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23:32, 30th April 2024 (GMT+0)

History: Working the Shadows.

Posted by Andrew KalishnakovFor group archive 0
Andrew Kalishnakov
GM, 82 posts
Eccentric Entrepreneur
Fri 12 Oct 2018
at 04:21
  • msg #1

The Hunt for Jaques Cartier

Andrew calls you into his office and closes the door. With him is a Terran Rear Admiral, commander of Terran exploratory forces on Chyrsolite. They wait for you to be seated, then it is he who speaks.

"When you came through Vilani space, one of the vessels that came through at a similar time was the Jaques Cartier. She is an 800 dTon exploratory vessel with a complement of about 70, 16 laboratories and a Survey unit to enable remote survey on new systems, as you have. She had a small hanger bay and was armed, but with no armour she would be vulnerable to any warship. However, with a thrust of just 1.21G and a giant spherical shape, she is vulnerable to landing on a planet with high gravity and being unable to get off again.

The Jaques Cartier was commissioned to find a route into Vilani space other than the Saris-Yenisai bridge, and to locate and fully survey rich colony worlds that could be used to service that route. They are sponsored by the Terran Military, but there are many in the Civilian government who would be strongly opposed, so the mission is kept quiet.

They last departed Sionnach for a system known only as 0532 in the Thalassa system on the 15th June 2170. It is now the 4th of August 2171, so it has been over a year since we have heard from them, and we are becoming concerned. We asked a month ago for Andrew to spare an exploratory vessel capable of finding them. Hopefully, they will be fine, in which case you should just get copies of their work and return to us. Otherwise, we really need to know what is happening with them.
"
Raymond 'Duke' Vurhund
Chief Engineer, 370 posts
Chief Engineer
Fri 12 Oct 2018
at 12:11
  • msg #2

The Hunt for Jaques Cartier

Duke tapped the ash off the end of his cigar then bit down as he put it back into his mouth. He enjoyed the taste, and could focus on that instead of his natural aversion to military authority. He kept a glaring eye on the admiral from under his hat as he listened.

"You got a spec for the ship that I can go over? Might be that they have something about them that we can track
Andrew Kalishnakov
GM, 83 posts
Eccentric Entrepreneur
Fri 12 Oct 2018
at 13:01
  • msg #3

The Hunt for Jaques Cartier

In reply to Raymond 'Duke' Vurhund (msg # 2):

"Just the usual stuff about the class, unfortunately."

Zheng He Survey, 320 M Solars, 800 dTons, 31 yd dia sphere
A substantial survey vessel.

(1.9G/Move:300, dDR:10, dHP:45, dTons of Cargo Space: 160.5),
Weapons: 10 Missile Launchers (2 in each turret), 3 Pulse Lasers and 2 Sandcasters,
120 dTon Hanger bay
Raymond 'Duke' Vurhund
Chief Engineer, 371 posts
Chief Engineer
Fri 12 Oct 2018
at 14:08
  • msg #4

The Hunt for Jaques Cartier



Is there any way to try and come up with a way of tracking some engine signature. Maybe a scanning device for trace elements in the exhaust of the ship? Or the equivolent of energy if it uses that?


Is it viable at all?


Cyril Zotmund
Captain, 2313 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 12 Oct 2018
at 16:59
  • msg #5

The Hunt for Jaques Cartier

My question is, why go toward 0532 if you are looking to connect Terran space with points in the Gemini or Cappella areas? Or did I misunderstand the Mission?
Fate
GM, 1881 posts
Roll for dodge!
Fri 12 Oct 2018
at 21:18
  • msg #6

The Hunt for Jaques Cartier

In reply to Raymond 'Duke' Vurhund (msg # 4):

Engines can be tracked for perhaps a few days at most. More likely, after a year, will be to look for signs of an encampment.

The mission is to connect back with Vilani space on the far side of the Empire, opening a potential back door, so to speak, in the Thalassa system or beyond. Likely they will have passed along the gap beyond Thalassa looking for another bridge if all went well.
Cyril Zotmund
Captain, 2314 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Oct 2018
at 02:41
  • msg #7

The Hunt for Jaques Cartier

OK, misunderstood then...Oh and I do want to keep three recon missiles as well a s a full load of regular missiles, we'll put the recon missiles in Duke's shop, off to one side.
Fate
GM, 1882 posts
Roll for dodge!
Sun 14 Oct 2018
at 04:30
  • msg #8

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 7):

Understood. That will be fine. Anything else, or do you move off, to Chyrsolite?
Cyril Zotmund
Captain, 2315 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Oct 2018
at 14:37
  • msg #9

The Hunt for Jaques Cartier

Duke? Kat?
Raymond 'Duke' Vurhund
Chief Engineer, 372 posts
Chief Engineer
Mon 15 Oct 2018
at 08:09
  • msg #10

The Hunt for Jaques Cartier

Aye Cap, we can keep the recon missiles in my shop. I'll see what I Can do about making them better too.

I'll grab a few spare parts too to so we can convert some of the regular ones if need be. But there's nothing else I need to pickup, i'm ready to go when you are
he replied.
Fate
GM, 1883 posts
Roll for dodge!
Mon 15 Oct 2018
at 09:40
  • msg #11

The Hunt for Jaques Cartier

In reply to Raymond 'Duke' Vurhund (msg # 10):

Ok, Route?

Suggested route

1237 -> 1136 -> Tunguska -> Chrysolite if you want to visit security head office for any updates. This is optional, you can go from Tunguska straight to Thalassa -> Sionnach. Then where?
Cyril Zotmund
Captain, 2316 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 15 Oct 2018
at 14:21
  • msg #12

The Hunt for Jaques Cartier

The security office is a must. The route is fine, we will do some inquiries in Sionnach. Then likely on to 0532, which is where they were thought to have gone.
This message was last edited by the player at 14:23, Mon 15 Oct 2018.
Fate
GM, 1884 posts
Roll for dodge!
Mon 15 Oct 2018
at 19:29
  • msg #13

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 12):

It will take approximately 8 weeks to get to 0532.

On the way, you stop off at Chrysolyte, a leg that takes 30 days alone. Sabre rattling by various Vilani nobles has been continuing, and some are calling for a final solution to the Terran problem, as some have always done, but the current regional governor is building a smaller fleet of capable ships following the death of a certain admiral a few years ago. They quote a number of Nobles names, but none of them mean much to you. Essentially, relations have become worse, slowly, with accusations of piracy leveled at many Terrans, and counter claims falling on deaf ears.

0532 is a surveyed binary system with 2 gas giants and 2 planetary belts. The most habitable one has a very thin atmosphere.
Cyril Zotmund
Captain, 2317 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 15 Oct 2018
at 21:00
  • msg #14

The Hunt for Jaques Cartier

I presume that Chrysolite has a small fleet of capable ships of it's own ... and that Andrew  has been contributing to their defense.

That said, we'll be off to Thalassa and thence to Sionnach.
Fate
GM, 1885 posts
Roll for dodge!
Mon 15 Oct 2018
at 21:35
  • msg #15

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 14):

The main fleet is based at Chrysolyte, and dwarfs Andrews fleet. Joining the original fleet of a Heavy Cruiser, the Moscow, 2 destroyers and 4 corvettes is a newly completed Imposter class Carrier (converted from a captured Labrysian 15,000 dTon Assault ship), 2 'Friendship' class cruisers (converted from captured Labrysian cruisers, one still being completed) and 4 Destroyers, the last one of which is still being completed.

After Sionnach, then 0532 as mentioned previously?

[OOC: will be away on exercise till friday]
Cyril Zotmund
Captain, 2318 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 15 Oct 2018
at 21:47
  • msg #16

The Hunt for Jaques Cartier

Yes, but want to ask some questions about the ship on Sionnach before moving on.
Also tell them we plan to go to 0532, thence to 0331 and 0230 looking for the Cartier.
Katherine 'Kat' Steele
Pilot, 719 posts
Ships Pilot
Tue 16 Oct 2018
at 00:39
  • msg #17

The Hunt for Jaques Cartier

"As we are going into unknown space, we need to make sure we have extra supplies and we should take things to trade or give away for good will"
Cyril Zotmund
Captain, 2319 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Oct 2018
at 02:39
  • msg #18

The Hunt for Jaques Cartier

Would have been good to have acquired such on Aegir too...didn't think of it there, with everything else going on.
Fate
GM, 1886 posts
Roll for dodge!
Fri 19 Oct 2018
at 00:37
  • msg #19

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 18):

Sionnach is a bit of a backwater frontier planet. With an atmpshperic pressure of just 0.4 atm, a mask is required for breathing. Many of the 600 inhabitants are Nepalese or Peruvian, with a couple of Vegan families recently arrived, so English is not commonly spoken. A scientific institute has been set up to study ways of colonizing low atmosphere worlds, in particular looking for food crops that can grow in such conditions, but it is still very new. As such, food is not abundant, nor are touristy items. What items specifically were you wanting to trade, and how many tons or dTons of supplies did you want to load?
Cyril Zotmund
Captain, 2320 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 19 Oct 2018
at 02:11
  • msg #20

The Hunt for Jaques Cartier

Would seem Many Nepalese and Peruvian animals and plants would do well here...  Quinoa, Alpaca and Llama etc.

We may acquire some nice wool products... and buy some quinoa if available at an affordable price.
Fate
GM, 1887 posts
Roll for dodge!
Fri 19 Oct 2018
at 02:51
  • msg #21

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 20):

Unfortunately no, air pressure is too low even for them. But some of the variations tried are modified versions of such, though it is still early days. But Hydroponics farms are booming, so regular foods are available, and while there are only a few llamas around for breeding and genetic modification purposes, there is plenty of Quinoa around at good prices, for the frontier. Of course, a shipment of supplies also arrives in a timely fashion aboard one of Kalishnikov's freighters a day after your arrival, which you are pretty sure was no co-incidence. They have 30 dTons of supplies to sell to the colony...or for you if you can fit them. Aegir now apparently exports food supplies...
Cyril Zotmund
Captain, 2321 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 19 Oct 2018
at 03:39
  • msg #22

The Hunt for Jaques Cartier

Well at 8d tons per week and the weeks we have been away, we could probably use much of it and buy some Quinoa as well...  we will leave some 6 d tons supplies un-purchased  for the natives too.
Fate
GM, 1890 posts
Roll for dodge!
Sun 21 Oct 2018
at 20:10
  • msg #23

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 22):

Purchases are made, and you get ready to leave. It does not take much to punch into orbit, and Tanya soon sets a course for 0532, and the ship enters hyperspace effortlessly as usual.

One week later, when you exit to the binary star system the two gas giants make it hard to notice the smaller planets, one with life but nearly half the gravity of earth, and a thin atmosphere, and very little life as a result. You have used 8 tons, or 2/3 of a dton of supplies.
Cyril Zotmund
Captain, 2324 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 22 Oct 2018
at 03:14
  • msg #24

The Hunt for Jaques Cartier

Gun Da Bin, give me a quick scan for anything like advanced life  or a crashed vessel.
PO Gun Da-bin
NPC, 148 posts
SIGINT
Mon 22 Oct 2018
at 04:43
  • msg #25

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 24):

It takes the better part of a day to travel to the planet that has some life and scan it thoroughly.

"Sorry sir, nothing detected.

Whilst this system had been mapped, none further out have been, at least on our records. We will need to take some time to scan the net system in preparation to jump there though.
"

Note the link below:

link to a message in this game
Cyril Zotmund
Captain, 2325 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Oct 2018
at 03:15
  • msg #26

The Hunt for Jaques Cartier

I do know that Guns... But i wanted to be sure this wasn't the end of Jacques.
PO Gun Da-bin
NPC, 149 posts
SIGINT
Tue 23 Oct 2018
at 04:19
  • msg #27

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 26):

"Of course, Sir. It does not appear to be here. Which system should we plan to jump to next?"
Cyril Zotmund
Captain, 2326 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Oct 2018
at 03:07
  • msg #28

The Hunt for Jaques Cartier

Good Question, Lets look at 0331.
PO Gun Da-bin
NPC, 150 posts
SIGINT
Wed 24 Oct 2018
at 03:39
  • msg #29

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 28):

"Very good, sir. We will map that sector. Anything else here to do while we do that?"
Cyril Zotmund
Captain, 2327 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Oct 2018
at 03:50
  • msg #30

The Hunt for Jaques Cartier

Not that I can think of ... there would be no signs of the Jacques after so long to my knowledge.
PO Gun Da-bin
NPC, 151 posts
SIGINT
Wed 24 Oct 2018
at 19:16
  • msg #31

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 30):

"Agreed, sir, unlikely. Normally I would say that a full system map might save us having to do a survey to jump back to this system next time though, but this system does have rudimentary maps. Of course, we might be able to improve on them."
Cyril Zotmund
Captain, 2328 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Oct 2018
at 19:47
  • msg #32

The Hunt for Jaques Cartier

If you have the assets to improve them and chart our next system, do so, but the next system has priority unless you find something to alter our plans.
Katherine 'Kat' Steele
Pilot, 721 posts
Ships Pilot
Thu 25 Oct 2018
at 00:57
  • msg #33

The Hunt for Jaques Cartier

Kat pilots the ship, listening in.
PO Gun Da-bin
NPC, 152 posts
SIGINT
Thu 25 Oct 2018
at 03:14
  • msg #34

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 32):

"With your permission, sir, I would like to deploy the fighters and the ships boat and make use of their sensors to map this system."
Cyril Zotmund
Captain, 2329 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 25 Oct 2018
at 04:02
  • msg #35

The Hunt for Jaques Cartier

OK, That makes some sense and exercises them as well. However they need to stay fairly close.
Fate
GM, 1891 posts
Roll for dodge!
Thu 25 Oct 2018
at 05:08
  • msg #36

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 35):

Utilizing the small craft enable you to detect a number of inconsistencies in the system maps you have in the three days it takes you to get reliable readings of the next system.

Recalling all craft, Tanya lays in a path to the new system and you once again set off into hyperspace. A week later, give or take a few hours, you once again emerge back into normal space.

The new system has just two gas giants, with a small rather barren atmosphere-less moon orbiting one of them. Nothing else of note seems to be around.
Cyril Zotmund
Captain, 2330 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 25 Oct 2018
at 18:52
  • msg #37

The Hunt for Jaques Cartier

OK, lets use the small craft/ recon missiles or whatever to ensure we don't miss anything here and start long range scanning of 0330. I also want to scan 0230 before we leave this system. Small craft stay closer, the recon missiles can look at the far side of the gas giants.
PO Gun Da-bin
NPC, 153 posts
SIGINT
Thu 25 Oct 2018
at 21:39
  • msg #38

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 37):

"Understood, Sir. It will take a week to map this system with all the drones and small craft, 10 days otherwise, and a week to get sufficient information on 0330  and 0230 to jump safely, but once we jump to one system, the information on the other system will need to be updated over the course of a day or two before jumping to there. So, 14 days here, maybe 13 if we are very lucky, but that will increase the chance of errors. We will get started right away."
Cyril Zotmund
Captain, 2331 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Oct 2018
at 01:49
  • msg #39

The Hunt for Jaques Cartier

Understood, but the updates may give us a better shot at making a quick jump out of there if need be.
Fate
GM, 1892 posts
Roll for dodge!
Sat 3 Nov 2018
at 05:08
  • msg #40

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 39):

It is the 14th of October by the time you arrive at 0330, having used 3 of the 10.25 dTons of supplies you left Sionnach with.

0330 was named Krypton by early earthen Astronomers, though you may be the first humans to have visited there. 4 gas giants orbit a single sun, though with a few hours of checking, you find a single separate planetary orbit as well. More in depth analysis of the planet (assuming you do so) indicates that it is early on the evolutionary scale, with life just forming at a bacterial level.

0230 was named Alizarin by Vilani astonomers, and the system is mundane, with just one small body, possibly a planet, orbiting the star.
This message was last edited by the GM at 06:05, Sat 03 Nov 2018.
Cyril Zotmund
Captain, 2332 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 3 Nov 2018
at 16:20
  • msg #41

The Hunt for Jaques Cartier

We shall keep the given names and annotate what we see. We will not land on the proto-earth, but will check out the planet at Alizarin w/o landing. Assuming nothing of interest, we'll scan 0231 as our next target.

OOC - I assume we will not be moving past the Thallassa sub-sector?
Fate
GM, 1893 posts
Roll for dodge!
Sat 3 Nov 2018
at 21:37
  • msg #42

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 41):

Assuming you take 10 days to map Krypton (making it unnecessary to scan ahead if you return here) as well as rescanning Alizarin, and then another week in hyperspace to jump to Alizarin, you would find that Alizarin is like a pre-historic version of earth.

It is the 01 Nov 2171 by the time you arrive in Alizarin, by which time you have used 4.7 dTon of supplies, or 57 tons.

Just 4300 miles in diameter, 57% of which is covered by water. The planet looks pleasantly hospitable, with similar atmosphere and even climate to earth. The small moon gives smaller tides, so the weather is milder, but there is abundant plant life, and probably considerable animal life as well.

You may continue moving past the subsector if you want. Note the extended map,

https://travellermap.com/?opti...amp;scale=115.359375
Cyril Zotmund
Captain, 2333 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 4 Nov 2018
at 01:44
  • msg #43

The Hunt for Jaques Cartier

We will make Notes of this, but start looking toward 3230 and 3231, as that seems the likely path of the Jacques.
Fate
GM, 1894 posts
Roll for dodge!
Sun 4 Nov 2018
at 02:02
  • msg #44

The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 43):

OK. As before, a full system map for the system you are in plus a scan of the next system sufficient for an immediate jump will take 10 days. A full system map negates the need for having to rescan the system before returning to it in future, making it a much safer option if you ever need to retreat. I should continue to assume that doing this is the normal mode of operation, then?

Alternatively, simply scanning and jumping to the next system will normally take about 3 days of scanning, but must be repeated each time you re-enter the system.

It might be good to briefly discuss the normal procedures at this point.

A quick scan of 3230 indicates a single star system with 2 gas giants and no other obvious planetary belts. It would appear to be the most likely route given their orders.
Cyril Zotmund
Captain, 2334 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 4 Nov 2018
at 02:50
  • msg #45

Re: The Hunt for Jaques Cartier

Fate:
In reply to Cyril Zotmund (msg # 43):

OK. As before, a full system map for the system you are in plus a scan of the next system sufficient for an immediate jump will take 10 days. A full system map negates the need for having to rescan the system before returning to it in future, making it a much safer option if you ever need to retreat. I should continue to assume that doing this is the normal mode of operation, then?

                  Yes ... and have Natalie let us know when he need to go supply hunting/return for more.

Alternatively, simply scanning and jumping to the next system will normally take about 3 days of scanning, but must be repeated each time you re-enter the system.

It might be good to briefly discuss the normal procedures at this point.

A quick scan of 3230 indicates a single star system with 2 gas giants and no other obvious planetary belts. It would appear to be the most likely route given their orders.

                  Yes,  but 3221 might be wise to check out as well...   can you tell us what the colors and codes mean, if they are things we might know.
Fate
GM, 1896 posts
Roll for dodge!
Sun 4 Nov 2018
at 03:15
  • msg #46

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 45):

3221 has 3 gas giants and a single planetary belt, and is a single star system. Don't read too much into the chart, not all details will be accurate, but it is a pretty good guide. There is a key on the upper right hand side with a legend, but much of the information you would not know from 2 parsecs away!

You have used approximately half your supplies...I will leave it up to your judgement as to when you need to restock, though Alizarin is probably the first planet since Sionnach that presents the opportunity.
Cyril Zotmund
Captain, 2335 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 4 Nov 2018
at 03:23
  • msg #47

Re: The Hunt for Jaques Cartier

OK, but since we have plotted everything carefully, we should be able to jump back to Thalassa in a matter of three weeks or so and resupply, it also allows us to send our findings to date back to Aegir by multiple paths.  And I think we can state that there is a passageway into Vilani controlled areas out here. All of that might be quite important for them to know.


OH, and it gives us a reason to do nothing to do for a week while you are away, be fore we resume in a freshly supplied status from known safe sources.
This message was last edited by the player at 03:24, Sun 04 Nov 2018.
Fate
GM, 1897 posts
Roll for dodge!
Sun 4 Nov 2018
at 03:50
  • msg #48

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 47):

Sounds good. You can work out your plan then, and I will apply reality! Cheers...

