capacity: 150 Tons, (Usually 20 Modular Combo fighters and a Ships Boat (Recovery) plus 20 Modular Combo Fighters, 2 Ships Boats (Recovery)
Cyril Zotmund
Captain, 2896 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Jul 2019
at 23:21
  • msg #974

Re: Working with Dissidents

Cyril looks over the characteristics of the two ships... Why does the Ball Raider carry so few missiles?  I see the fighters, but having to launch them to fire missiles is unnecessarily slow and confusion prone. Could a small missile array be added with out seriously degrading what you already have?  Does the ship have a name?  Oh, and may I take those of my crew who would wish to join me? How long does it take to process a single jumps worth of fuel?

I see a large crew, how many are marines, should we need to board an enemy ship?
This message was last edited by the player at 23:41, Sat 06 July 2019.
Cyril Zotmund
Captain, 2897 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Jul 2019
at 23:38
  • msg #975

Re: Working with Dissidents

I also heard that the Labrysians are phasing out their Frigates, one of those would make a fine set of bones for a raider or escort. Both fast and mean enough to deal with a Kargash or two.
Terran Lieutenant
NPC, 5 posts
Sun 7 Jul 2019
at 00:47
  • msg #976

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 975):

"While it is true the Labrysian Frigates are being phased out, despite the upgrade they all went through recently that increased their speed and reduced their armour, they lack the double jump capacity that raiders often need. The lack of missiles is indeed countered by the 10 fighters, which due to the way they are installed, each have their own launch pod, so to speak, so they can be recovered in a single action. Together they can launch 20 missiles as well, which is nearly as many as a light missile array.

There is minimal refining capacity as it is expected you will usually keep some refined fuel onboard for immediate use at all times. Adding a light missile array would remove 24 weapons from the turrets, which is nearly all of them, so that would not work well. There are 100 marines aboard, along with 4 Modular APCs to transport them, so there is quite some punch for capturing vessels. The ships boat is designed to rescue modular small craft.

Of course, taging an experienced crew with you would be a great advantage. We also have soem experienced fighters from the last war willing and able to help.
"

[OOC: This is a function of the design methodology of G:ISW vessels...each vessel is limited in weapons by the shape and size of the vessel.Bay weapons displace 8 to 10 turrets, and spinal weapons are only found on vessels 15,000 dTon or larger!]
Cyril Zotmund
Captain, 2898 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 7 Jul 2019
at 02:39
  • msg #977

Re: Working with Dissidents

I figured it would be something like that. So two missile launchers on the ship itself? Probably use those for the recon missiles/drones.

Cyril asks this Lieutenant if he has ever commanded a ship deep in Vilani space, especially when facing 10 Shamshirs and 10 Kargashes.

Cyril turns to Andrew, is there a way we could increase the refining speed, as sometimes you need to process fuel and jump quickly, DASTAVKA benefited from it several times.

OOC - I assume the move is 3700, not 370?
Ship is not yet named?
10 sickbays? You mean beds? This isn't a Hospital ship is it? Sickbay to me is a whole medical office/ward with staff. Battleships and Cruisers normally have one for 2000 menĀ±.
Is Duke coming with us? if so, 2 of the 4 workshops will have to become his workshop.
How much Life support for the Ships boat? Perhaps we will need something additional to cover the whole crew (APCs have support for 5 IIRC)
Fate
GM, 2670 posts
Roll for dodge!
Sun 7 Jul 2019
at 03:33
  • msg #978

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 977):

The ship is in the final stages of construction, so it not yet named. But it does mean small changes such as additional refining at the expense of cargo can be incorporated.

10 sickbays is 10 beds, so a small hospital really. Large Terrain warships usually have more than one per 2000, but less than 1 per 17 here. The Workshops can be adapted for Duke, no problem. Those ships boats only have 5 life support, but the APCs usually carry air for short term transfer of larger numbers.
Cyril Zotmund
Captain, 2899 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 7 Jul 2019
at 03:49
  • msg #979

Re: Working with Dissidents

OK, so if we are going to take it, I recommend it be named Kugel Blitz, since the ball ships are named after balls of some sort, or Ball Lightening if you want it in English.

10 beds makes sense. Kyamoto will be thrilled i am sure.

Would Gaius like DASTAVKA? or do you have someone else in mind?
Fate
GM, 2673 posts
Roll for dodge!
Sun 7 Jul 2019
at 04:18
  • msg #980

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 979):

Dastavka is due for another overhaul, after which a new crew will be tasked with developing the two new human worlds. Natalie will be the only crew member going there, though Kat may be put back in the pilots seat, with her youngster with her.

Kugel Blitz sounds like a suitable name. I will open a new thread soon.
Cyril Zotmund
Captain, 2900 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 7 Jul 2019
at 17:57
  • msg #981

Re: Working with Dissidents

Or what is Ball Lightening in Russian?  might be best to just keep it in English instead of German.

Gee... no Natalie... that's going to be missed ;-)

Who do I get as a communications officer/ super merchant?
Duke is coming with his Checkov harem?
This message was last edited by the player at 18:01, Sun 07 July 2019.
Fate
GM, 2676 posts
Roll for dodge!
Tue 9 Jul 2019
at 00:18
  • msg #982

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 981):

Yes, you will get at least one Checkov chick!

Ball lightning would be be шаровая молния or sharovaya molniya in Russian, which is not nearly as cool!

Gunboat diplomacy does not require such a skilled communicator!
Cyril Zotmund
Captain, 2903 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 9 Jul 2019
at 00:21
  • msg #983

Re: Working with Dissidents

In reply to Fate (msg # 982):

Sometimes it doesn't, but we also can survey and look for new worlds, and she was very helpful in those cases, I can't argue that she will be most helpful in dealing with Fataghan, but I'd like another good communicator.
Fate
GM, 2686 posts
Roll for dodge!
Sat 27 Jul 2019
at 05:07
  • msg #984

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 983):

You will be provided with a capable communicator (at least 14 in Diplomacy and Merchant) but nothing more can be guaranteed.
Cyril Zotmund
Captain, 2907 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 27 Jul 2019
at 18:24
  • msg #985

Re: Working with Dissidents

And Language skills?
Fate
GM, 2687 posts
Roll for dodge!
Sat 27 Jul 2019
at 23:52
  • msg #986

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 985):

High and Low Vilani, Geonee, Russian (Native), English, Mandarin, German. Seems to have a talent for languages.

Name is PO Boris Krockov.
This message was last edited by the GM at 00:11, Sun 28 July 2019.
Cyril Zotmund
Captain, 2908 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 28 Jul 2019
at 02:56
  • msg #987

Re: Working with Dissidents

OK, , not as cute as Natalie...too bad... ;-)
I guess we should move all of this to the Kugelblitz thread.
Fate
GM, 2689 posts
Roll for dodge!
Sun 28 Jul 2019
at 03:16
  • msg #988

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 987):

Yep. If curiosity is sated, let's move on...
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