So, do we have this plan now? I believe we just arrived at Alzarin...
This message was last edited by the GM at 21:49, Fri 09 Nov 2018.
Cyril Zotmund
Captain, 2336 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 9 Nov 2018
at 22:25
  • msg #49

Re: The Hunt for Jaques Cartier

I think we need to to go back via 0331, 0432 and thence to Sionnach. Thence to Thallassa to resupply and send information back to Andrew.
Fate
GM, 1899 posts
Roll for dodge!
Fri 9 Nov 2018
at 22:52
  • msg #50

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 49):

It is a month later that you arrive at Thallassa on the 01 Dec 2171 you land, and stop by the Kalishnikov Enterprises office there. Downloading your starcharts, the information is of considerable interest, especially Alizarin, which sounds like it would be a suitable planet to survey further.

There are supplies stored there for the freighters, so it is next day, 02 Dec 2171, that you are refuelled and resupplied, ready to return. You would expect it to take a month to return, requiring 3 dTons of supplies and an additional month, so you could be ready to depart Alizarin again by about 03 Jan 2172, with about 7 dTons of supplies, if that is your plan.
Cyril Zotmund
Captain, 2337 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 10 Nov 2018
at 02:06
  • msg #51

Re: The Hunt for Jaques Cartier

Since all systems are surveyed, we can go fairly quickly.

4 jumps to Alizarin, 3 long and a short. ... the 7d tons of supplies has me confused a bit... so we have about 10 weeks of supplies?
Clearly going back to Thalassa is going to be an improbable resupply method, but if Kalishnakov is interested in Alizarin, perhaps he can place a resupply module there for us. 3230 and 3231 are our next goals (I think we have already scanned these?) so we will head to 3231 first. double check 3230 from there and go there next
This message was last edited by the player at 02:18, Sat 10 Nov 2018.
Fate
GM, 1900 posts
Roll for dodge!
Sat 10 Nov 2018
at 02:47
  • msg #52

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 51):

You had 10.25 dTons of supplies, and use 0.6667 dTons per week.

The long range scans are only useful for an immediate jump, so they will have to be rescanned.

In order to facilitate a resupply base at Alizarin you should do a planetary survey, since vessels would unlikely have a dedicated survey unit that Dastavka has. But Kalishnikov is very busy on the other side of the cluster, so you should probably make a presentation to the Military...which would also benefit from such a survey. Perhaps the Jaques Cartier has done one.
Cyril Zotmund
Captain, 2338 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 10 Nov 2018
at 03:20
  • msg #53

Re: The Hunt for Jaques Cartier

We will certainly approach the Military with this concept and for any information they might have on the Jacques.
Fate
GM, 1901 posts
Roll for dodge!
Sat 10 Nov 2018
at 04:47
  • msg #54

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 53):

As might be expected, the Military inform you that they have already given all information on the Jaques Cartier. They are interested in the location as an outpost if, and only if, it leads somewhere and you have done a planetary survey.

The return to Alizarin takes just over three weeks more due to the stops to refuel. It is 5 more weeks after leaving Thalassa before you arrive at 3231, and you have 6.9 dTons, or 83 tons of supplies left, arriving at the new system  on 06 Jan 2172.

There are three gas giants and a single planetary belt orbiting the lone star in this system. The atmosphere is very thin and significant portions of the atmosphere are covered by water. There are no signs of the Jaques Cartier as you arrive and scan system 3230. In depth check before you depart?
Cyril Zotmund
Captain, 2339 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 10 Nov 2018
at 23:27
  • msg #55

Re: The Hunt for Jaques Cartier

Yes, do the in depth check ...  We also did the in depth scan of Alizarin  for the military, We have already shown that there is a Bridge into Vilani Space; they want more than that?
Fate
GM, 1902 posts
Roll for dodge!
Sat 10 Nov 2018
at 23:44
  • msg #56

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 55):

Each in depth check, or basic planetary survey, will take about 10 days as a minimum, moving the date to 04 Feb 2172 by the time you are ready to leave 3230. You have 4.4 dTons of supplies left.

Alzarin is basically a prehistoric version of earth, with large dinosaur like creatures wandering around. It is not hard to imagine it as a mecca for hunters, and also a good place for hunting for supplies. At least one large herbivore was found to be edible. Similar to triceratops, you got 3 tons (0.25 dTons) of meat from just one carcass!

At this point, you have not made it through to Vilani space, so as yet you have not yet proven that the bridge exists, though it is starting to look likely.

Edit: I noted that you had not scanned systems 3230 or 3231, so I had to add in extra time to do this, though you had indicated plans to do this.
This message was last edited by the GM at 01:40, Sun 11 Nov 2018.
Cyril Zotmund
Captain, 2340 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 11 Nov 2018
at 01:44
  • msg #57

Re: The Hunt for Jaques Cartier

I thought we had scanned those systems ... no issues... we'll do what we can to resupply from Alizarin so we can stay out longer.
Fate
GM, 1903 posts
Roll for dodge!
Sun 11 Nov 2018
at 02:34
  • msg #58

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 57):

No problem. You only scanned them from a distance, rather than mapping them from within the system.

With lots of fresh water, lots of meat and some greens that you could find to be edible, I would say it would take a week to test water and some greens and hunt a few critters to refill supplies.

Would you have doe this before jumping to 3231, or after mapping that system?
Cyril Zotmund
Captain, 2341 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 11 Nov 2018
at 03:55
  • msg #59

Re: The Hunt for Jaques Cartier

Well let's see...it would take a week to jump there, a good week + to scan it and a week back...  we'd be down to perhaps a weeks supplies or so, bad if we find an issue, so we'll re-supply before jumping into 3231.
Fate
GM, 1904 posts
Roll for dodge!
Sun 11 Nov 2018
at 04:26
  • msg #60

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 59):

Ok, in that case, you would be the ready to leave 3230 by the 11 Feb 2172, but with 8.5 dTons of supplies.

However, I have to stop things there. On 08 Feb 2172, as you are mapping 3230, a warp signature opens, and a Gashidda class patrol cruiser enters the system!
This message was last updated by the GM at 21:57, Tue 13 Nov 2018.
Cyril Zotmund
Captain, 2342 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 13 Nov 2018
at 22:09
  • msg #61

Re: The Hunt for Jaques Cartier

OK, Battle stations but lasers and missiles are trained in travel position.  Guns, send  Peace ... searching for a lost ship.
Carrick Teague
NPC, 498 posts
Comms Officer
Wed 14 Nov 2018
at 00:49
  • msg #62

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 61):

The voice that replies is Terran!

"Carrick Teague, formerly of the Jaques Cartier. We may have a hostile tail..."

There are no other hyperspace signatures apparent...
Cyril Zotmund
Captain, 2343 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Nov 2018
at 02:41
  • msg #63

Re: The Hunt for Jaques Cartier

You have the crew of Jacques aboard? Have you absconded with a Vilani Cruiser?
Carrick Teague
NPC, 499 posts
Comms Officer
Wed 14 Nov 2018
at 06:10
  • msg #64

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 63):

"That is a long story. The Jaques Cartier was destroyed by a Vilani destroyer, and we were on a planet where we remained undetected for a while. But this patrol vessel eventually found us, so we had to capture it. We have some Vilani, or rather Genoean dissidents aboard with us as well, but the destroyer that destroyed the Jaques Cartier jumped into the system as we were getting to the jump point. They may be following us."
PO Gun Da-bin
NPC, 154 posts
SIGINT
Wed 14 Nov 2018
at 06:11
  • msg #65

Re: The Hunt for Jaques Cartier

In reply to Carrick Teague (msg # 64):

"Captain, I am picking up an incoming hyperdrive signature..."
Cyril Zotmund
Captain, 2344 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Nov 2018
at 18:44
  • msg #66

Re: The Hunt for Jaques Cartier

OK, We have company... Weapons free, this one needs to go quick if it is a Hostile ship  ... fighters away ...
PO Gun Da-bin
NPC, 155 posts
SIGINT
Wed 14 Nov 2018
at 19:28
  • msg #67

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 66):

The fighters launch, with Tom Hanks, Jerry Maguire and PO Marcus flying.

"Sir, it looks like the other vessel is going to come out of hyperspace nearer to the Gashidda than we are...we are still 500,000 miles from the Gashidda, and we project they will come out of hyperspace 250,000 miles from her and 700,000 miles from us, approximately."
Cyril Zotmund
Captain, 2345 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Nov 2018
at 19:40
  • msg #68

Re: The Hunt for Jaques Cartier

OK Let's close ...   on the radio - Carrike, they are coming in much closer to you ...
Fate
GM, 1905 posts
Roll for dodge!
Wed 14 Nov 2018
at 20:12
  • msg #69

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 68):

It would appear as if he was not aware. The Gashidda immediately makes for your position at full speed, and you detect the sensors and weapons array coming online. It does not take long to close the gap to 150,000 miles, before the hyperspace bubble bursts. A Shamshir class Destroyer Escort emerges, weapons coming online.

"Terran Warship! I should have guessed. You are both outclassed. Surrender, and I will ensure you are treated fairly."
Cyril Zotmund
Captain, 2346 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Nov 2018
at 20:55
  • msg #70

Re: The Hunt for Jaques Cartier

Via Comms  Hardly out classed, shut down your weapons and sensors, we will allow you to speak your piece and leave freely, we were just interrogating this Gashida. We search for a lost exploration ship.



Crew, on your toes, he is not likely to agree.  watch the Gashidda as well.
Vilani Warship
NPC, 2 posts
Wed 14 Nov 2018
at 21:22
  • msg #71

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 70):

"Huh. Arrogant Barbarians. I have destroyed one of your ships already. One more will ensure my promotion! Thanks you for your non-compliance."


Gun brings up the stats on the vessel as he launches a full sortie of missiles fro maximum range: 240,000 miles.

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
Usually used in fleets of 10,these vessels are the standard escorts for Imperial fleets.
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
Cyril Zotmund
Captain, 2347 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Nov 2018
at 22:29
  • msg #72

Re: The Hunt for Jaques Cartier

Kill the Missiles; Fighters move to his Flanks and engage.  Kat, keep us moving away, as his missiles were fired at max range, then when we get a chance to get a bit closer we can return the missile fire
Petty Officer Marcus
NPC, 11 posts
G-Carrier Pilot
Shy Stuttering German
Wed 14 Nov 2018
at 23:04
  • msg #73

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 72):

Correction, the missiles were fired when they were 240,000 miles from the Gashidda, and as they close in, both the Gashidda and the missiles come closer to you. After a round, you are still 110,000 miles from the Gashidda, which is moving towards you, and the Warship is 230,000 miles behind it. The fighters will reach the Gashidda net round on their way towards the warship, but it becomes clear the missiles will run out of fuel before they reach the Gashidda.

The fighters respond.

"Sir, they do still have 6 pulse weapons, any one of which will make a mess of us. Better we add our missiles to a swarm from yourself and the Gashidda, and stay near the ships for point defence?"

Sensors note the Gashidda has armed their missiles and seem to be manning their turrets.
Cyril Zotmund
Captain, 2348 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Nov 2018
at 23:11
  • msg #74

Re: The Hunt for Jaques Cartier

Exactly Marcus, Want you to stay clear but expand their defense to cover your few missiles, we'll let you know when we shoot. Sorry if I was not clear.
Petty Officer Marcus
NPC, 12 posts
G-Carrier Pilot
Shy Stuttering German
Thu 15 Nov 2018
at 00:53
  • msg #75

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 74):

"That is OK Sir. Happy to clarify."

It becomes clear as the Gashidda continues towards you that the first wave of missiles will not make it.

The Gashidda forms up with you and the 3 fighters at a range of about 200,000 miles, and you all begin heading away from the Vilani warship. The Gashidda is slower than the warship at just 40,000 miles per round, while you are likely just a little faster. Regardless, calculations indicate that the warship will not be able to hit you with her missiles at your current speed until she is within 120,000 miles, and it is gaining at 10,000 miles per round.
Cyril Zotmund
Captain, 2350 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 15 Nov 2018
at 02:13
  • msg #76

Re: The Hunt for Jaques Cartier

Carrike, are You able to Jump?

Carrick Teague
NPC, 500 posts
Comms Officer
Thu 15 Nov 2018
at 03:55
  • msg #77

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 76):

"No sir. It took all of my fuel to get here without being hit. I was hoping they did not have jump tapes to this system, but it would appear I was wrong. I am out of fuel..."
This message was last edited by the GM at 09:37, Thu 15 Nov 2018.
PO Gun Da-bin
NPC, 156 posts
SIGINT
Thu 15 Nov 2018
at 04:08
  • msg #78

Re: The Hunt for Jaques Cartier

In reply to Carrick Teague (msg # 77):

"Sir, we have enough on board, but there is no way we have enough time to transfer it. But the Gashidda has 3 pulse lasers in separate turrets, and we have 3 fighters, and 4 turrets with beams, so we have a good chance of dealing with their 15 missiles. But they have significant armour...we would be unlikely to last against them even with our triple beam turrets unless we get lucky with the 2 sandcasters. Combined, we can manage a missile swarm of 17, 18 with the ships boat. If the missiles are not enough, we could use cover of the sandcasters to move in and do precision attacks though. Even with a sandcaster hit, it is still possible for a Pulse laser to penetrate up to it's maximum range, though generally unlikely. It is risky..."
This message was last edited by the player at 09:36, Thu 15 Nov 2018.
Cyril Zotmund
Captain, 2351 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 15 Nov 2018
at 23:18
  • msg #79

Re: The Hunt for Jaques Cartier

In reply to PO Gun Da-bin (msg # 78):

It is risky Guns, but with his arrogance and presumption of superiority, we may be able to surprise him.  He is significantly less able to beat off our missile attack although it may take a while before we hit pay dirt.   we are near one to one lasers to missiles he can launch, so we have an very good chance of catching all his missiles; he is at 3 to each laser ... he can't afford to miss. We also can reload pretty quickly so we can send a second strike shortly after the first, although it won't be as big.
PO Gun Da-bin
NPC, 157 posts
SIGINT
Fri 16 Nov 2018
at 00:57
  • msg #80

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 79):

"Actually, all of the tubes have 12 missiles in them that can be launched before reloading, though it would take 5 minute to reload once all 12 are used. It was only the eternal ones Duke fitted to the previous fighters that were single launch. But the guidance system can only handle 1 wave at a time. Your orders then sir?"
Cyril Zotmund
Captain, 2352 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 16 Nov 2018
at 02:19
  • msg #81

Re: The Hunt for Jaques Cartier

What is the range and are they closing on us... ?
PO Gun Da-bin
NPC, 158 posts
SIGINT
Fri 16 Nov 2018
at 04:37
  • msg #82

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 81):

"The hostile vessel is about 200,000 miles away, and despite us moving at the Gashidda's maximum speed, it is closing at 10,000 miles per minute, sir."

[OOC: I am going with 1 minute rounds]
Cyril Zotmund
Captain, 2353 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 16 Nov 2018
at 15:57
  • msg #83

Re: The Hunt for Jaques Cartier

My Goal is to give him minimal time to engage our missiles, Let's try at about 180k miles ; at 8 g acceleration, they should be there fairly quickly ( OOC- sorry, but trying to figure out how far how fast in Gs is more math than I want.)
Fate
GM, 1907 posts
Roll for dodge!
Fri 16 Nov 2018
at 20:03
  • msg #84

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 83):

Yeah, GURPS: IW simplifies it to say that things travel at 10,000 miles per G per round (yeah, yeah I know that is not physics at all, but that is how they simplify it, so I just run with it!), so the missiles will travel at 80,000 miles per round. The oncoming vessels are travelling at 50,000 miles per round, so that is a closing speed of 130,000 miles per round. Sucks to be the pursuer! Hence, the missiles will take 2 rounds to get there, so if you fired at 180 k miles, they will hit at 160k miles.

The first point defence roll is really not a good one! The point defence turrets each hit twice, destroying 12 missiles. Unfortunately, you launched 18. The vessel is crippled...that was a very anti-climatic fight!
Cyril Zotmund
Captain, 2354 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 16 Nov 2018
at 21:16
  • msg #85

Re: The Hunt for Jaques Cartier

Has it turned away? Give him the Surrender and live or we finish the job ...
And we should salvo again if he is still a bit arrogant.
PO Gun Da-bin
NPC, 159 posts
SIGINT
Sat 17 Nov 2018
at 00:19
  • msg #86

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 85):

"Sir, it appears comms, weapons and engines are all down, including hyperdrive. He is not turning anywhere without a lot of repair work, if at all. They have several hull breaches and likely not so many of the original 56 crew are still alive, and one missile hit the bridge directly, so they may have a new commander...

Sir, it would appear that they are launching small craft. It seems they have 3 assault shuttles and a ships boat, all of which seem to be powering up.
"
This message was last edited by the player at 00:27, Sat 17 Nov 2018.
Carrick Teague
NPC, 500 posts
Comms Officer
Sat 17 Nov 2018
at 00:40
  • msg #87

Re: The Hunt for Jaques Cartier

"Assault shuttles...one can replace ours! We only have space for an additional 7 persons."

[OOC: You have life support and accommodation for 69, but currently only 35 on board, I believe...]
This message was last updated by the GM at 00:40, Sat 17 Nov 2018.
Cyril Zotmund
Captain, 2356 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Nov 2018
at 03:37
  • msg #88

Re: The Hunt for Jaques Cartier

OK, Marcus, take the fighters closer and inspect, Don't need a trap... but if it is salvageable we would be interested. You may inform the Vilani that we will will rescue all, but it will be crowded and resistance will be dealt with Harshly.


Duke, How are you at fixing shattered Vilani Destroyer escorts?
PO Gun Da-bin
NPC, 160 posts
SIGINT
Sat 17 Nov 2018
at 04:33
  • msg #89

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 88):

"Sir, as the vessels clear the wreckage, the radios have come online. They have confirmed the commander was killed, and several other officers including the 2 IC. They are requesting rescue, as they do not expect any patrols coming this way for some time.

With the damage, I think Duke would have to be here a long time to fix that!
"

[Private to Raymond 'Duke' Vurhund: The damage to the Destroyer is considerable, and it is most likely that some parts would need to be sourced in order to get the drive systems working again. With the robofac, you could do it in time...lots of time, with a lot of resources. You would need at least a month to have any chance of getting it going again, but probably closer to two or three realistically.]
This message was last edited by the player at 09:50, Sat 17 Nov 2018.
Cyril Zotmund
Captain, 2357 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Nov 2018
at 17:37
  • msg #90

Re: The Hunt for Jaques Cartier

Perhaps, but if we could land it on the planet, we could work on it...  it might be a worthwhile task.  Acknowledge the rescue request.
Cyril Zotmund
Captain, 2359 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Nov 2018
at 18:54
  • msg #91

Re: The Hunt for Jaques Cartier

Carricke, refuel that thing...  we'll accommodate the survivors as best we can... Duke, First, make a controlled area where we can separate and manage the survivors.  Guns, have they given us an approximate count? as soon as we have the survivors under control, we should refuel as well.
Fate
GM, 1912 posts
Roll for dodge!
Sat 17 Nov 2018
at 20:31
  • msg #92

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 91):

After some time, it becomes clear that there are about 30 survivors, spread between the ships boat and the three Assault craft. Duke is able to put up some makeshift lockable doors that can act as prison doors, and remove all terminals from that section whilst Natalie makes it clear to the prisoners before they come aboard what happens to Vilani Military personnel who surrender and are returned to Vilani space. Given most of these are Geonee, and not overly favourable towards the Vilani anyway, it would seem only a few really are set on getting back.

The planet is harsh and inhospitable, however, with a strongly tainted atmosphere that lack both pressure and oxygen, and has very little water as well. It is suitable for refueling, however, and Carrick moves quickly to do so.

Samantha, Gloria and Mnwe are all on the Gashidda class vessel.
This message was last edited by the GM at 21:05, Sat 17 Nov 2018.
Cyril Zotmund
Captain, 2361 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Nov 2018
at 21:06
  • msg #93

Re: The Hunt for Jaques Cartier

OOC... OK, Wrong world, was thinking we were still at Alizarin for whatever reason.

We will keep the Geonee separate from the Vilani and have our Geonee and Natalie interrogate them.
I also want to go aboard the Vilani DE and see if there is anything of intelligence value, Duke will come of course.
We will also inspect for hasty repairs, if not possible, it gets a shove into the star.
Fate
GM, 1914 posts
Roll for dodge!
Sat 17 Nov 2018
at 21:35
  • msg #94

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 93):

Ok, given his extended absence, I will post on Dukes behalf.

The vessel had taken six hits from missiles, one in the bridge, two in the engine rooms, one in the nose (where sensors and 2 turrets were), one amidships, hitting fuel tanks and accommodation blocks and one just forward of the engine room, destroying the workshops and more fuel tanks. The hits in the engine room absolutely destroyed the maneuver drive, power plant and hyperspace drive, pulsing the entire ship with a massive electromagnetic pulse that caused most computer systems to explode. Fortunately, Vilani jump drives work off jump tapes, and these are kept under lock and key along with the computer backup drives in a safe that acts as a faraday cage, protecting all but those in use. You can access these drives, with a little work on the safe, and you could access a number of missiles from some of the intact turrets, as well as some food stores, but that is about all you can get without giving the Robofac months of work, even if you can get the designs of the parts you need off the backup drives.

In time, Duke is able to access the drives. They contain system details for the following system: 2631, 2731, 2831, 2927 (Union), 2932, 2933, 2934, 3029 (Clarmeer), 3030, 3031, 3128 (Beta Port), 3129 (Ceti Command), 3227 (Orgill) and 3231. There appears to be a local patrol base at Ceti Command, and you learn that dissidents are common on most of these planets, with Clarmeer the location where Jaques Cartier was destroyed. Logs seem to indicate that there are approximately 20 Gashidda class vessels based in Ceti Command, and 5 Shamshir class vessels, though temporarily 1 less of each now you suspect...

Logs also suggest that patrols pass through monthly, with notes that Shamsir class have been used recently due to increasingly sophisticated pirate vessels, though in some cases patrols of 5 Gashidda class vessels have been used instead, or on at least 1 occasion, accompanying a Shamshir! It would seem that though this sector is largely Geonee, they are not overly comfortable with their Vilani overlords. But the resentment seems to be contained, at least for now.

Discussions with Geonee crew and the survivors of the Jaques Cartier seem to suggest that numerous Terran illnesses are being spread around Geonee worlds to discourage the Geonee from working with or even communicating with Terrans, with limited success.
Cyril Zotmund
Captain, 2363 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Nov 2018
at 21:43
  • msg #95

Re: The Hunt for Jaques Cartier

Positively wonderful, we'll remove all the tapes and anything else of value , Offer Carricke an assault cutter and some extra missiles if he needs them. Then we'll give the Shamshir a good shove toward the star. Any cutters we can't bring with us and that Carrike can't bring, go with the Shamshir.

We'll take enough missiles to bring us back up to full and Have Duke make sure they are reliable by our standards.

How Many Vilani do we have and of what ranks?
This message was last edited by the player at 21:47, Sat 17 Nov 2018.
Fate
GM, 1915 posts
Roll for dodge!
Sat 17 Nov 2018
at 22:14
  • msg #96

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 95):

The missiles, like most Vilani missiles, are of good reliable design. In 1,000+ years, they have making them reliable down to a fine art!

You can only manage to take one assault craft. The other 2 and the ships boat (it seems to be of the mobile base variety) cannot be taken with you. You are told that this variety of boat was used to facilitate extended troop visits to suspect sites on planets.

You are able to fully load up both craft with missiles, and it does not take long to refuel both craft as well. But you have not yet finished the full survey of this system...

Prisoners are as follows:
7 officers, including 3 pilots, ships navigator, doctor and a secondary engineer
4 Petty officers, an IT tech, a Fusion plant tech, a Sergent and a Targeting tech
18 Crew, including a nurse, 4 gunners and 2 troops

The ships troops, the warfare officer and the Navigator, are all High Vilani, and seem to grate most about being taken prisoner. Most of the Techies are Geonee, as are the pilots and Gunners, and the Doctor, a Seurrat, seems only concerned with his people welfare.
Cyril Zotmund
Captain, 2365 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 18 Nov 2018
at 00:35
  • msg #97

Re: The Hunt for Jaques Cartier

OK, the two troop s make sense, Warfare Officer? The Targeting Tech?
The Navigator also makes sense to be Vilani.

We will treat them firmly but fairly and as well as we can. I might even speak High Vilani with them.

The others we will keep separate and try to figure out who really wants out, who feels they have to go back for family and those who are Vilani converts. The will be segregated accordingly.

Is the Nurse Female? any others? we want to keep them safe from the troops and Duke ;-)
Fate
GM, 1917 posts
Roll for dodge!
Sun 18 Nov 2018
at 01:03
  • msg #98

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 97):

Warfare officer is a step above the Targeting tech, who basically keeps the targeting computers working and running. Warfare officer is one who directs strategies, analyzes opposition, etc.

The Nurse is female, and 3 of the crew (2 Cooks and a steward). The largely Geonee crew want to get back to their families, but do not care to much about the Vilani empire or crew. One of the troops is an Answerin, the Sergent an Anakundu, but the rest are Vilani or Geonee. As mentioned, only the few High Vilani are very unhappy about being defeated. The rest would be considered Low Vilani or Geonee and just want to get back to their friends and families. None had a particularly difficult life they want to escape from, being on one of the sectors bigger vessels.

[OOC: Think I have finished updating the intelligence reports and the associated ship details in Gear Available. It should now reflect what is known of the current situation, according to Chrysolite Military Intelligence and intelligence you have gathered.]
Cyril Zotmund
Captain, 2366 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 18 Nov 2018
at 02:09
  • msg #99

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 98):

OK, Got it except this warfare officer isn't ID'd in your Prisoner listing...  not sure it is important.

Assuming everyone is refueled and all we can make use if is aboard, we'll have the ships boat give the DE a shove in the direction of the star, sufficient to suck it in. We will then go back to Chrysolite to report ... I suspect our information is both more current and also more in detail than anything they have.  The Prisoners go to them for repatriation.
Fate
GM, 1918 posts
Roll for dodge!
Sun 18 Nov 2018
at 04:31
  • msg #100

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 99):

He was cagey about his role, hence he was initially reported as simply an officer.

The small craft could feasibly be hidden in caves on the planet, though a full planetary survey would have a reasonable chance of revealing them. Otherwise, con you confirm that you send them to the star as well? 2 Assault shuttles and a Ships Boat (Mobile Base) are the ones in question.

Trip to Chrysolite will take 6 jumps, so about 7 weeks, including times for refuelling. With supplies available at Alizarin and Sionnarch, I will not worry about that...you have enough, even if you were to complete the survey of 3230, which would take another 4 days.

Without the survey, you would arrive back on the 01 Apr 2172. Please let me know if you complete the survey of 3230.
Cyril Zotmund
Captain, 2367 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 18 Nov 2018
at 23:04
  • msg #101

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 100):

So there is no scan of 3230 in the Vilani archives?  Odd, as they jumped in; but if not, we will finish the survey and send Carrike on with a copy of the data on flash memory.  He needs to be very aware of how he will look on arrival at Chrysolite...

OK, None of these small craft are jump capable? so we can hide them and hope to return, although that does prove the DE was here. That is likely going to be known as soon as these folks are repatriated.  Hell, we'll hide them, do a through search for left behind notes etc.  Take the memory drives with us. Leave notes claiming rights of salvage from a destroyed DE floating in space.
Fate
GM, 1919 posts
Roll for dodge!
Mon 19 Nov 2018
at 05:11
  • msg #102

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 101):

Ok. Since you already posted that you were shoving the wreck into the star, I will say it is too late to change your mind on that.

Jump drives require a vessel of 100 dTon or more, so no smaller craft on either side has Jump capacity. On such a hostile planet, there are a number of caves etched out of the rocks, and it is not hard to find suitable caverns to park them in, with plenty of room. Whilst salvage notes are not likely to be considered, removing any equipment that identifies these items as belonging to the Vilani is a much easier proposition, and Duke is done in a day or so while the survey is completed.

Carrick will take some supplies and head off, leaving you with the prisoners. Three days later you finish your scans and depart, arriving back to Chrysolite on 05 Apr 2172 after rendezvousing with the Gashidda on Sionnach, where it had decided to wait for you.

The fleet there is growing with the recent addition of the massive 15,000 dTon warship that was made from the hulk of the captured Labrysian mothership, now fitted with Heavy Particle Cannon and new engines, complementing the three 10,000 dTon vessels also captured in the same war, and the four 2,600 dTon destroyers. There is now a new air of hope, and whilst the arrival of the Gashidda does draw some instant attention, it readily becomes apparent that it was captured.

Of course, that gives rise to the obvious question of how, and the hearing regarding the loss of the Jaques Cartier is far from a private affair, despite the attempts of various military brass to ensure such. The closure of Vilani space just a month ago, after the arrival of the last two vessels from Terra, another Zeng He class Abel Tasman and a new class of vessel, the Hardrada class vessel Jean Bart, all with weapons removed and full of colonists, along with two other traders forced from Vilani space, a Lightning class vessel and a Karl Marx Class ship, have done much to create a hostile atmosphere towards the Vilani. Hence, the news that the Jaques Cartier was destroyed by a Vilani patrol is not taken well, and angers many.

However, the Military was successful in keeping relatively quiet where this occurred. The fact that there was another bridge to Vilani space, poorly guarded if the data files taken from the Destroyer are accurate, and also full of dissidents, does provide an opportunity that seems too good to pass up. Alizarin, it seems, is just beyond their known worlds, and seems set to be a perfect location for setting up a military base of operations, and the data you have provided will facilitate that.

However, the most immediate situation is that of the remaining prisoners. The Military seeks to interrogate them before releasing them, wanting to charge them with war crimes against the peaceful Jaques Cartier, but even in a Terran war crimes trial, they are entitled to a Vilani defence lawyer. That would necessitate contacting the Vilani embassy to have them send one. The discussion continues...

[OOC: I will pause it here to give you guys time to either have your say, or to take a back step and do something else.]
This message was last edited by the GM at 05:12, Mon 19 Nov 2018.
Cyril Zotmund
Captain, 2368 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 19 Nov 2018
at 16:37
  • msg #103

Re: The Hunt for Jaques Cartier

I see no reason to back step ... The Vilani DE initiated combat in a non-Vilani system while by our own signal, we were interrogating. Tough Stuff ... We will advise the military of the whereabouts of the 2 assault cutters and the base ship so they can be moved to Alizarin and made use of... I am sure they are worth $$$ but we have no way of moving them, from what you say and they probably aren't worth the trip back to get them. We will see if we can swap the Gashidda for some other vessel that will allow Carrike and crew to get to Aegir with less probability of issues ... it might make a good ship for use at Chrysolite or even Alizarin.  Or maybe even more useful after a bit of AK updating.

Just thinking out loud I suppose.
Fate
GM, 1920 posts
Roll for dodge!
Mon 19 Nov 2018
at 20:03
  • msg #104

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 103):

The military can make good use of the Gashidda as a pirate hunter, and they take it over. The trade routes to and from Aegir offer ample opportunity for the crew to travel wherever they want, but as the Jaques Cartier was a military vessel, they were employed by the Military and therefore are offered Military jobs first, either on the new Zheng He vessel (Abel Tasman) or on the Hardrada one (Jean Bart). The Karl Marx vessel, John Locke, is capable of transporting the small craft, and it is decided that she, escorted by the Gashidda with a new crew, will take a number of colonists to Alizarin, where she will empty her holds before going to recover the small craft, returning them to Alizarin to assist in building up the colony, before returning.

[OOC: There is the question of the two new vessels, which you can be reassigned to. Despite being Military run, both can take subcontractors, offering two new avenues for either the primary or secondary characters. Clearly Jean Bart specialized in commerce raiding, and is likely to be based at Alizarin. Abel Tasman will most likely be tasked with exploration of the Thalassa and Capella subsectors, while Dastavka, being faster and better armed than most exploratory vessels, will most likely be tasked with further exploration of worlds new the newly discovered Vilani space, or possibly aiding dissidents there. Wanting input in what folk want to be doing.]
Cyril Zotmund
Captain, 2369 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 19 Nov 2018
at 21:41
  • msg #105

Re: The Hunt for Jaques Cartier

Personally, Dastavka works for me... but having a bigger ship with crew spots for all, may provide more gaming opportunity for the others.

Of course it's down to Duke and I ... or so it seems.  I could run Gloria on another ship too...
Raymond 'Duke' Vurhund
Chief Engineer, 377 posts
Chief Engineer
Tue 20 Nov 2018
at 13:15
  • msg #106

Re: The Hunt for Jaques Cartier

The past while had been hectic and Raymond had survived yet another battle. Some jump ships and things were captured and he ultimately felt much better about things, than he had in the past.


"Well, these new ships seem pretty good. Gotta say, am fond of the Dastavka, but it seems with all the heat around here of late, we could use a bigger ship. If we weren't going to relocate to that bigger one, then it'd be worth sending somebody you trust to head things up over there, eh?
Fate
GM, 1922 posts
Roll for dodge!
Tue 20 Nov 2018
at 19:32
  • msg #107

Re: The Hunt for Jaques Cartier

In reply to Raymond 'Duke' Vurhund (msg # 106):

The Military are well aware of the importance of Dukes point, and assure you they fully intend to find the most capable and loyal folk the can find to be in charge there.

[OOC: All players are allowed a second character, Duke, so there would be no problem if you wanted to play a second Military one for that role. But as things are happening more or less simultaneously with Dastavka, I may need to NPC them over an extended absence to keep things moving.]
Cyril Zotmund
Captain, 2370 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 20 Nov 2018
at 20:01
  • msg #108

Re: The Hunt for Jaques Cartier

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.
Fate
GM, 1931 posts
Roll for dodge!
Fri 23 Nov 2018
at 03:46
  • msg #109

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 108):

Messages from Kalishnikov are nothing new. It would seem he was not expecting you back so soon, and Military officers to whom you had been seconded are quick to seize the opportunity, asking for you to scout out further locations for bases in systems not mapped by the Vilani, as well as be around to check on the Jean Bart as it checks on the systems known to the Vilani, trying to gauge the level of dissent amoung the dissidents.

In view of the notes fro the Jaques Cartier regarding the Terran diseases plaguing some Imperial worlds, Jean Bart is being equipped as follows:

(3.5G/Move:3150, dDR:75, dHP:80, dTons of Cargo Space: 44), Wedge shape
Weapons:16x Beams, 6x Missiles, 2x Sandcasters, 2 x Ships boats (Military, See Below)
Facilities: 3 Workshops, 3 Sickbays, 1 Biological and Pharmacist Laboratory added to assist with dealing with diseases.
Life Support: 146, Crew: 140 (included 79 Troops and 10 Gunners, 7 IT/Intelligence Specialists, 13 Medical Specialists and 3 Scientists to use the Labs)

Ships Boat (Military), 35.5 M Solars, 30 dTons
(4G/Move:675, dDR:27, dHP:30, dTons of Cargo Space: 8.5)
Weapons: 1 Turret, 1 x Beam, 1 x Missile, 1 x Sandcaster, Workshop, Sickbay, Life Support and bunks for 20

Edit: Stores approximately 7 weeks of supplies, 6 Grav Bikes and 2 Grav Jeeps, as well as weapons, ammo and protective suits. Full holds do slow the vessel a little. 144 Missiles, 72 Sandcasters. Fuel processors take 7 hours to process enough fuel for a jump. Tank holds enough for 2 x 2 Parsec jumps.
This message was last edited by the GM at 06:12, Sat 24 Nov 2018.
Cyril Zotmund
Captain, 2375 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 23 Nov 2018
at 17:19
  • msg #110

Re: The Hunt for Jaques Cartier

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.
Fate
GM, 1940 posts
Roll for dodge!
Mon 26 Nov 2018
at 23:18
  • msg #111

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 110):

Note: Items in the Jean Barts Armoury

100 x Nanoweave Body suit, internal skinsuit with Flexible Helmet, Cost: $2900, 10.5 lbs, DR 18/6*, pi/cut full protection

50 x Storm Rifle, 10mmCLR, 9d pi++, Acc:5, Range: 1300/5800, RoF: 3
    10 lbs, 12+1(3) shots, ST:10Ā†, Bulk:-4, Rcl:3, $2700

100 x Laser Rifle, 6d(2) burn dam, Acc:12, 700/2100, ROF:10,
   8 lb, Dp/83 shots, ST: 7, Rcl 1

100 x Heavy Laser Pistol, 4d(2) burn dam, Acc:6, 300/900, ROF:10,
   3.3 lb, 2C/56 shots, ST: 6, Rcl 1

20 x Anti-Material Rifle, 15mm CL, 15d pi+, Acc 6+3, 2000/9000, ROF: 3
   32 lb, 20 shots, ST: 12, Rcl 4, Bulk -6 (Has 8x sights)

100 x LAW 84mm,
  Guns(LAW) [14], 6dx6, Acc: 3, 330/2300, 1 shot only, ST:10

50 x Underbarrel 25mm Grenade Launcher
  Guns(Grenade Launcher) [14], 4d pi++, Acc 4+2, 360/2200, ROF 1, 3 rnds

5 x Electromag Mortar, 64mm
 6dx3 pi++, Acc: 4, Range: 1,000/6,000, 50 lbs (Ammo 2.5 lbs each), ROF: 1, 40 shots/ E cell
 ST: 12M, bulk -10
Rounds
 100 x Shaped Charge ($100) (6d+6)x7 (10) cr inc + linked 8d cr ex [3d]
 100 x EMP ($500) Elec, HT-8(2) or knocked out (failure seconds), (8 yard range) +2d cr inc
 500 x HE ($50) 8dx2 +2 cr ex [3d]

Hand Grenades
100 x Plasma, 6dx4 burn ex sur, 1 lb, fuse 2
400 x HE (frag), 8d+8 x2 cr ex, /10 x range, [3d, 15 yard frag], 1 lb, fuse 2
400 x HEC (Concussion), 8d+8 x2 cr ex, 1 lb, fuse 2
200 x EMP, HT-8(2), 8 yard + 2d cr ex

25mm Grenades
200 x Plasma, 6d burn ex sur
300 x HE (frag), 4d+4 cr ex [1d+1, 5 yard frag]
300 x HEC (Concussion), 4d+4 cr ex
100 x EMP, HT-8(2), 2 yard + 1d-2 cr ex
100 x Flare radius 250 yards
100 x Shaped Charges, 5d+5 x3(10) cr inc + 2d cr ex [1d+1]

10,000 x 10mm CLR rounds, 200 D cells with 100 packs, 300 C Cells and 5,000 15mm CL rounds.

There are also 1000 limpit mines, and may be other items...but these would be standard issue.
Cyril Zotmund
Captain, 2381 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 1 Dec 2018
at 16:54
  • msg #112

Re: The Hunt for Jaques Cartier

Cyril suggests the following to prevent unknown surprises on the way to Alizarin and to allow these system to be used as a route as well.

Given that many systems between Sionach and Alizarin have not been surveyed, we will do those, resupply at Alizarin and go forth from there.
Sionach -> 0533->0532->0432->0332->0331->0231->Alizarin
Fate
GM, 1948 posts
Roll for dodge!
Sat 1 Dec 2018
at 19:56
  • msg #113

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 112):

Ok, from that, systems 0432, 0332 and 0231 will need proper mapping. You have already mapped 0532 and 0331 from my records, and 0533, being beside Sionnach, has been mapped for security reasons. This will take an estimated 80 days, assuming no hiccups. Supplies are estimated at 97 days, so you should have about 2 wees up your sleeve unless you find somewhere to resupply. Sound right?
Cyril Zotmund
Captain, 2382 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 1 Dec 2018
at 21:47
  • msg #114

Re: The Hunt for Jaques Cartier

OK, sounds reasonable to me-
Sionach ->0432->0332->0231->Alizarin  We will pass along our encrypted plans & reports to Kalishnakov, provide a complete report on what we have discovered, in perhaps even more detail than what we gave the military, and move out. I'm sure he'll be interested in what we learned about the Vilani DE.
Fate
GM, 1949 posts
Roll for dodge!
Sun 2 Dec 2018
at 00:33
  • msg #115

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 114):

There is little trouble getting data to Kalishnikovs office on Chrysolite. The office is not subtle, taking up a large building that backs onto the spaceport with considerable freight terminals and no small section of the shipyards. Not really surprising, considering the number of warships that were once there, and the number of fighters on the production lines there. Clearly the number of small moddular fighters in this sector is increasing at considerable speed. You count a batch of ten at various stages of production.

What the outbound trip to Alizarin lacked in combat it made up for in other things. Scanning 3 new systems, the first system you arrive in is simply 0432. A binary system with 5 gas giants and three planetary belts, you find a waterworld in one of the planetary belts. Well, waterworld is a bit of a stretch...despite the cool temperatures the low gravity, just 0.67G, would see all the water evaporate
is it were just water. Dissolved impurities give the water an eerie glow and taint the atmosphere, making it breathable for humans, although some life does seem to survive there...just. The insects there are as big as domestic cans, and seem to be the only life there.

Mapping the next system before jumping there you move on to 0332. A solitary star with two gas giants and a pitiful excuse for a planet orbiting around it. With just 0.38G, the atmosphere is barely detectable and no life is supported on the barren place, which resembles the moon of Terra.

Mapping the 0231 before jumping to it, you detect 5 Gas giants orbiting a single star. Jumping into the system, the planets seem about as devoid of life as in the previous system, though there are more of them. One has a similarly poor excuse for an atmosphere, but oddly, you find gasses coming from caves. Further investigation reveals that the entrances are sealed with ice, and it seems some kind of plant exists inside, though it soon dies after you enter and release the stored gasses.

You finally arrive at Alizarin on 17 June 2172. The system seems lifeless, but the planet hails you, and you note a small island seems to have been tamed. On landing, you 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.
Raymond 'Duke' Vurhund
Chief Engineer, 391 posts
Chief Engineer
Sun 2 Dec 2018
at 00:42
  • msg #116

Re: The Hunt for Jaques Cartier

Duke glanced at Cyril and commented "Well, no better way to find out about the place than to ask the locals, eh?" he said as he strapped a pistol to his hip and donned his coat.

Lets see if we can get some favour with them by offering the bartender some of our whiskey he grinned and then struck a light to light the cigar in his mouth.
Fate
GM, 1950 posts
Roll for dodge!
Sun 2 Dec 2018
at 01:02
  • msg #117

Re: The Hunt for Jaques Cartier

In reply to Raymond 'Duke' Vurhund (msg # 116):

Duke seems to fit right in, with cigar, broad rimmed hat and whiskey. The latter of which gains some attention.

"Must be your shout, hey mate" comes from a loud accented guys towards the back, and a number of his friends agree, one offering you a seat.
Raymond 'Duke' Vurhund
Chief Engineer, 392 posts
Chief Engineer
Sun 2 Dec 2018
at 01:08
  • msg #118

Re: The Hunt for Jaques Cartier

Duke, tilted his hat and then called out to the bartender Round of drinks for us all, if you would. Also I got a couple of bottles of this, if you let us drink one here, i'll give you two. (OOC: I presume that Duke has some kind of money - if not, I guess he could imply that the bottles of whisky might trade for a round or two)
Bartender
Sun 2 Dec 2018
at 01:22
  • msg #119

Re: The Hunt for Jaques Cartier

In reply to Raymond 'Duke' Vurhund (msg # 118):

"Sure. Always good for a few good drinks."

[Private to Raymond 'Duke' Vurhund: Sure. Whiskey is a premium in these regions, but you have a lot of cash. Will say you paid $20 k for a crate of 100 bottles of Scotch whiskey you are half way through that you keep in your room. $500 bucks for rounds should cover it...outback bars are a rip off, but where you going to go?]
Cyril Zotmund
Captain, 2383 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 Dec 2018
at 02:01
  • msg #120

Re: The Hunt for Jaques Cartier

Cyril lets Duke do his things and slides to the end of the bar, such as it is... he figures these are the workers and looks about for whomever is in command of the place.
OOC - Did the get the 3 shuttles/assault craft yet?
Fate
GM, 1951 posts
Roll for dodge!
Sun 2 Dec 2018
at 03:09
  • msg #121

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 120):

Whoever is in command is probably not at the bar, but rather over nearby where construction is occurring. A couple of new log buildings are being constructed, with a few ships boats (base variants) being used as the makeshift base.

The Assault shuttles and the other construction base have not yet been collected. You are told that the cargo vessel that was to collect them left last week with the Davy Jones escorting her. About 9 days ago, to be exact.
Raymond 'Duke' Vurhund
Chief Engineer, 393 posts
Chief Engineer
Sun 2 Dec 2018
at 12:21
  • msg #122

Re: The Hunt for Jaques Cartier

[Private to GM: 20K!!!!!! Holy fuck is this stuff stilled with the tears of virgins?

]

Duke nodded and then flicked out some cash and passed it over to the barman. "This should keep us going a while, eh? he offered gently. He figured he'd get them liquoured up a little before he started asking for maps and other such things.
Cyril Zotmund
Captain, 2384 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 Dec 2018
at 18:54
  • msg #123

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 121):

Hopefully they will be back before the Vilani start poking around... and you may wish to conceal your selves as best you can and provide shelters if they decide to just use brute Force and Ignorance as the DE Captain did.
This message was last edited by the player at 19:49, Sun 02 Dec 2018.
Fate
GM, 1954 posts
Roll for dodge!
Sun 2 Dec 2018
at 19:13
  • msg #124

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 123):

Duke: The going price for good Brand name Whiskey is about $250 per bottle in these outback areas. Moonshine is cheaper...but could kill you! 100 Bottles for $20 k is actually a bulk discount, and given that it came from Terra, and the trade routes are now closed, it is a bit of a bargain!

The men arrived about 11 days ago aboard the escorted freighter John Locke, which departed 2 days later to pick up the small craft left after the DE was destroyed.

Cyril: Who are you saying this to?
Cyril Zotmund
Captain, 2385 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 Dec 2018
at 19:48
  • msg #125

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 124):

The leaders over near the construction.
Fate
GM, 1955 posts
Roll for dodge!
Sun 2 Dec 2018
at 19:58
  • msg #126

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 125):

"Yes, we would like to construct some underground bunkers, but they will take time, and we will need to choose out location. In the meantime, a small spaceport, which cannot be easily hidden anyway, will be constructed here. The earth moving equipment is at a likely site for the bunkers, about 1 km away over towards the hills."

He points out a large rocky outcropping where some machinery can be seen working at the base.

"But we understand that the Vilani have not even mapped this region yet, so we should have plenty of warning about any incoming attack. We are to have a couple of fighter wings brought across to bolster defences anyway. These buildings will be for them, eventually."
Cyril Zotmund
Captain, 2386 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 Dec 2018
at 20:36
  • msg #127

Re: The Hunt for Jaques Cartier

I think they have been working on it ... that DE at 3220 jumped right in... so he had scans.
Fate
GM, 1956 posts
Roll for dodge!
Sun 2 Dec 2018
at 21:02
  • msg #128

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 127):

"Yes, we saw plans of 3230 and 3231, but nothing beyond that. Who knows how long they have had the scans of those systems, and if we have a few fighters to stop their scouts getting scans of here, we stand a chance. They have not been scouting new systems in centuries, except for the last attack on Terra, so we have that in out favour!"
Cyril Zotmund
Captain, 2387 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 Dec 2018
at 22:19
  • msg #129

Re: The Hunt for Jaques Cartier

That is true, but be prepared, as things change ... I think JACQUES CARTIER said  there were indications they were starting to expand out of the Ceti region. I should no more n the next few months.
Military Official
Sun 2 Dec 2018
at 23:36
  • msg #130

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 129):

"That would make a shift away from centuries old policy, and would therefore be of vital importance for Terra to know if that were true. Hopefully it is not..."
Cyril Zotmund
Captain, 2388 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 3 Dec 2018
at 01:10
  • msg #131

Re: The Hunt for Jaques Cartier

I understand that...
Military Official
Tue 4 Dec 2018
at 07:17
  • msg #132

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 131):

"The Jean Bart passed through about 3-4 weeks ago. Where were you planning to go next?"
Cyril Zotmund
Captain, 2389 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 4 Dec 2018
at 16:56
  • msg #133

Re: The Hunt for Jaques Cartier

Really ?  Where were they headed?  I think we’ll start by going to 3231, then 3031 and look at 3030 closely, not sure we want to go there. From 3031 we’ll look at 2932, 2933, 2831 … consider 2934 and 2731. Supplies will be the major limiting factor.
Cyril Zotmund
Captain, 2398 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 9 Dec 2018
at 22:19
  • msg #134

Re: The Hunt for Jaques Cartier

Dastavka shoves off for 3231 and thence to 3031 where she holds up and looks at 3030 very carefully.
Fate
GM, 1966 posts
Roll for dodge!
Sun 9 Dec 2018
at 23:37
  • msg #135

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 134):

Dastavka, for lack of more accurate information, arrives at 3231 with the aid of the Vilani charts, and finds that there are 3 gas giants and a planetoid, as per the charts, with a combined total of 7 moons, 2 around the planetoid.

The sole planet with any chance of supporting some life would be the planetoid, which is half covered by water despite the very thin atmosphere. But Dastavka does not wait around. Refueling quickly at the planet, she re-enters hyperspace, bound for 3031.

Arriving on the 30 June 2171, she begins immediately refueling and scanning 3030. Nothing comes up on her sensors...yet.

This system has 9 orbiting objects that could be called planets, but they are more distant from the star than Terra. The largest, some 16,000km in diameter, has enough mass to hold a thin atmosphere, despite being covered by about 80% water. It makes refueling easy, and it could support life, if it could cope with 2.2G gravity!
Cyril Zotmund
Captain, 2399 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 10 Dec 2018
at 03:07
  • msg #136

Re: The Hunt for Jaques Cartier

We scan the system carefully, adding to what the Vilani have. when able, we start to look at 3030 as well.
Fate
GM, 1967 posts
Roll for dodge!
Mon 10 Dec 2018
at 03:23
  • msg #137

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 136):

It will take a mere day to see if there are any vessels not on planets in the system, but a thorough scan of the planet, which is not in the Vilani database, will take 10 days.
Cyril Zotmund
Captain, 2400 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 10 Dec 2018
at 17:49
  • msg #138

Re: The Hunt for Jaques Cartier

That is what we came to do, I believe.
Fate
GM, 1969 posts
Roll for dodge!
Tue 11 Dec 2018
at 00:56
  • msg #139

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 138):

Understood. What precautions, if any, are taken to handle/avoid Vilani patrols?
Cyril Zotmund
Captain, 2401 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 11 Dec 2018
at 02:10
  • msg #140

Re: The Hunt for Jaques Cartier

We'll have to have some assets kept available to watch for them and the Fighters available to assist in dealing with them. Would we not get some warning if they appeared in 3030?
Fate
GM, 1970 posts
Roll for dodge!
Tue 11 Dec 2018
at 03:02
  • msg #141

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 140):

You may get some warning if they appeared on the same side of the star as you, but it could also be masked, from 1 parsec away, by the planet or the star.

From what intelligence you have, the next Vilani patrol, assuming they kept to their schedules, was due to depart Clameer on about the 23 June 2172, arriving here pretty much any day now.

[OOC: unfortunately I need to see what Jean Bart does on the 22 June 2172 at Clameer first before I can say how it goes!]
Cyril Zotmund
Captain, 2402 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 11 Dec 2018
at 03:05
  • msg #142

Re: The Hunt for Jaques Cartier

Do we have a clue as to where they go, when they leave here?  Might be worth letting them do their thing and then come back .... depending on what shows up.
Fate
GM, 1971 posts
Roll for dodge!
Tue 11 Dec 2018
at 03:16
  • msg #143

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 142):

Not really known. Speculated either Clameer > 3030 > 2932 > Nova Pacifica or Faith, or perhaps Clameer > 3031 > Nova Pacifica or Faith, but not really known for sure. They might go there one route, and back the other, perhaps even going from/to Nova Pacifica to/from Faith. But that is just speculation.
Cyril Zotmund
Captain, 2403 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 11 Dec 2018
at 16:17
  • msg #144

Re: The Hunt for Jaques Cartier

Faith and Nova Pacifica are known Vilani systems?
Fate
GM, 1973 posts
Roll for dodge!
Tue 11 Dec 2018
at 23:37
  • msg #145

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 144):

Systems the Vilani know of, but have not colonized.
Cyril Zotmund
Captain, 2404 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 12 Dec 2018
at 02:08
  • msg #146

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 145):

So no one there to our knowledge?
Fate
GM, 1974 posts
Roll for dodge!
Wed 12 Dec 2018
at 02:16
  • msg #147

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 146):

No, though the dissidents that came back with the survivors of the Jaques Cartier are not so sure they are deserted. But only the pirate or dissident vessel operators would know for sure. Trust is in short supply...but the Vilani still seem determined to keep patrolling there.
This message was last edited by the GM at 06:14, Wed 12 Dec 2018.
Cyril Zotmund
Captain, 2405 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 12 Dec 2018
at 03:20
  • msg #148

Re: The Hunt for Jaques Cartier

Interesting...  we'll go to 2932 (assuming the Vilani don't go there much) and avoid the patrol, we hope. We will be alert for a visit.
Fate
GM, 1975 posts
Roll for dodge!
Wed 12 Dec 2018
at 06:18
  • msg #149

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 148):

Ok, departing late on the 30 Jun 2172 for 2932, you drop out of hyperspace  on 07 July 2172. The system has 4 gas giants and a large planetoid, all with at least one moon. The planetoid has a dense atmosphere and is covered by a substantial amount of water. There are no signs of life.
Cyril Zotmund
Captain, 2406 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 12 Dec 2018
at 19:20
  • msg #150

Re: The Hunt for Jaques Cartier

We refuel and then make ourselves scarce, but will scan the planetoid for anything of value and the rest of the system as well.  Meanwhile we'll stay on guard.   figure 10 days to scan it all? Then back to 3031 and finish scanning it (unless the Vilani have already, then we'll just review and update as needed).
Cyril Zotmund
Captain, 2410 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 12 Jan 2019
at 18:14
  • msg #151

Re: The Hunt for Jaques Cartier

Lost in Space?  accidentally all placed in low berth sleep?
Fate
GM, 1993 posts
Roll for dodge!
Fri 18 Jan 2019
at 07:53
  • msg #152

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 150):

The scans of 2932 are interesting, but reveal no life. Despite this, the lone independent planet, 5,000 miles in diameter, has a dense atmosphere and is covered by 60% water, so it can and does support life, though not anything intelligent. There are nine other lifeless worlds, though one has considerable methane deposits and others show some promise for mining. With 4 gas giants here, it would seem a good place for hiding out.

Setting course for 3031, you enter hyperspace, dropping out on the 24th of July. As you know, this system has 9 orbiting objects that could be called planets, but they are more distant from the star than Terra. The largest, some 16,000km in diameter, has enough mass to hold a thin atmosphere, despite being covered by about 80% water. It makes refueling easy, and it could support life, if it could cope with 2.2G gravity!
Cyril Zotmund
Captain, 2411 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 18 Jan 2019
at 17:23
  • msg #153

Re: The Hunt for Jaques Cartier

After a filling in any missing details, we will head to Nova Pacifica. We will be alert for the Vilani patrol.

Do we have any information on this system in so far as what species in habits it and how friendly te might be?
Fate
GM, 1994 posts
Roll for dodge!
Sun 20 Jan 2019
at 06:58
  • msg #154

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 153):

It will be the 3rd of August by the time you have properly mapped out this sector, and the planets, if you want to check the Vilani maps. Given that their charts only have the 4 biggest planets, that may not be a bad idea...

All the information you have is what the Vilani have in their systems, and they do not have any species here, though a Geonee dissident pirate vessel was reported in the area 2 years ago.
Cyril Zotmund
Captain, 2412 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 20 Jan 2019
at 19:38
  • msg #155

Re: The Hunt for Jaques Cartier

OK, on 4 August we'll look at going to Nova Pacifica. How are supplies holding out?
Fate
GM, 1998 posts
Roll for dodge!
Mon 21 Jan 2019
at 01:49
  • msg #156

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 155):

By 04 August 2172 you will have used approximately 7 weeks supply, out of 12, meaning you will have 4 weeks left after arriving at Nova Pacifica on the 11 August 2171.
Cyril Zotmund
Captain, 2416 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 21 Jan 2019
at 02:45
  • msg #157

Re: The Hunt for Jaques Cartier

Hopefully we can resupply there... otherwise it's back to Alizarin I suppose.
Fate
GM, 2000 posts
Roll for dodge!
Mon 21 Jan 2019
at 04:46
  • msg #158

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 157):

Nova Pacifica has 2 gas giants with nearly 4 moons and about 6 or 7 other large planetoids orbiting the single star. One moon does seem to have a lot of water, making it good for refueling, but life there is pretty barren.
This message was last edited by the GM at 04:46, Mon 21 Jan 2019.
Cyril Zotmund
Captain, 2417 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 21 Jan 2019
at 22:09
  • msg #159

Re: The Hunt for Jaques Cartier

So no apparent life or resupply locations?
If Not, we'll head back to Alizarin to resupply and relay our findings so far. -> 3031 -> 3231 -> Alizarin ... Supplies may be short when we get there.
Fate
GM, 2001 posts
Roll for dodge!
Mon 21 Jan 2019
at 23:06
  • msg #160

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 159):

It is like a desert. There is atmosphere, and some life, but it is not prolific. Think Siani peninsula.

Edit: Though come to thin of it, with 80% water coverage, you might be better trying your hand at Fishing...the question is, do you want to try to find supplies there, or go back to what is known?
This message was last edited by the GM at 01:34, Tue 22 Jan 2019.
Cyril Zotmund
Captain, 2418 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 22 Jan 2019
at 04:27
  • msg #161

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 160):

Lets just go back to Alizarin... we can pass intell that way....
Fate
GM, 2002 posts
Roll for dodge!
Tue 22 Jan 2019
at 05:09
  • msg #162

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 161):

Ok. No time has been allocated to finding any new information in this system, so you would only really be adding information on 3031, 2932 and 3231.

Route back?

>-3031>-3231>-Alizarin is most direct, and you have enough food, arriving on 02 Sep 2172.
This message was last edited by the GM at 05:55, Tue 22 Jan 2019.
Cyril Zotmund
Captain, 2419 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 22 Jan 2019
at 18:35
  • msg #163

Re: The Hunt for Jaques Cartier

I thought I had sent the route... which basically matches yours...  Understand we haven't scanned the system... thought we didn't have sufficient food to do so... if we have enough to do at least a hasty scan, we'll do that before leaving.
Fate
GM, 2004 posts
Roll for dodge!
Tue 22 Jan 2019
at 18:52
  • msg #164

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 163):

A hasty scan would match what the Vilani have done, and hence what is in your database.

My bad, you did send the route, and I missed it.

Ok, no mishaps or incursions on that route. You arrive back to Alzarin on 02 Sep 2172, with barely a weeks worth of supplies. You restock and give all the information you have gathered.

[OOC: may need to pause to let Jean Bart catch up with the date...]
Cyril Zotmund
Captain, 2420 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 22 Jan 2019
at 18:56
  • msg #165

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 164):

OK, we'll do a quick over haul and clean the calc out of the boilers.
Military Official
NPC, 0 posts
Local Colonial Military
Wed 23 Jan 2019
at 10:12
  • msg #166

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 165):

Apparently, the Jean Bart had passed through this system on 13 August, heading for Nova Pacifica. They inform you that they had contacted dissidents, who had told them how to contact a small hidden community on Nova Pacifica, as well as how to contact dissidents on Beta Port and Faith, although they could not help a Terran vessel get into the system stealthily. There are apparently at least two dissident vessels in the area, one a small warship and the other a freighter used to smuggle goods back to the population on worlds currently controlled by the Vilani Commodore Managudeli. Measles, Chickenpox and Influenze are all identified as having been problems on Vilani controlled worlds, and Black plague is suspected as well. They are informed that Black plague was released on rebel regions on Ceti Command, and measles and influenza are to be found on Beta Port and outlying areas of Orgill.

Patrols are regular, and with recent ship losses, they have all available ships on regular patrols, with two escorted freighters traveling deeper into Vilani space to connect to the main freight lines.

Commodore Eleni Managudeli, the commander of the region based at Ceti Command, is still trying to get the region recognized as a Vilani governance. That means that at the moment, it is not. Rather, Vilani high command see's his work as more of a police work to keep local dissidents under control rather than worlds to be ruled. The Vilani border ends Nunashi or Lishu, as far as the Ziru Sirka is concerned, and as such, his 'military' is limited to what his family can purchase. Recent immunizations produced by the survivors of the Jaques Cartier have created a groundswell of folk who would like to defect to independence, but they lack the forces to deal with the patrols. Despite losses, there are rumors is purchasing a new and larger warship, perhaps a cruiser, to ensure loyalty and stop ship losses.
This message was last edited by the player at 10:12, Wed 23 Jan 2019.
Cyril Zotmund
Captain, 2421 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 23 Jan 2019
at 18:21
  • msg #167

Re: The Hunt for Jaques Cartier

Interesting, we did in fact just visit Nova Pacifica and found no obvious signs of life. I imagine their hide is quite hidden. If there are vaccines available, we will take some to share with those we meet.  I will also have my medical staff ensure everyone is up to date on their shots.
Fate
GM, 2008 posts
Roll for dodge!
Wed 23 Jan 2019
at 19:00
  • msg #168

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 167):

Vaccines are available in small numbers, but can be manufactured by medics withing a couple of weeks on any planet with suitable life, such as Faith and Alizarin. Alizarin began manufacture of these vaccines  following the visit from the Jean Bart, so there is enough to cover your crew with a few excess.
Cyril Zotmund
Captain, 2422 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 23 Jan 2019
at 20:40
  • msg #169

Re: The Hunt for Jaques Cartier

If they are willing, we'll take the excess for just in case.

Our planned route is : Alizarin ->  3231 -> 3031 -> FAITH * ->  2731 -> 2631 ->  2633 -> 2631 -> FAITH for supplies
then  -> 2731 -> 2729  That allows you to skip through the ho-hum parts.

* Can faith provide supplies?
Fate
GM, 2009 posts
Roll for dodge!
Wed 23 Jan 2019
at 21:54
  • msg #170

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 169):

Faith can supply supplies, though most are insectoid. Healthy, but perhaps an acquired taste...

What is standard procedure for

1) scanned systems, where Vilani scans seem complete.

2) scanned systems, where Vilani scans are incomplete?

3) Unscanned systems?
Cyril Zotmund
Captain, 2423 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 23 Jan 2019
at 22:45
  • msg #171

Re: The Hunt for Jaques Cartier

Fate:
In reply to Cyril Zotmund (msg # 169):

Faith can supply supplies, though most are insectoid. Healthy, but perhaps an acquired taste...

Umm yuck ... we'll save that for last ditch needs, anywhere out past Alizarin we can resupply with something more like what we are used to?

What is standard procedure for

1) scanned systems, where Vilani scans seem complete.

Verify closely, if we haven't already

2) scanned systems, where Vilani scans are incomplete?

Do a complete scan, if we haven't already

3) Unscanned systems?

Do a complete scan

Fate
GM, 2010 posts
Roll for dodge!
Wed 23 Jan 2019
at 22:54
  • msg #172

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 171):

Nova Pacifica has a great supply of seafood! Prawn-like things, bugs, shellfish, mainly. And the odd whale...

Ok, this will take us quite a few months. Since Dastavka can go 12 weeks before needing resupply, will go in 8 week posts, unless something comes up.
Cyril Zotmund
Captain, 2424 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 23 Jan 2019
at 23:46
  • msg #173

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 172):

OK, Seafood will be fine, although it too can get old. we'll try and keep a balance.
Fate
GM, 2021 posts
Roll for dodge!
Thu 31 Jan 2019
at 01:38
  • msg #174

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 169):

It is the 4th of September before Dastavka departs Alzarin for Faith, passing through 3231 and 3031 where they refuelled, before arriving on 25 September at Faith.

The protocols for contacting the hidden base work well, and the Dastavka is directed to a place in a valley where tall trees give some cover.
Cyril Zotmund
Captain, 2429 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 31 Jan 2019
at 03:46
  • msg #175

Re: The Hunt for Jaques Cartier

We check on their need for vaccines and ask for as much information as they have on surrounding systems.
Dissident Soldier
NPC, 1 post
Thu 31 Jan 2019
at 03:56
  • msg #176

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 175):

On your arrival, you are met by a Geonee with a broad smile. He informs you that the vaccination program is going well, though they can always use more, but when you ask about other systems, his smile broadens.

"Now that you mention it, I have a message for you from Commander Doyle of the Jean Bart. He has requested all available ships report to him at Nova Pacifica by the 15th of October. They are planning to ambush the Vilani Patrol that has been plaguing the region."

He looks at you intently...
This message was last edited by the player at 03:57, Thu 31 Jan 2019.
Cyril Zotmund
Captain, 2430 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 31 Jan 2019
at 20:20
  • msg #177

Re: The Hunt for Jaques Cartier

I see, so we start off fighting the empire, I suppose we should assist. I'm not a warship, but can hold my own I suppose. is there a code we need?

We divert to Nova Pacifica
Dissident Soldier
NPC, 2 posts
Thu 31 Jan 2019
at 20:30
  • msg #178

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 177):

"No, no code is required, though contact with the base on Nova Pacifica does have a certain procedure."

He runs through the procedure with you, which is quite simple. A certain signal on entry, then approaching a specific location.

You are able to resupply, if you choose, before setting out. You will arrive at Nova Pacifica on 03 Oct 2712, and should post there until you separate from the Jean Bart, unless posting something unique to Dastavka.
Cyril Zotmund
Captain, 2431 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 31 Jan 2019
at 20:35
  • msg #179

Re: The Hunt for Jaques Cartier

My thanks, we just supplied, so will not deplete your stores.

We conclude our business and make our way to Nova Pacifica, executing the appropriate approach.


[Private to GM: I presume I am the senior captain present?]
Cyril Zotmund
Captain, 2441 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Feb 2019
at 02:25
  • msg #180

Re: The Hunt for Jaques Cartier

DASTAVKA gathers the new folks aboard and assigns quarters to them.  Medical folks report to Kyamoto.

We'll go to FAITH, then 2731, 2631, 2633 then return to 2631 and thence to FAITH. We'll leave a report of what we have found, then head up to  2731, 2729, 2728, 2726, 2724, 2924 and into 3123.

Understand our supply usage is much better and we should  only have used around half our supplies up at that point.  The Only systems I am scanning are the first three at this time. We'll make brief notes on the others for later, but plan on heading out with the supply mission being our first priority. We will consider resupply along the way as opportunity presents itself and adjust our scanning plans appropriately (if we find a very hospitable system, we'll scan it as a potential base).

Funds wise, how much do we potentially have? I know neither Kat nor I have spent much, so we should have a small sum saved up, assuming Credits are accepted.

I assume the 8 crew could handle something up to a Sharshuid of line/local size freighter?
Fate
GM, 2031 posts
Roll for dodge!
Thu 7 Feb 2019
at 05:32
  • msg #181

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 180):

Funds wise, you have just enough to cover your wages. Kalishnikov was not anticipating trade with the Vilani due to the closed borders.

However, you are informed that the real reason for the colony on Faith is the illegal production of useful drugs. The following will be available, up to 3 dtons of each, free of charge to assist with the mission by the time you return. Each dTon contains approximately 3000 doses.

Kulikasu: The “physician’s friend,” this drug was discovered early in Vilani history and is presently used all over Imperial space. The drug is administered as an injection. LC 3, sale price per dTon $300 k.

Ushkiirga: This anti-bacterial agent is sometimes called the “ultimate antibiotic” by Terran physicians. It provides a +8 bonus to all HT rolls to resist infection or infectious disease. It is administered by injection. LC 3, sale price per dTon $250 k.

Sharaddun: This drug is often used by Vilani soldiers in combat, and has appeared on the Terran black market. The drug is administered as an injection, with each dose lasting (25 – HT)
minutes. LC 1, sale price per dTon $1 mill.

Urshaggim: Another “combat drug” often used by Vilani soldiers, this drug provides a +1 bonus to ST, DX, and HT for the duration of its effect. The drug is administered as an injection,
with each dose lasting (25 – HT) minutes. LC 1, sale price per dTon: $1 mill.

Of course, the LC3 drugs you could sell legally there without any serious complications. The illegal drugs...well, the higher sale price has a reason!

It would be 30th of October by the time you resupply and arrive at Faith. You are most welcome there, and they gladly show you what they have available when they learn of you mission. It takes another 4 days to survey 2731.

It takes another 65 days before you return to Faith, on the 8th of January 2173, with the following report.

System 2731 has a single star with 3 Gas Giants, around which are 4 planetary moons. The largest moon is 2000 miles in diameter, and none have either water nor atmosphere.

System 2631 has a single star with 4 Gas Giants and one planetary belt, with 7 other moons. The most habitable planet is the single planetary belt, but the planet there is a mere 1,000 miles in diameter, and lacks atmosphere or water.

System 2633 is the most interesting. It is a binary star system with 2 Gas Giants and 2 Planetary belts, all with their own moons. Whilst most lack atmosphere, the largest planet, at 8,000 miles in diameter, is a cool world totally covered by water, with raging storms and tides up to 100 m. The atmosphere is dense and very Oxygen rich, to the extent that breathing there without protection would result in Oxygen Intoxication.

Supplies: 72%, 64/88 tons, and use 2.5 t per week.
Missiles: 12 per launcher, 120 spares (4 dTons worth)
This message was last edited by the GM at 06:00, Thu 07 Feb 2019.
Cyril Zotmund
Captain, 2442 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Feb 2019
at 19:27
  • msg #182

Re: The Hunt for Jaques Cartier

WE discuss things with Faith's leaders, we'll see what food items they have that aren't insectoid (Vegetables etc) and offer them some of the seafood we brought as cargo (it was 8 tons IIRC). Anything they don't want we'll keep as supplies. We'll load the drugs, but want a clear description of what each does (Sharaddun: was not so described).
We would also like to know of any negative effects on Terrans.

Do these folks know anything about the following Systems:  2731, 2729, 2728, 2726, 2724, 2924 and into 3123. 2729 is fairly close and I'd guess they know something... but then again, they could just have come via the Vilani corridor.
Fate
GM, 2034 posts
Roll for dodge!
Thu 7 Feb 2019
at 19:36
  • msg #183

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 182):

They did all come through the Vilani systems, and have no information on the other systems. They are grateful for what information you have supplied.

A more comprehensive description of the drugs are given, but the effects specifically on Terrans are not known. I believe it was 8 dTons of supplies you took, or 96 tons. How many dTons of each? You have 2 dTons empty, and could get another 4 leaving the Missiles behind.

Kulikasu: The “physician’s friend,” this drug was discovered early in
Vilani history and is presently used all over Imperial space. The patient must
make a roll against HT-6 or fall unconscious until the drug wears off. While
under the influence of the drug, the patient loses the Slow Healing disad-
vantage and acquires Regeneration (Regular). The drug is administered as
an injection, with each dose lasting (25 – HT)/4 hours; multiple doses
extend the effect but also multiply the penalty to the HT roll to retain con-
sciousness. LC 3.

Ushkiirga: This anti-bacterial agent is sometimes called the “ultimate
antibiotic” by Terran physicians. It not only attacks bacterial infections
directly, but it also bolsters the Human immune system and improves
resistance even against viral diseases. It provides a +8 bonus to all HT rolls
to resist infection or infectious disease. It is administered by injection,
with each dose lasting (25 – HT)/4 hours; multiple doses extend the
effect. LC 3.

Sharaddun: This drug is often used by Vilani soldiers in combat, and has
appeared on the Terran black market. While under the influence of the drug,
the user acquires the Enhanced Time Sense advantage. At the end of the
drug’s period of effect, he must make a HT-4 roll or take 1d FP and 1d HP.
The drug is administered as an injection, with each dose lasting (25 – HT)
minutes; multiple doses extend the effect, but the fatigue and hit points
lost must be determined for each dose. LC 1.

Urshaggim: Another “combat drug” often used by Vilani soldiers, this drug
provides a +1 bonus to ST, DX, and HT for the duration of its effect. At the
end of the drug’s period of effect, the user must make a HT-4 roll (using his
unmodified HT) or take 1d HP. The drug is administered as an injection,
with each dose lasting (25 – HT) minutes; multiple doses extend the effect,
but the hit points lost must be determined for each dose. LC 1.
Cyril Zotmund
Captain, 2443 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Feb 2019
at 19:54
  • msg #184

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 183):

The 8D Tons were as cargo... so we'll provide to the folks on faith... how much seafood would they like? Anything they don't take we transfer to our supplies, so we should clear our cargo hold. I am assuming we separate "Cargo" and supplies storage.

The LC 3 drugs are likely the most useful, but the LC 1 drugs bring in the cash we need for a HERO. I have no clue what the used Hero might set us back, but the LC 3 drugs are likely needed, in fact we could use some on board the ship.  Assuming we can clear at least 8dTons of free cargo space out, we'll do two d Tons of each. If we clear all the Cargo area, we will add another dTon of  each of the LC 1 drugs. That would be 3 d tons of each LC 1 drug and 2 dTons of each LC 3 drug.
Fate
GM, 2035 posts
Roll for dodge!
Thu 7 Feb 2019
at 20:10
  • msg #185

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 184):

Right now you have

6 Grav Bikes (Some of them privately owned) (About 0.6 dtons)
4 dTon of Missiles (120 of them) as spares, in cargo hold, in addition to the 12 in each launcher.

9.25 dTons (96 tons) of Supplies can be carried. 12 tons of Supplies per dTon. 2.5 per week used.
   -5 dTon in hold
   -1.25 dtons crammed into living spaces
   -3 dTon in unused accommodation

Other options are

Options for cramming supplies:
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

You can leave whatever you choose, and take whatever you choose, with the only restriction being the 3 dTons of drugs available.
Cyril Zotmund
Captain, 2444 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Feb 2019
at 20:55
  • msg #186

Re: The Hunt for Jaques Cartier

OK, Will they allow us to store missiles here? thinking about 60.m or maybe we should sell /trade them to the Dissidents?

Of the 8dTons or whatever of sea food we brought as cargo (Or is that being counted in supplies?) how much can we shed?
Leaving Grav Bikes does little for weight, but they likely use a lot of space. We can leave the 3 ships Grav- bikes here, I own one, Kat owns one I think and the 3rd one?? So at least three stay aboard.

Sick Bay, Labs and the Survey Lab are potentially useful, but we put use first food in there. should be gone in 4 weeks.
Living Spaces stay as is and are the next thing used. NOTHING clogs up the turrets.

I am trying to get 10 d Tons freed up.
Fate
GM, 2036 posts
Roll for dodge!
Thu 7 Feb 2019
at 22:44
  • msg #187

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 186):

You can sell the missiles to the colony, but given they are giving you a couple of million solars worth of drugs, they would take a dim view of you asking for money for them. However, they are happy to store them here, and promise that if they are used, they will target Vilani warships! Leaving 60 missiles will free up 2 dTons.

You use about 0.2 dTons per week, and you will not be needing the Survey module for another week, so you can put 0.2 dTons in there. You can fit another 0.2 dTons in the sickbay. The the small craft can have another 2.8 dTons, but you cannot substitute replacement for the Combo Fighters because they do not have any replacements here. Still, with the clearing mentioned and the stuffing, that would give you a total of 9.25+2.8+2+0.4+0.2 = 14.65 dTons.

As mentioned, they will accept all supplies of whatever origin here, as they can move it all with the Hero anyway. So really the matter is up to you. What do you want to take? You mentioned the following:

2 dTon of Kulikasu, sale price $0.6 M (6000 doses)
2 dTon of Ushkiirga, sale price $0.5 M (6000 doses)
3 dTon of Sharaddun, sale price $3 M (9000 doses)
3 dTon of Urshaggim, sale price $3 M (9000 doses)
2 dTon of Missiles (60)
leaving
4.65 dTon of Supplies, which should last 156 days, without any reserves being left!

With an anticipated 7 days to jump into a system, and 10 days to properly map the system and chart the next system, that should allow for 8 systems to be passed through and mapped properly, avoiding charting and mapping on future runs. Not a lot in reserve, but enough?
Cyril Zotmund
Captain, 2445 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Feb 2019
at 22:51
  • msg #188

Re: The Hunt for Jaques Cartier

OK, That seems the best plan, I'd like more supplies, but if this target planet is indeed "friendly", we should be able to refill our supplies there, hopefully.  Now space wise, how many of these Fusion plants can we carry? What about engines? Obviously a Hero would be very useful to carry things... but expensive. Stealing one would seem unwise.
Fate
GM, 2037 posts
Roll for dodge!
Thu 7 Feb 2019
at 22:58
  • msg #189

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 188):

True. Though old beatup ones can sell for as little as 7 Million, new ones cost about $68 M. The Fusion plants they are after are 40 dTons and cost $120 M, with the plants for the Heros being 5.5 dTons and costing 16.5 Million, both new prices. They want 2 of each, for now. Clearly they are very expensive pieces of kit, often making up up to half the price of a ship!

But they will make the arrangements for the purchase. You are just 'subcontracted' to arrange transport.
Cyril Zotmund
Captain, 2446 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Feb 2019
at 02:41
  • msg #190

Re: The Hunt for Jaques Cartier

OK, Now I can see how it could work.  We'll be off then ... wish us luck.
Fate
GM, 2038 posts
Roll for dodge!
Mon 11 Feb 2019
at 04:41
  • msg #191

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 190):

The Dastavka loads up as follows:

2 dTon of Kulikasu, sale price $0.6 M (6000 doses)
2 dTon of Ushkiirga, sale price $0.5 M (6000 doses)
3 dTon of Sharaddun, sale price $3 M (9000 doses)
3 dTon of Urshaggim, sale price $3 M (9000 doses)
2 dTon of Missiles (60) (and 60 taken off)
leaving
4.65 dTon of Supplies, which should last 156 days.

Heading to system 2731, which has been mapped, they spend another 4 days there refueling and charting 2729, before jumping there. Arriving there on 27th Jan, you find a single star system with 3 Gas Giants and 8 moons shared around them, the most hospitable being a 6,000 mile diameter planet with a normal atmosphere, though the surface is covered by 90% water. Sensors indicate considerable biological activity on a microscopic level, which is odd, and possibly dangerous.

As you spend 10 days mapping out this system, you also manage to chart 2728, so you are ready to jump after refueling and mapping this system on the 7th of Feb 2173.

Current supplies: 3.85 dTons (19 weeks)

[Private to GM: 2 New players coming in, it seems. One as an Intelo, and the second I thin I will have captain a small scout, and allow you all to work together. Seems more interesting for folk if they have their own ship...]
This message was last edited by the GM at 04:44, Mon 11 Feb 2019.
Fate
GM, 2046 posts
Roll for dodge!
Tue 12 Feb 2019
at 08:35
  • msg #192

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 191):

System 2728 is a binary system with 2 red stars and 4 gas giants around which orbit 7 moons. The most habitable planet is 5,000 miles in diameter and highly volcanic and has a thin atmosphere with a strong Sulphur content. Only 10% of the surface is covered by water, which is highly acidic due to the sulphur content. As if that was not enough, the thin atmosphere with two suns meant that the surface suffered more radiation than most planets. Only Labrysians could live comfortably on such a place, but it is a long way from home for them!

While you map out this system, you are also able to chart the next system. System 2726 seems similar, but a single star with four gas giants and two distinct planetary belts can be seen by the time you are ready to jump.

Current Date:     24 Feb 2173
Current supplies: 3.35 dTons (~16 weeks)
Cyril Zotmund
Captain, 2448 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 12 Feb 2019
at 16:42
  • msg #193

Re: The Hunt for Jaques Cartier

OK, We dub 2729 as the Pandora system, given the wealth of unknown biological critters.
2728 is dubbed Labrysian Sauna

We are ready to move on.
Fate
GM, 2047 posts
Roll for dodge!
Tue 12 Feb 2019
at 19:00
  • msg #194

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 193):

You depart the Labrysian Sauna for system 2726, which you know to be a single star with four gas giants and two distinct planetary belts. It soon becomes apparent that one of the seven planet bodies is reasonably attractive, and though the atmosphere is very thin, it is not tainted in any way. Only 4000 miles in diameter, it is cold and most of the water has evaporated, with only 20% of the surface covered. As usually, while mapping this system, you are also able to chart 2724, another binary system with 3 gas giants and 4 moons.

Current Date:     12 Mar 2173
Current supplies: 2.85 dTons (~14 weeks)
Cyril Zotmund
Captain, 2449 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 12 Feb 2019
at 19:25
  • msg #195

Re: The Hunt for Jaques Cartier

So it becomes Chilly Willy in our logs.
Fate
GM, 2049 posts
Roll for dodge!
Tue 12 Feb 2019
at 20:07
  • msg #196

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 195):

Departing Chilly Willy for 2724, the two stars loom large in the screen as you come out of hyperspace near one of the three gas giants, it's two moons orbiting lazily around it. One of the moons, a 5,000 mile diameter planet, is completely covered by water, with monster tides due to the gravitational pull of the other moon and the gas giant. The air is unbreathable, however, with excessive carbon dioxide in the air.

As usual, you also chart the next system, 2924, whilst there. That system has a solitary star with three gas giants, all of which have at least 2 moons.

Current Date:     29 Mar 2173
Current supplies: 2.35 dTons (~11 weeks)
Cyril Zotmund
Captain, 2450 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 12 Feb 2019
at 20:39
  • msg #197

Re: The Hunt for Jaques Cartier

Call it Twins for now... what sort of temperatures? Potentially a place to insert plants, which over time, would convert some of that atmosphere to Oxygen. Water is of course important as well... the wild gravitational variances might still make it uninhabitable.
Fate
GM, 2050 posts
Roll for dodge!
Tue 12 Feb 2019
at 20:43
  • msg #198

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 197):

All the land is tidal, so any plants would have to be water plants, but temperatures are moderate. You might have to find some suitable plants though, to cope with the tides and Tsunamis that criss-cross the oceans.
Cyril Zotmund
Captain, 2451 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 12 Feb 2019
at 20:56
  • msg #199

Re: The Hunt for Jaques Cartier

We will make a note of it, the potential is there.
Fate
GM, 2051 posts
Roll for dodge!
Tue 12 Feb 2019
at 23:46
  • msg #200

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 199):

Leaving the Twins you enter hyperspace yet again. The crew do the usual maintenance, manufacturing a few spare parts as needed but raw materials are dwindling, despite raiding the Vilani hulks back on Nova Pacifica. System 2924 is dominated by a solitary star with three gas giants about which orbit 8 moons. The ring of the biggest gas giant has four moons that seem to stay equidistant, with the largest moon 7,000 miles in diameter being bigger than earth! Despite the coverage of 80% of the planet by water, the once again huge 30 yard tides roving across the surface, the high gravity (approximately 1.2Gs) results in a dense atmosphere with dangerously high oxygen levels as the surface of the land is covered by dense jungle, with lower lying trees clearly coping quite well with the regular drowning they receive. A hunting trip here could well gain some supplies.

For once, you already have a chart of the next system, Dzosuiken. But this system is complex, and mapping it properly still takes 10 days. Mapping the planet takes an additional 3 days if you choose to do so, as it requires the Survey module on the Dastavka.

Current Date:     16 Apr 2173
Current supplies: 1.85 dTons (~9 weeks)
This message was last edited by the GM at 23:47, Tue 12 Feb 2019.
Cyril Zotmund
Captain, 2452 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Feb 2019
at 02:48
  • msg #201

Re: The Hunt for Jaques Cartier

The Lure of supplies is strong and Cyril sends a select crew down to see what they can find.  We survey the planet carefully as we process fuel for the next jumps.  We call the system Eden as the planet is obviously a garden spot, but a bad choice or two could cause great problems.  An intell missile is sent around  the other planets to see what we may have missed.
Fate
GM, 2054 posts
Roll for dodge!
Wed 13 Feb 2019
at 05:25
  • msg #202

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 201):

The missile heads off to investigate the other planets, all of which seem barren and lacking in any significant atmosphere or water bodies. It does not take long to realize that the high oxygen levels are actually dangerous, and respirators are needed to reduce the oxygen level breathed by mixing it with exhaled gasses. While the Dastaka does the planetary mapping, a hunting expedition is sent down to gain supplies. There are large ape-like creatures in the trees, as well as a number of giant marine animals that resemble dinosaurs of earth, both carnivorous as well as herbivorous. The hunting team manage to kill and butcher 3 large herbivorous to obtain 10 tons of supplies on the first day. On the second day, they manage to gather just 2 tons of vegetable supplies while Kyamoto tested the previous days takings. However, the Dastavka found an odd reading in the mountains on that day, so on the third day, they went to investigate. The readings indicated an unusual concentration of minerals, that may have been even a ship at one time, but is now very much inactive.

Current Date:     19 Apr 2173
Current supplies: 1.75 dTons (~8 weeks)

At this point I will ask you to designate exactly who is in this mission on the ships boat.
Cyril Zotmund
Captain, 2453 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Feb 2019
at 17:57
  • msg #203

Re: The Hunt for Jaques Cartier

Ships Boat has a Pilot, a Medic, 4 gunners/security and some folks  (4?)to help butcher and pack food stuffs. Duke is currently the captain aboard the ships boat.
Fate
GM, 2055 posts
Roll for dodge!
Wed 13 Feb 2019
at 19:07
  • msg #204

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 203):

Ok. The security folk would be Thornhammer, Tonkin, Sigorney and Hancock, unless you say otherwise, as they are best qualified with the APC. Illiam and Armstrong would be the Pilot and Medic, with Duke overseeing the mission. It might be relevant, so could you pick the 4 folks you are sending to help butcher?
Cyril Zotmund
Captain, 2454 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Feb 2019
at 19:59
  • msg #205

Re: The Hunt for Jaques Cartier

Jennifer Armstrong  -Seurat - also Cook.
Ronny Redcoat - Security
Tom Hanks - Pilot
Eva Navis - Scout
Fate
GM, 2058 posts
Roll for dodge!
Wed 13 Feb 2019
at 20:23
  • msg #206

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 205):

OK, thanks.

The signal is coming from a very old starship! A flattened sphere, perhaps a little bigger than the Dastavka, it appears to be of an unknown design, thoroughly overgrown in the jungle. It seems deserted.
Cyril Zotmund
Captain, 2455 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Feb 2019
at 20:51
  • msg #207

Re: The Hunt for Jaques Cartier

OK, I'll have Gun Da Bin check it out closely... does it look like a Labrysian vessel?

 Duke can have a closer look and check for life ... Carefully, as we have seen many "Dead" things turn out to be not so dead.
Fate
GM, 2059 posts
Roll for dodge!
Wed 13 Feb 2019
at 21:12
  • msg #208

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 207):

No. Inspection even reveals old Vilani writing. Estimates of age are around 1,000 years, predating Labrysian space flight by maybe 1,000 years! Inspection reveals that it is not only inactive, but the Fusion plants have shut down. There is plant growth even in the interior, with cracks in the outer hull allowing ingress of growth.

Due takes his time going through it. He can see where there were smaller craft, long gone. The engines appear to have been damaged in the landing, with one of them removed in what seems like a deliberate fashion (bolts undone, no damage, engine a few meters away) but it does seem like it had twin engines identical to a Hero class. There are also four reactors, also seeming like a Hero class in design, but most other things look foreign.

Inspecting the berths showed 50 Low berths, all empty and deactivated now, and not recently.

On close inspection, the bridge security computer seems like it is intact, but without power. Duke, of course, manages to remove it and plug it into the Ships boat's power and get it working.
This message was last edited by the GM at 21:17, Wed 13 Feb 2019.
Raymond 'Duke' Vurhund
Chief Engineer, 395 posts
Chief Engineer
Wed 13 Feb 2019
at 21:16
  • msg #209

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 208):

"Sir, these were Vilani kimashargur fleeing the Imperial crackdown 1100 years ago, or thereabouts. They survived the landing, and seemed to set up a colony here, but then the reactors shut down after 300 years, and I have got nothing more recent than 800 years ago!"
Cyril Zotmund
Captain, 2456 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Feb 2019
at 21:45
  • msg #210

Re: The Hunt for Jaques Cartier

Not familiar with the Kimashagur... let me review our online data.


If you deem it safe, go ahead and reconnoiter, but be careful of wild survivors and animals that may have made it home. 1100 years is a long time, wonder if any part of it is still useable.

Raymond 'Duke' Vurhund
Chief Engineer, 396 posts
Chief Engineer
Wed 13 Feb 2019
at 22:57
  • msg #211

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 210):

"Might need to spend a day here to check everything, but yes, 1100 years is a long time. Generally, the outer hull seems to have taken the worst of it, though by the wear on the floors, it wold seem that the sickbay and workshop were well used for quite a while. But it seems to have been well ransacked now. Will see what I can find, and have security set up a perimeter."
Cyril Zotmund
Captain, 2457 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Feb 2019
at 02:16
  • msg #212

Re: The Hunt for Jaques Cartier

Be cautious, we have no idea what creatures night brings.  There is no sign of any recent human visits?


Gun Da Bin, I want a very careful search for any possible human life that might remain ... or any relics they may have left. I suspect they may have moved up high to escape the large oxygen content of the atmosphere.
This message was last edited by the player at 02:17, Thu 14 Feb 2019.
Raymond 'Duke' Vurhund
Chief Engineer, 397 posts
Chief Engineer
Thu 14 Feb 2019
at 02:23
  • msg #213

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 212):

"Nothing in the last couple of hundred years, sir, that I have found yet. No large droppings, either. Though as I said, they seemed to survive long after the crash...the computer indicates a large number of them were Suerrat too."
PO Gun Da-bin
NPC, 161 posts
SIGINT
Thu 14 Feb 2019
at 02:28
  • msg #214

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 212):

"Or at least the dense atmosphere. That makes sense, I will have a look."

It takes Gun a few hours of intense searching before he finally responds.

"Sir, we do seem to have some signs of primitive life forms on a mountain range nearby, about 100 miles from the crash site. Very little to go on, but thermal readings suggest primitive tribes of farmers. No advanced items visible though, but some caves detected that might be hiding something."
Cyril Zotmund
Captain, 2458 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Feb 2019
at 03:33
  • msg #215

Re: The Hunt for Jaques Cartier

In reply to Raymond 'Duke' Vurhund (msg # 213):

If you can pull data from the computer, it may have some value, both historically and for current navigation.
Cyril Zotmund
Captain, 2459 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Feb 2019
at 03:35
  • msg #216

Re: The Hunt for Jaques Cartier

In reply to PO Gun Da-bin (msg # 214):

Super job Gun Da Bin,  Duke did you monitor that? we may have found the remnants of the survivors.
Raymond 'Duke' Vurhund
Chief Engineer, 398 posts
Chief Engineer
Thu 14 Feb 2019
at 04:14
  • msg #217

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 215):

"Aye Sir. i will get what I can. Come back tomorrow..." he quips.

"You can take the ships boat, but I will want the APC to hang around. They have been clearing a perimeter with the Heavy Machine gun, and the hand flamers as per my instructions to clear a perimeter. I hope they don't start a bloody bushfire..." he adds, as an afterthought.

"Then again, it might be a good way of clearing the area." His voice trails off as he obviously continues work, forgetting until the last minute that his radio was on. Or leaving it on deliberately...
Cyril Zotmund
Captain, 2460 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Feb 2019
at 20:03
  • msg #218

Re: The Hunt for Jaques Cartier

Roger That, You keep the APC and two security folks; send The ships boat over to the other site. Make sure Jennifer Armstrong and the Medic go with the ships boat. They are, or were seurrat, so Jennifer will likely be more welcome. Also send a Pilot and Thornhammer. Tell me who is senior aboard the Ships Boat... and I do not want to land too close to start, once we have established friendly relations, we can do that. Medic is to treat anyone within her ability and we'll evac serious cases as need requires.
Illiam Jones
Fighter Pilot, 119 posts
Fighter Pilot
Thu 14 Feb 2019
at 20:27
  • msg #219

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 218):

" I am more senior here, sir, and pilot of the ships boat. I will land about a mile away, to be close enough o give support, but far enough to not scare them. Will relay your orders, and make sure PO Hanson, who is also Suerrat, is with them. Pretty sure none of them have changed species any time since joining the Terrans. Sigorney and Tonkin can stay with Duke. Moving out in five" The radio cuts out.

It is about 5 minutes and 20 seconds before Gun's sees them moving, and he directs them to the location he has found, landing them near the ridge of the range just above the survivors. Guns notes on the sensors most of the heat signature seem to move towards what appears to be a cave before disappearing, and he directs the foot patrol there. Illiam informs you that the foot patrol will consist of the three Seurrats, Ronny and Eva, with Illiam, Hanks and Thornhammer staying behind in the ships boat.
Cyril Zotmund
Captain, 2461 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Feb 2019
at 20:58
  • msg #220

Re: The Hunt for Jaques Cartier

Sounds Good, move if you need to; keep them in sight and covered.
PO Gun Da-bin
NPC, 162 posts
SIGINT
Thu 14 Feb 2019
at 21:27
  • msg #221

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 220):

"I have them on sensors, sir. The ships boat, being so high, is in a good position. The group is moving slowly towards the entrance I last saw the heat signatures at...wait, they seem to have stopped about 50 yards short. I am picking up some of the heat signatures near where they disappeared... I am guessing they are talking, since they all stopped moving...."
Illiam Jones
Fighter Pilot, 120 posts
Fighter Pilot
Thu 14 Feb 2019
at 21:31
  • msg #222

Re: The Hunt for Jaques Cartier

In reply to PO Gun Da-bin (msg # 221):

"They have made contact sir. Seem to be an odd form of Seurrat..."
Cyril Zotmund
Captain, 2462 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Feb 2019
at 22:32
  • msg #223

Re: The Hunt for Jaques Cartier

800 or so years alone would allow for several variations to occur to adapt to their surroundings.
Illiam Jones
Fighter Pilot, 121 posts
Fighter Pilot
Thu 14 Feb 2019
at 22:36
  • msg #224

Re: The Hunt for Jaques Cartier

In reply to Illiam Jones (msg # 222):

It is about an hour before Illiam calls back. Guns seems to think that there has not been much movement below, though a few more heat signatures have appeared, but remain some distance from your crew.

"That is true, Sir, it would seem that these are the descendants of the survivors, adapted for the difficult atmosphere here. The resemble a mix of Suerrat and Vilani, and whilst they understand much of the technology of their ancestors, they have not had the manufacturing base to support it. Their current technology level has slowly risen back to about medieval times. Naturally, fears of the Vilani, passed on from their ancestors, drives their distrust of all off-worlders. They would sooner just see us go, and expunge their existence from our databases."
Cyril Zotmund
Captain, 2463 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Feb 2019
at 23:21
  • msg #225

Re: The Hunt for Jaques Cartier

Not surprising... did their ancestors mention terra? would they care to avail themselves of what limited tech we could leave them? We would also offer to establish a trade with them if they like, and keep it only among those who defy the Vilani.
Illiam Jones
Fighter Pilot, 122 posts
Fighter Pilot
Fri 15 Feb 2019
at 00:48
  • msg #226

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 225):

"No. They never heard of Terra. We had to explain that we were barbarians. That seemed to actually calm them. They would be interested in computers and technological databases, as we'll as improved medical and manufacturing goods. In return, they can farm various herbal drugs and pharmaceuticals. But they would appreciate the Vilani never learning of their existence. What do you plan on leaving them, sir?"
PO Hancock
NPC, 10 posts
Trade Officer
Fri 15 Feb 2019
at 02:14
  • msg #227

Re: The Hunt for Jaques Cartier

It is about another hour before you hear anything back from the away team. When you do, it is PO Hancock who is talking.

"Sir, I have spoken with them for a while now, explaining who we are and trying to explain the state of the Imperium. They now number a couple of thousand, though they took quite some losses when equipment started to break down after they first arrived until they adapted.They have tried to keep the equipment going, but have simply lacked the parts and equipment to do so, so they were forced to lower the technology level to a point that could be maintained. Fortunately, they had seeds for various Vilani drugs, and ironically they medical technology is not so far behind the Vilani, but manufacturing naturally is another matter. They have been handing down from generation to generation the knowledge of how to work on the ship, and it is kind of their dream to repair their ship and get it going again. As such, they would want parts for it...
Raymond 'Duke' Vurhund
Chief Engineer, 399 posts
Chief Engineer
Fri 15 Feb 2019
at 02:20
  • msg #228

Re: The Hunt for Jaques Cartier

At this point Duke cuts into the conversation.

"Are you kidding? They would need to rebuild the entire outer hull, replace the drives, ALL of them, as well as the life support system, reactors, sensors, computers, and probably damn near everything else. I mean, it would cost a fortune! About the same as building a new ship!"
Cyril Zotmund
Captain, 2465 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Feb 2019
at 02:39
  • msg #229

Re: The Hunt for Jaques Cartier

PO Hancock, let them know that their ship is beyond rebuilding, we can start bring bits of technology to help them, and perhaps in time, we can find a ship for them, but what is their goal with the ship? It raises the chance of their being discovered and is unlikely to be large enough to carry them all at once. And where would they like to go?

We can leave a few weapons for defense against animals, and check on any power generation capability we have, our manufacturing capability is quite limited.

PO Hancock
NPC, 11 posts
Trade Officer
Fri 15 Feb 2019
at 02:43
  • msg #230

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 229):

"Ok, let me talk to them. Duke, keep your hat on. They have been here for a thousand years, they don't need it going tomorrow."
Raymond 'Duke' Vurhund
Chief Engineer, 399 posts
Chief Engineer
Fri 15 Feb 2019
at 02:44
  • msg #231

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 229):

"Uhh, quick check. At todays prices...the repair costs, in millions of solars: Hull $60, Fuel Tanks/Refiners $5, Jump Drive, $18, 2 x Hero Maneuver drives, $5.5 ea, 4 x Hero Fusion plants, $18 ea, Sensors and computers (Basic, $5, Full $57), Labs and survey, $32, Life support and accommodation $2.5, G-Carrier $1, Ships boat $17. Where the hell would they get that sort of money? They do understand money, right?"
This message was last updated by the GM at 02:44, Fri 15 Feb 2019.
PO Hancock
NPC, 12 posts
Trade Officer
Fri 15 Feb 2019
at 03:02
  • msg #232

Re: The Hunt for Jaques Cartier

There is some time before the next response.

"They want to get the ship going both to trade, and to seek out better worlds further from the Vilani. Naturally, they want to get their own ship going, both for the independence it offers and also for the symbolism: The Empire apparently banned all of these ships as they were designed for exploration and colonization, and as such they came to symbolize the kimashargur movement.

They have been doing some mining, and have been able to gather some trade goods should such an opportunity arise.
"

[00C: See the 'The World you Know' Thread for details. You can either purchase them from the planet and on sell them, using Speculative trade rules, or transport them and sell them for them, charging freight rates of $1000 per dTon (which they think they freight is worth) or as agreed...]
This message was last edited by the GM at 03:05, Fri 15 Feb 2019.
Cyril Zotmund
Captain, 2466 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Feb 2019
at 03:30
  • msg #233

Re: The Hunt for Jaques Cartier

OK, PO Hancock, explain that it is not economically repairable... and out of date; BUT if they want to pour the huge sums of money into it, it can be done. Vastly less expensive vessels can be had far quicker to establish trade and generate money. Then if they want to rebuild the wreck, it's their business.  We will buy some supplies from them and purchase some items to trade.

I assume the gems are the most desirable trade items... minerals the next best ... Space & weight are quite limiting right now.







Production /Mth is ?
What amount do they want for the gems? Is $10 Million the going rate, or what they would ask of us?
Fate
GM, 2064 posts
Roll for dodge!
Fri 15 Feb 2019
at 12:06
  • msg #234

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 233):

Those prices are the going rates, but you do not have 10 mill right now. Rates are modified by a merchant roll. But the element of symbolism to the dissidents is also part of the reason they want to rebuild it. You would have about 300,000 now  for wages to be paid soon
Cyril Zotmund
Captain, 2467 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Feb 2019
at 18:04
  • msg #235

Re: The Hunt for Jaques Cartier

Not going into wages monies... very bad business

I haven't spent much of anything in many months ... probably years, neither has Kat... we may make a personal purchase for sale in Dishikinabu (Dzosuiken) when we get there.
Does the ship have any Contingency funds? Might put Natalie to work.
Fate
GM, 2065 posts
Roll for dodge!
Fri 15 Feb 2019
at 20:43
  • msg #236

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 235):

Since neither you nor Kat have spent points on wealth, O would have to say you both spent most of your income on parties and personal hobbies during down time ashore, with the exception of this last trip. Assume you have about 3 moths wages each (I believe wages ate on your character sheet). For Contingency funds, you would have $1 mill, but it is strictly for repairs and any other uses will have to be justified to Kalashnikov, personally!
Cyril Zotmund
Captain, 2468 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 16 Feb 2019
at 03:23
  • msg #237

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 236):

I seriously doubt we either had the time or the ability to use up the cash like that ... I can't find the original pay scales, but IIRC , ships captain went up to something like $37-40k a month. We have gamed about 2 + years ... we should have some sizable reserves of cash.
I currently have 7 points saved up, but need 10 to buy up... haven't seen much in the way of CPs of late...
Cyril also has some independent wealth  (Independent Income 5) on his Char Sheet. Not trying to do a Donny Trump here, but we certainly should be building up significant cash reserves... there just isn't much to buy out here in the wilderness.
I believe early On Cyril stated that he was saving up to buy a small ship for his retired years.

Besides, Kat is brewing her own ;-)

I admit to buying decent quality booze, but have not been a heavy drinker at any time in this game.
Fate
GM, 2066 posts
Roll for dodge!
Sat 16 Feb 2019
at 06:46
  • msg #238

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 237):

There is a bit of a conflict here with the system and reality. The book says that you should not have significantly more cash than your wealth permits, and actually instructs GM's to find ways to remove excess, citing expenditure during down time as a primary fund sink. Of course, in your situation, there would be little to spend it on, but taxes and other sundry expenses, which we gloss over for the sake of the game, would, as in real life, absorb a lot of funds. Your wage, I believe, was about 23 k per month, before taxes, of course.

As such, giving you about $150 k to spend seems fairly reasonably. After all, you would have wear and tear, dinner dates, etc. I am just trying not to get bogged down in details.
Cyril Zotmund
Captain, 2469 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Feb 2019
at 03:32
  • msg #239

Re: The Hunt for Jaques Cartier

OK, That seems fair... I did have some cash in the safe... something like $190k to start... can we say that we have a Total of $250 K to use as we see fit for investment purposes. ... we'll write the rest off as expenses and such... we'll leave $100K in the safe and invest the rest.

Or we can just use the cash in the safe for future hopes and plans... Probably want something smaller than DASTAVKA , but with good equipment and sensors. Long term Goal. Shouldn't require much more than a 150-200 million credits ;-)
Fate
GM, 2067 posts
Roll for dodge!
Sun 17 Feb 2019
at 07:20
  • msg #240

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 239):

That sound very reasonable. If you want to own your own starship one day, then you should start working towards wealth (millionaire 1 or 2). This will represent savings, investments, etc, building up to such a point. Basically, if you put points into it, I will work out a way to make it happen. it is the players way of saying 'this is important for my concept of player development'. If you don't, then I just assume you have some cash, and the rest seems to disappear (as real life cash has a terrible habit of doing in my experience if saving it is not a priority!). $250 k sounds fair then, between the two of you.

[Private to Cyril Zotmund: But you are right about CP as well, but since we have 2 new players, and Duke/Doyle were not really active for it, I did not want to hand out cp to everyone for that. But you should take 5 cp for involvement so far in developing contacts with the dissidents. Doyle actually started that well on his own, then kind of disappeared...]
This message was last edited by the GM at 08:52, Sun 17 Feb 2019.
Cyril Zotmund
Captain, 2470 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Feb 2019
at 19:02
  • msg #241

Re: The Hunt for Jaques Cartier

OK, will carry on, trying to purchase some things to trade at our destination.



[Private to GM: OK, That give me 12 Points, lets put 10 in wealth to meet that goals needs.  Put the other 2 into tactics.]
Fate
GM, 2068 posts
Roll for dodge!
Sun 17 Feb 2019
at 20:20
  • msg #242

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 241):

Ok, the items you can purchase are in the link link to a message in this game

Wealth will now accumulate to reach about $250 k generally, or about double that for short periods!

What items are you looking to purchase? I think you have about 2-3 dTons of space, if you fill up everywhere like when you left, and $250 k now.
Cyril Zotmund
Captain, 2471 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Feb 2019
at 22:49
  • msg #243

Re: The Hunt for Jaques Cartier

OK, we we aren't rolling in $$$, what sort of price differential are they offering... for instance, the jewels...  going rate is $10 Mill/dTon, what do they want?

I am thinking $100k for jewels , the same for rare minerals and $50k for pharmaceuticals. I am assuming that these are drugs in some current demand? not passƩ stuff.

Also, the Production/Mth is ? Production per month?
Fate
GM, 2070 posts
Roll for dodge!
Sun 17 Feb 2019
at 23:27
  • msg #244

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 243):

Production per month is how fast they can produce items, so you had the right idea!

I have posted the basics of the Speculative trade system. This world is classed as Agricultural, Non-industrial (Ag, Ni),

Trade Good available           Price, $ million/dTon     tons/dTon    Tons available Price Modifiers  Ideal Target Planet type
Gemstones                      $10                       0.5          2              -2               In
Wood/Wood Products             $0.002                    5            100            -4               Ex, In
Fruits/Nuts/Vegetables         $0.0024                   5            50             -2               In, Ex, Na
Special Minerals               $0.75                     8            50             0                In
Pharmaceuticals                $0.12                     6            30             -4               In
Meat/Fish                      $0.02                     8            50             -2               In, Ex, Na
Textiles/Treated Skins         $0.03                     4            10             -3               In

In = Industrial          Ag = Agricultural
Ex = Extreme             Ni = Non-Industrial
Na = Non Agricultural


Note that prices are in Millions of dollars per dTon. Loads less that 0.1 dTon are not worth doing the maths for!

Given that these are completely out of contact with anyone, they have no idea of demand for Pharmaceuticals...just pot luck (ie rolling the dice on each planet!)

Sorry, should have given all this before, but had a busy weekend.
Cyril Zotmund
Captain, 2472 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Feb 2019
at 02:06
  • msg #245

Re: The Hunt for Jaques Cartier

OK, rolled
19:03, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 4,1,5.  Merchant . so made it by 3...

And i presume this is a poor planet...
Fate
GM, 2071 posts
Roll for dodge!
Mon 18 Feb 2019
at 02:19
  • msg #246

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 245):

Yes, a poor planet.

You won the contest of skill by 2, so Base price is reduced by 10%. Next we roll on the Price table...

Rolled 13 -2 (poor) = 11, -any modifiers for item. What are you purchasing?

Edit: Based on above, you cant afford even 0.1 dTon of Gemstones. You could get 0.2 dTon of Special Minerals (Base price $150 k, 0 modifier) and 0.8 dTon of Pharmaceuticals (Base price $96 k, -4 modifier).

Based on the rolls above, the prices would be
Special Minerals $150 -10% = $135k, Roll of 11 on Price table = 100%, $135 k
Pharmaceuticals $96 -10% = $86.4 k, Roll of 11-4=7 on price table = 70%, $60.48 k

Based on a starting cash of $250, you could afford another 0.7 dTons of Pharmaceuticals if you wanted.
This message was last edited by the GM at 02:46, Mon 18 Feb 2019.
Cyril Zotmund
Captain, 2473 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Feb 2019
at 03:07
  • msg #247

Re: The Hunt for Jaques Cartier

No, Lets see how this works out...
Do we have anyone wishing to travel on with us? Can we learn anything from their computers? Like what may be at the next systems?
Fate
GM, 2072 posts
Roll for dodge!
Mon 18 Feb 2019
at 03:25
  • msg #248

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 247):

Their computers are 1100 years old, and show the next systems as uninhabited!

However, the slightly more modern charts you got from the dissidents on Nova Pacifica (Perhaps a year old at most!) indicate that the next system is actually inhabited by Vegans! Probably why the dissidents directed you to this system. There are no real industrial systems nearby, but the information in the charts presented in the link below can be found. (Note that under the settings, the Milleu can be set to Interstellar wars period, and should for an accuracy if the link does not do it automatically). Sukin and Nushmi are both rich: the former also has a Naval Base, the latter is being blockaded due to 'political differences', though dissidents implied they were much more supportive of a stricter Vilani culture that the Kimashargur worlds that dominate the region.

All worlds marked with Allegiance to Ziru Sirka in the following maps would be in your databases.

https://travellermap.com/?opti...015625&milieu=IW

https://travellermap.com/?opti...015625&milieu=IW

Reputedly, scouts had attacked Shululsish with a biological weapon in 2148, in response the the use of nuclear weapons against civilian cities on Terra. The planet lost about 90% of it's population, several billion, but the attack did help end the Third interstellar war by putting pressure on saarpuhii Erasharshi, which ultimately resulted in him being removed by political rivals and also saw the Imperial rulers agree not to use weapons of mass destruction against civilian targets. Again...

Edit: But passengers, now there is an interesting idea. 5 would be willing to travel. Assuming you made the basic purchases above of 1 dTon worth $195,480, they would be willing to pay $10,000 each (total of $50,000) to tae them to a Kimashargur system. That would be at least 2 jumps. They would be happy with even basic accommodation and food provided. Obviously, they would rely on you purchasing something off them to have the funds, and they would want at least $150,000 for the trip. To get supplies, of course.
This message was last edited by the GM at 06:58, Mon 18 Feb 2019.
Cyril Zotmund
Captain, 2475 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Feb 2019
at 18:05
  • msg #249

Re: The Hunt for Jaques Cartier

OK, Finally found the price list... so modifying this post.

OK, So we purchase $195,400 worth of goods... You then give us $50k back for transportation to Kamuukshar or Dirramu?
The $150,000 for trade is on you ... bring something valuable. I cannot subsidize your supplies as well, but will otherwise agree to your terms. Do you want me wait and  to return you to this planet with your purchases, that will need to include reasonable freight costs for the return and fees for standing by. I will have our crew assist in getting a fair price for what you wish to sell.
We would also like to purchase some supplies for the ship, which should add a little more to your coffers.

BTW, what do you call this system & world? We would annotate it on our logs ... or do you prefer we give it a name and not mention our contact?
If we do that, we will need a simple code to identify ourselves.

This message was last edited by the player at 18:11, Mon 18 Feb 2019.
Fate
GM, 2075 posts
Roll for dodge!
Mon 18 Feb 2019
at 19:26
  • msg #250

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 249):

"Yes, we will pay $50,000 for transport to Kamuukshar. If you have 1 dTon of space, we would also like to transport some Gemstones, in addition to the 0.5 dTon of supplies we would like to bring if we need to bring our own, if that would be possible. We are not sure if we need transport back: we would like to see if an old vessel can be purchased. If you could allow us one day once we arrive there to try to find an old vessel, we can tell you if we would like a ride back or not, and  discuss payments then if we need your services.

We call this planet Leikung, after the ship that brought us here. After such a time, I doubt the Ziru Sirka have any memory of us, so it should be safe to use that name. Perhaps the other Kimashargur will recognize it...
"

[Private to Cyril Zotmund: You do have the space...just!]
Cyril Zotmund
Captain, 2476 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Feb 2019
at 20:09
  • msg #251

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 250):

We will provide for food on the trip... you won't need supplies for that.  A one way trip should only cost $25,000 credits, but back again would also cost that much, which is why I asked if it was a two way trip.  We will have space for your 1d Ton of trade material. We also have some other dissidents aboard seeking to buy a ship as well, perhaps by working together, you can achieve a better price for the two of them.
Locals
Tue 19 Feb 2019
at 01:03
  • msg #252

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 251):

"That would be appreciated. We were not sure if we would need a rude back, but with no other vessels coming this way, we wanted to make sure that our offer was acceptable to you."

They proceed to load your purchases and their goods onto your vessel, loading 0.5 of a dTon of supplies in gratitude.

You load up, and with the next system already charted in your computer, you can jump to Dzosuiken without problem.

Do you jump to the star, adding an extra day but possibly avoiding the patrols (In which case I will get you to roll for Kat's stealth, target 13), or jump to the planet and use Fast-Talk or Diplomacy to give yourself a right to be here (in which case I will need the appropriate influence roll and your excuse!).

Personal Cash: $50,520
Ships' Cash: $300,000+ $25,000 for the trip

Current Date:     02 May 2173
Current supplies: 0.65 dTons (~4 weeks)

2 dTon of Kulikasu, sale price $0.6 M (6000 doses)
2 dTon of Ushkiirga, sale price $0.5 M (6000 doses)
3 dTon of Sharaddun, sale price $3 M (9000 doses)
3 dTon of Urshaggim, sale price $3 M (9000 doses)
2 dTon of Missiles (60)

0.2 dTon Special Minerals
0.8 dTon of Pharmaceuticals
1 dTon of Cargo (Gemstones)

Total Space, 14.85 dTons, as per link to a message in this game

[OOC: Hmmm, my maths was a bit off before it seems, giving you an extra 2 dTons. Think I forgot about the missiles. My bad, will assume you found even more creative ways of getting that extra 2 dTon of space on the way here!]
Cyril Zotmund
Captain, 2477 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Feb 2019
at 02:19
  • msg #253

Re: The Hunt for Jaques Cartier

We'll jump to the star and avoid any patrols we can...  too many things to raise questions.
Vilani Patrol
NPC, 18 posts
Tue 19 Feb 2019
at 02:35
  • msg #254

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 253):

You come out of hyperspace approaching the star. It is always unnerving to see a massive ball of gas seemingly so close, but Kat easily manages to manages to move in just a little closer, coming out of the star directly towards the planet.

There are four Gashidda class patrol vessels in orbit of the planet, moving lazily waiting for vessels coming out of hyperspace on the regular Vilani routes. There is some hesitation, as if it takes them some time to notice you. Once they do, the confusion seems to continue, as they remain on post.

"Ah, unknown vessel, are you Terran? Where did you come from?"
Cyril Zotmund
Captain, 2478 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Feb 2019
at 02:45
  • msg #255

Re: The Hunt for Jaques Cartier

In High Vilani -We are Kalishnakov to stop here and trade.  We are told this is a fine & safe trading location by vilani traders we met.


Hopefully both confusing and intimidating to use High Vilani.


19:42, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 1,5,5.  Diplomacy. Skill is 12
Vilani Patrol
NPC, 19 posts
Tue 19 Feb 2019
at 02:58
  • msg #256

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 255):

They switch from Low Vilani to High Vilani. Their tone is confused but respectful.

"You are what? Told to...never mind, barbarian. Proceed to the spaceport for inspection"
This message was last edited by the player at 10:33, Tue 19 Feb 2019.
Cyril Zotmund
Captain, 2479 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Feb 2019
at 03:14
  • msg #257

Re: The Hunt for Jaques Cartier

We proceed to the spaceport... Natalie is our front person, I'll back her up.


Background question... do Bribes work? if so, how big? Do our dissidents have any suggestions?
Fate
GM, 2077 posts
Roll for dodge!
Tue 19 Feb 2019
at 04:34
  • msg #258

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 257):

Please note the new post on the subject, which I have put into references since it is likely to be an ongoing question.

link to a message in this game

Now in relation to the dissidents, as I remember you only have 10 crew from the Jean Bart and a couple of advisors that fled the Clameer system with survivors of the Jaques Cartier. The latter suggest that since this is a Vegan planet, offering to source hard-to-get items, such as drugs that are useful for health, or re-programmable Terran computers, might just be very good way of enlisting the assistance of local customs officials.

Looking at the database, they note that though this is not listed as a Kimashargur world, the fact that it is populated by Vegans, who spread at about the time of the Kimashargur crackdown, suggest that these particular Vegans were probably very much Kimashargur in philosophy, and hence are no lovers of the Ziru Sirka.

They suggest looking for a more remote starport to 'accidentally' land at. After all, what do 'barbarians' know about such things?
This message was last edited by the GM at 05:09, Tue 19 Feb 2019.
Cyril Zotmund
Captain, 2480 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Feb 2019
at 17:44
  • msg #259

Re: The Hunt for Jaques Cartier

Sounds Good... Guns direct Kat to a remote star port.  WE will use a small computer and as about sales of the pharmaceuticals to hopefully get any officials working with us.  The Dissidents will want to find a ship, and some reactors for sale.
PO Gun Da-bin
NPC, 163 posts
SIGINT
Tue 19 Feb 2019
at 19:21
  • msg #260

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 259):

"Aye sir."

He spends a few minutes scanning, before responding.

"Sir, I have found a more remote starport, and there is a Lightning class ship there! Unarmed, by the look of it...Kat, there are the co-ordinates.

There appear to be turrets around that starport, though. It might be interred there.
"
Cyril Zotmund
Captain, 2481 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Feb 2019
at 00:13
  • msg #261

Re: The Hunt for Jaques Cartier

That doesn't sound like a good place... let's find another
PO Gun Da-bin
NPC, 164 posts
SIGINT
Wed 20 Feb 2019
at 00:50
  • msg #262

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 261):

"Right...."

There is a considerable pause as you transfer around nearly half the planet.

"Here seems to be a spot. Looks like a graveyard for old ships. Bit of a dustbowl, really, but then, the whole planet seems to be. Probably why Vegans like it, but we better wear filters for breathing."
Cyril Zotmund
Captain, 2482 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Feb 2019
at 02:30
  • msg #263

Re: The Hunt for Jaques Cartier

Roger that ... any signs of people around?

PO Gun Da-bin
NPC, 165 posts
SIGINT
Wed 20 Feb 2019
at 02:39
  • msg #264

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 263):

"Hard to say with the dust, but not a lot, that much is clear."
Cyril Zotmund
Captain, 2483 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Feb 2019
at 17:47
  • msg #265

Re: The Hunt for Jaques Cartier

OK, Let's try it...
Fate
GM, 2079 posts
Roll for dodge!
Wed 20 Feb 2019
at 18:57
  • msg #266

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 265):

Guns direct Kat, and she puts in down between a couple of old Hero class vessels. Outside, it looks like a ship graveyard...

Almost immediately, Guns reports an incoming ships boat, which signals you.

"Standby for customs inspection."
Cyril Zotmund
Captain, 2484 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Feb 2019
at 19:26
  • msg #267

Re: The Hunt for Jaques Cartier

Standing by ...  I thought you had a class A star port?
Customs
Wed 20 Feb 2019
at 19:32
  • msg #268

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 267):

"We do. Apparently you were not directed to it, or did you disregard those directions?"

The ships boat approaches, and three vegans begin to descend the exit ramp.
Cyril Zotmund
Captain, 2485 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Feb 2019
at 20:23
  • msg #269

Re: The Hunt for Jaques Cartier

I was just told to land and be inspected... which I have done.



OK, as Vegans, they are not likely stout Vilani sorts?  ... have some pharmaceuticals examples out  (say packages of about 25 of each type) and a small Terran computer carefully wiped and restored to like new.
Fate
GM, 2080 posts
Roll for dodge!
Wed 20 Feb 2019
at 21:37
  • msg #270

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 269):

The three approach the entrance of the Dastavka, which Guns opens.

Security meet them at the entrance, including Mnwa Phwi and Hancock.

[OOC: Vegans do not like the Imperial rule at all, and were only brought to heel in the consolidation wars by the generous use of nuclear weapons, an experience they are not keen to re-experience.

Since you did not mention taking a shipment of computers from Chrysolite, where do you get the personal computer? The crew are reluctant to give up theirs...

Also, do you include the illegal drugs in those offered?]

Cyril Zotmund
Captain, 2486 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Feb 2019
at 21:48
  • msg #271

Re: The Hunt for Jaques Cartier

I happen to have two personal computers ... we will move the Translation program to my Complexity 5 box and clean the Complexity 4 box for them to use... to assist in the inspection of course.
Only showing legit drugs to start ...
Fate
GM, 2081 posts
Roll for dodge!
Wed 20 Feb 2019
at 22:31
  • msg #272

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 271):

Mnwi talks with them, and they understand pretty much immediately that you are Terran. As the patrol had called in a new species of barbarians, an entire new contact team was preparing to depart, and they are now cancelled.

Mnwi is informed, in surprising polite terms, that the Ziru Sirka is now at war with Terra, following repeated border incursions. His tone, however, is almost congratulatory! When Natalie came to offer 'samples' of what you were carrying, however, their tone mellowed somewhat. It was pointed out that 25 did not divide into three that well, and there was only one computer...
Cyril Zotmund
Captain, 2487 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Feb 2019
at 02:23
  • msg #273

Re: The Hunt for Jaques Cartier

We can certainly provide 10 apiece... but this is the only computer we have that I can offer, I cannot steal someone else's computer. This one was mine. We do not wish to cause any issues. We came to trade, not fight.  I have passengers aboard who seek to do business here as well...  I will let them speak for themselves however.
Leikung Colonist
NPC, 1 post
Not Suerrat or Vilani
Thu 21 Feb 2019
at 04:31
  • msg #274

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 273):

"Whilst we have not had contact with the Vilani for over a thousand years, we also do not seek it. You, however, are clearly not Vilani, and we do seek to trade with you, as discreetly as possible, it that is OK. Ironically, we seek an old ship, and it was I who asked the captain to land here where it seems we might be able to find one we can afford."
Inspectors
Thu 21 Feb 2019
at 04:48
  • msg #275

Re: The Hunt for Jaques Cartier

In reply to Leikung Colonist (msg # 274):

The Inspectors accept the offer of 10 Kalikasu and 10 Ushkiirga apeice, and the leader accepts your computer with interest, looking over it when the Leikung colonists arrive. They are a bit taken aback by the appearance of the newcomers.

"Uh, of course. In that case, welcome. The ships here are not spaceworthy, though you might be able to salvage enough parts to get one working, with perhaps a few Solars spent on some crucial items. Do you have any trade items?"
This message was last updated by the GM at 04:48, Thu 21 Feb 2019.
Leikung Colonist
NPC, 2 posts
Not Suerrat or Vilani
Thu 21 Feb 2019
at 04:48
  • msg #276

Re: The Hunt for Jaques Cartier

In reply to Fate (msg # 275):

"We do. But they are limited."

He shows them a small sample of the gemstones he has. The Inspectors are offered one each, in exchange for sending some ship dealers to the ship.
Inspectors
Thu 21 Feb 2019
at 04:48
  • msg #277

Re: The Hunt for Jaques Cartier

In reply to Leikung Colonist (msg # 276):

Turning back to Cyril, they speak.

"Once your passengers have a working ship, you really should move to the 'impound yard'. It is not as bad as it seems; rather, it is all for show when the Vilani inspectors from Dingir show up, which they do periodically. We do not stop any Terrans from leaving, but we must insist that, since we are now at war, if you do leave you do not fly through Vilani space. Vilani warships have been instructed to destroy or capture any Terrans vessels they encounter. However, we Vegans find you the best source of trade, since the Vilani do not seem to value our Solars and recently Terran vaccines and cures save many of our people.

You may have noticed you have some friends there. They are kind of stuck here since they do not have anywhere else to go. I am sure they would appreciate a chat.
"
Cyril Zotmund
Captain, 2488 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Feb 2019
at 16:49
  • msg #278

Re: The Hunt for Jaques Cartier

The Impound Yard was the spaceport with all the turrets around It? We do not seek combat in any way... the Gashidda's around your planet are Vilani Crewed or Vegan? Don't want to hurt friends.  I believe you also make fusion reactors here and fine engines... We would like to acquire some of these if possible... and they could be transported in an old Hero, so there is no question of Terran acquisitions of protected materials. We should like to hold here for a short while so our passengers have support in their efforts. I believe we also have some vaccines aboard should they be of use.  Also some other Pharmaceuticals that you may not want here; we are told they have value elsewhere..


When we have the green light, I'll have Duke and any help he chooses go out and see what they can make space ready ... depending on Prices and Dissident arrangements, we will try to resurrect two of these ships, one for Leikung and one for the dissidents we brought. We'll also look about for another refurbishable Small ship for running small quantities of valuable things.
Inspectors
Thu 21 Feb 2019
at 18:00
  • msg #279

Re: The Hunt for Jaques Cartier

In reply to Cyril Zotmund (msg # 278):

They confirm that the impound yard is the spaceport with the turrets around it. They try to explain that they want you there as soon as possible not to impound you, but to make it look like they have impounded you. They would actually be more comfortable if you could provide a way that is not through Imperial space for the Lightning there to leave. The Gashiddas around the planet are crewed by dissidents, some Vegan, some Geonee, some Suerrat. They do not produce reactors here, but they do have sales agents, based at all active shipyards. The reactors are not controlled items, as they have many civilian uses. Similarly, you can access the market to sell all sorts of good in the active shipyards. Asking you not to stay too long in the graveyard, they leave politely.

With regards to your passengers, Duke is able to assist the Leikung colonists in finding a serviceable vessel. They estimate that one one the Heros can be made spaceworthy, if barely, with a months work and 8 million credits.

[Private to GM: From message #89, 90 of The First trip of Jean Bart thread, the prize crew you have aboard are not dissidents, but from the Jean Bart. The only dissidents you have aboard is Goran, from Clameer, who has stayed on to assist with dealings with dissidents from Chrysolyte, and those from Leikung.]
Cyril Zotmund
Captain, 2489 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Feb 2019
at 18:24
  • msg #280

Re: The Hunt for Jaques Cartier

OK, I'll embark Duke and any other crew members... we'll go quietly to the impound yard.  Then Duke can use the ships Boat to go back to the wreck yard as needed.

What about the other dissidents? didn't they also want a Hero or the like?

Any other sorts of ships available at prices we might be able to  consider?


Who is on the Lightning and what/where do they seek to go?
Fate
GM, 2083 posts
Roll for dodge!
Thu 21 Feb 2019
at 19:31
  • msg #281

Working with Dissidents

In reply to Cyril Zotmund (msg # 280):

The impound yard is hardl what one might call secure. Apart from the four turrets, which do not appear functional on close inspection, the fence around has many impromptu entrances, with both locals and Terrans passing at will. The crew of the Lightning come to your ship as soon as you land, clearly glad to see other Terrans. They as just free traders, caught out by the war who chose to stay here rather than risk being captured or blown up, and they are very interested in the route you took to get here, and of course any potential trades. You also have various other dealers coming, and the Leikung residents generate a lot of interest with their gemstones.

As well as the Lightning, there are several Heros parked at the yard, and an Iken. None are for sale cheaply though.

It turns out that the impound yard is actually the site of 'The Market' on this planet, and it is not long before you have plenty of potential customers coming to see what goods you have for sale.

There is no trouble for Duke and the rest of the Engineering department, apart from the Checkov sisters who will perform some routine maintenance on Dastavka, from returning.

The occupants on Nova Pacifica did want a trader, but lacked the personnel to man it.

[Private to GM: Price for Gemstones here rolled 120%, or 12 million! Equal merchant...]
This message was last edited by the GM at 19:34, Thu 21 Feb 2019.
Cyril Zotmund
Captain, 2490 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Feb 2019
at 19:47
  • msg #282

Working with Dissidents

OK, so only the one ... We can steer the Lightening out as well. What sort of merchandise does he have?
Lightning Class Trader
NPC, 11 posts
Thu 21 Feb 2019
at 20:07
  • msg #283

Working with Dissidents

In reply to Cyril Zotmund (msg # 282):

"We have sold everything. If you have cargo, we can transport it for the bargain price of $600 per parsec per dTon if you can provide your charts. Do you have goods that need to go somewhere?"

Are you looking for other buyers for your goods?
This message was last edited by the player at 20:08, Thu 21 Feb 2019.
Petty Officer Svebodne
NPC, 65 posts
Trading Officer
Thu 21 Feb 2019
at 20:40
  • msg #284

Working with Dissidents

In reply to Lightning Class Trader (msg # 283):

Natalie gets to work looking for buyers of the various goods you have aboard, and is surprisingly able to find buyers for all. After much discussion (it takes about 5 days) she has the opportunity to sell the following items:

$590 k for ~2 dTon of Kulikasu (5970 doses)
$445 k for ~2 dTon of Ushkiirga (5970 doses)
$3.3 M for 3 dTon of Sharaddun( 9000 doses)
$3.3 M for 3 dTon of Urshaggim (9000 doses)
$150 k for 0.2 dTon Special Minerals
$96 k for 0.8 dTon of Pharmaceuticals

Your friends from Liekung did very well with their gemstones, selling them for $12 million. They are entering into negotiations for the available ship, but they realized they will need Dukes expertise in getting it running...
Cyril Zotmund
Captain, 2491 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Feb 2019
at 21:15
  • msg #285

Working with Dissidents

So Kat and I made 246k on a 196k investment?

The ship made 7.635 Mill on it's cargo which was to be used to buy reactors and such?
Can we accomplish this too?

I can't stay too long and Duke goes with me... but for the 5 or 6 days we are here, he is available.

The Lightening will need to stand by... what are they willing to grant for our getting them out of this pickle?
$600 a dTon is a good price, but we aren't sure what we will need hauled, if anything. That said, we will show you a location where you may well do well in trade.

Fate
GM, 2084 posts
Roll for dodge!
Thu 21 Feb 2019
at 21:23
  • msg #286

Working with Dissidents

In reply to Cyril Zotmund (msg # 285):

The 7.63.. million is payment for moving the reactors, which have already been paid for. You need to transport 2 x 40 dTon reactors and 2 x 5.5 dTon reactors.

There may be other vessels available with some searching, but it may take time.

The Lightning would transport the reactors for $764,400, $127,400 less than the going rate for line freight and  $382,200 less than the going rate for this run normally! They have a hold capacity of 160 dTon.
This message was last edited by the GM at 22:45, Thu 21 Feb 2019.
Cyril Zotmund
Captain, 2492 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Feb 2019
at 22:54
  • msg #287

Working with Dissidents

In reply to Fate (msg # 286):
OK... so we will need the Lightening... how convenient ;-)

Each hex is a Parsec? So something like $600,600?
  [91 x 600] x 11 hexes/parsecs

That leaves them quite a bit of cash ... might indeed be able to buy a ship ... maybe an Iken set up for a very small merchant...
Hmmm...so  I see two different Hero's! One up armed obviously.
How about a seized Pirate vessel?  Could such a thing be found?
We could probably scrape up a crew out of  Dastavkas crew... assuming these only need 5 or 6 crew to operate.

IMPERIAL CIVILIAN VESSELS

Hero Freighter, 68 M Solars, 200 dTons
These are the tiny freighters that handle all the Vilani's odd jobs. Many can be bought second hand for reduced prices.
(1.5G/Move:370, dDR:10, dHP:30, dTons of Cargo Space: 87.5), Weapons:2x hardpoints

Common Imperial Dissident/Pirate Vessels

Hero Freighter, 68 M Solars, 200 dTons
These are the tiny freighters that handle all the Vilani's odd jobs. Many can be bought second hand for reduced prices.
(4.02G/Move:370, dDR:43, dHP:30, dTons of Cargo Space: 47.5), Weapons:3 Pulse, 4x Missiles, 2x Sandcaster
Fate
GM, 2085 posts
Roll for dodge!
Thu 21 Feb 2019
at 23:28
  • msg #288

Working with Dissidents

In reply to Cyril Zotmund (msg # 287):

Lol, those two are pretty much one and the same, only with different operators, and one up-armed, as you pointed out. However, the price for arming it is not zero, so the price for the second one is not so correct.

After going through the graveyard, Duke can finds another option.

Iken Cargo Courier: 7.5 M, 100 dTon Needle/Wedge
(2.74G/Move:1107, dDR:10, dHP: 30, dTons of Cargo Space: 51.5, SM:+8)
Crew:6, Life support and bunkage for 12

It has a smaller Hero reactor (Yes, the Hero has a smaller reactor than the courier half it's size!) and the engine from an assault craft (so seriously downsized, but available everywhere!). It's turrets have been stripped, but could have weapons installed at a later date. It has had all the armour taken off to run with such a small engine. There is room for an air raft, though no raft is currently there.

Duke reckons that it might take 5 weeks to get it up and running, including ordering in a brand new Maneuver drive for $3 Mill, a new fuel processor for $200 k and $4 Mill for new sensors. The fusion reactor he can manage to cobble together from all the parts here, though it may not be the most reliable. With such an unreliable reactor and no Workshop, it might be advisable to have the vessel accompanied! At least the Leikung operators will not be operating their vessel outside systems with support...though they are buying a lot of spares all the same!

His biggest problem is the ships computer. Though cheap, Terran computers are in very short supply here. Duke can, with your permission, take one targeting computer that is not being used, but that is about your only option. A jump 2 program is complexity 6 (G:ISW, P164).
Cyril Zotmund
Captain, 2493 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 22 Feb 2019
at 00:33
  • msg #289

Working with Dissidents

OK, That ship sounds very much like what our dissident friends could use...  5 weeks is a long time.  How much is a new reactor... or at least a reliable one?
Can we beat it down a little bit? with other expenses, $7.5 mil is out of reach...  Unless that is the new price, which I doubt. Need to ensure their friends can continue to trade with them...
Fate
GM, 2086 posts
Roll for dodge!
Fri 22 Feb 2019
at 00:55
  • msg #290

Working with Dissidents

In reply to Cyril Zotmund (msg # 289):

A reliable reactor is, like $18 million new, $9 million for a reasonably good one. Dukes patch together job is probably worth $1.8 mill. New the whole ship would be worth about $51 mill. The $7.5 mill included the new items mentioned (which are most of the price!)

You could find a second hand drive for $1.6 mil, but the sensors here are all had it, and there are no second hand ones available. The graveyard are adamant that they want $300 k for the items he takes, claiming (with some justification!) that it is peanuts for a ship hull.

With the Lightning, taking stuff to Nova Pacifica via the route you have surveyed (They do not have survey gear to jump to uncharted systems) would be 14 parsecs, so $764,400. That would leave you $7.635-$0.764 = $6.81 mill. The second hand drive would be less reliable, but probably fine, and bring the total cost to $5.8 mill Solars.

Oh, and did I mention taxes? 10%, as usual, so $737 k. Ok, for the illegal items, the taxes are not so official. They are payments made to keep the law from looking too deeply into your transactions. That brings your expendable income down to $6,107 k.
Cyril Zotmund
Captain, 2494 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 22 Feb 2019
at 02:31
  • msg #291

Working with Dissidents

OK, so we can get the ship with reasonably reliable gear for $5.8 Mil ... we end up with $6.107,000, so we can do the ship. We will need some supplies to get us to Leikung, where we can stock up more inexpensively.  Let's do it...  some of that left over cash is going to have to pay to keep us fed and on site.
Fate
GM, 2087 posts
Roll for dodge!
Fri 22 Feb 2019
at 12:39
  • msg #292

Working with Dissidents

In reply to Cyril Zotmund (msg # 291):

Ok, so Natalie and Duke take the $5.8 Mill, leaving you with just $307,000. Natalie goes to negotiate for the parts, and Duke takes the engineering team with him, along with the crew from the Jean Bart, as well as requesting at least 2 security, to go and rebuilt the 2 new ships, one for you and one for the Leikung colonists. 5 dTons of supplies can be had for $60,000, or you can get 2 dTons for $25,000.

The power supplies for Noav Pacifica arrive after a week, and the Lightning class trader is glad to load them up and fly back with them.

What do the rest of you do for the time you have here? There is a sizable spaceport not that far away with full accommodation, bar and all the set ups one might expect for a desert establishment.
Cyril Zotmund
Captain, 2495 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 22 Feb 2019
at 17:33
  • msg #293

Working with Dissidents

Not interested in drinking, drugs or gambling.... may schmooze a little for information. Have a few select do the same. Otherwise maintenance and repairs.  We’ll try and put together as much of an intell brief as we can from Information obtained legitamally and sub file that which is likely not open source. I’ll walk through the ship building efforts at least weekly to see what progress is being made, aid as we can and try to make sure no problems arise.
I’ll have Natalie, and me as necessary try to establish good relations for future trade and things they would like to see... approved or not.
Fate
GM, 2088 posts
Roll for dodge!
Sat 23 Feb 2019
at 02:07
  • msg #294

Working with Dissidents

In reply to Cyril Zotmund (msg # 293):

OK. Security measures, if any, for both sites. Any standing orders?
Cyril Zotmund
Captain, 2496 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 23 Feb 2019
at 02:23
  • msg #295

Working with Dissidents

Well DASTAVKA has a Guard at all times. both at the ramp and in the ship (OOD, guards and comms & power monitors.

I'm thinking Duke and the shuttle return each night.  For the Leikung folks ... welcome to sleep aboard.
As for the hulks we are rebuilding... remote monitors, several which watch each other and the ships.
They only send on alarm over a spread band width system.
Fate
GM, 2089 posts
Roll for dodge!
Sat 23 Feb 2019
at 06:33
  • msg #296

Working with Dissidents

In reply to Cyril Zotmund (msg # 295):

The ship graveyard, where they are being rebuilt, is about an hour and a half away in the ships boat, if it moves out out the atmosphere to get there.

Can we be more specific with numbers and shifts?
Cyril Zotmund
Captain, 2497 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 23 Feb 2019
at 19:56
  • msg #297

Working with Dissidents

God, starting to feel like a 1st Sgt-

OODs- 4 on and 8 off
Kat
Illium
Tanya
Meir

Duke exempted for other duties
Natalie exempted for Comms oversight.

Comms Duty  6 on and 12 off, with Natalie in charge and on call, but not pulling shifts unless she has to.
Natalie
Gun Da Bin
Bill Gates
Eva Navis

Security Team- 4 people on four on & 8 off shifts, 2 POs and 2 listings per shift.

Jo Rodrigez, Rodney Smith, Peter Gunshy, Sigorney Weaver, Ivan Andropov, Mao Chin
Thronhammer, Tonkin, Ronovan, Ronny, Tom Hanks, Jerry Maquire
Fate
GM, 2090 posts
Roll for dodge!
Sun 24 Feb 2019
at 06:13
  • msg #298

Working with Dissidents

In reply to Cyril Zotmund (msg # 297):

Lol, sorry, but there is a reason.

There is a local Vehicle yard that tries to sell you some vehicles in a variety of conditions.

Mini-Bus, 35 K Solars, 4 dTons, 2F cell/600 miles
  (Wheeled (Road)/Move: 50, dDR: 1, dHP:9, Seats 24),
These small buses can transport 24 persons at lower speed. Designed to run in suburban areas to feed the larger mass transport system, these can be found in all small planets with breathable atmospheres. This one is definitely not new!

Car, 40 K Solars, 2 dTons, 1F cell/1380 miles
  (Wheeled (Road)/Move: 30, dDR: 0.4, dHP:6, Seats 4, Cargo: 0.75 dTon),
The cheapest form of personal transport available.

4x4 Car, 60 K Solars, 2 dTons, 4F cell/1300 miles
  (Wheeled (All Terrain)/Move: 28, dDR: 0.4, dHP:6, Seats 2, Cargo: 0.73 dTon),
This may well be new. It is a 2 seater ute that could mount a machine gun on the roof, or have 4 seater wagon version.

Tractor, 50 K Solars, 2 dTons, 1F cell/550 miles
  (Tracked/Move: 50, dDR: 1, dHP:7, Seats 1, Cargo: 1 dTon),
The Basic farm equipment, very common. Not New.

Exo-Spider, 400 K Solars, 4 dTons, 600 kW Fusion Reactor
  (Legs Propulsion unit/Move:16, dDR:7, dHP:11, dTons of Cargo Space: 2),
These crawling vehicles are used by explorers or those who need to be up close in hostile terrain. The base model does not come with sensors, though these are commonly added, along with labs, sickbays or bunks. This particular one seems to stand out as having a lot of extra modifications to add redundancy systems.

AT Truck, 200 K Solars, 5 dTons, 200 kW Fusion Reactor
  (Wheeled (All Terrain)/Move:40, dDR:4, dHP:10, dTons of Cargo Space: 2.8),
A versatile and cheap all terrain truck, these are often used as Troop carriers by the Vilani military, or as supply trucks by all armies, due to their versatile abilities. This one might almost be new!



The system is reasonably busy, with a ship coming or going about every second day. Most are either Heros, Ikens or Gashidda patrols, though there is a 2000 dTon branch freighter that comes twice a month, according to a schedule you obtain very readily from the main spaceport just 15 minutes away in the ships boat.

It is about the 2nd week when another vessel comes in to land beside Dastavka! It is an old Iken class, seemingly unremarkable though it is armed. Tanya is on duty, so it is she who comes to wake you, after alerting the security shift, Peter, Sigorney, Ronovan and Ronny to stay alert.
This message was last edited by the GM at 22:16, Sun 24 Feb 2019.
Cyril Zotmund
Captain, 2498 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 24 Feb 2019
at 22:01
  • msg #299

Working with Dissidents

What about it Tanya? Does it appear threatening or to be Pirates?
Tanya Weaver
Navigator, 255 posts
The Navigator
Sun 24 Feb 2019
at 22:12
  • msg #300

Working with Dissidents

In reply to Cyril Zotmund (msg # 299):

"No Sir, just landing close, so I wanted you to be informed. It is the first vessel landing in the impound yard, and therefore unusual activity for a Vilani.

Wait, there are three folk leaving and coming towards us, according to security. Plain clothes, but armed.
"
Cyril Zotmund
Captain, 2499 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 24 Feb 2019
at 22:59
  • msg #301

Working with Dissidents

I'm up, get any available and awake guards ready, just in case and have Natalie join us.

I clear the bed and start dressing, Tanya likely doesn't care a lick anyway.
This message was last edited by the player at 22:59, Sun 24 Feb 2019.
Tanya Weaver
Navigator, 256 posts
The Navigator
Sun 24 Feb 2019
at 23:03
  • msg #302

Working with Dissidents

In reply to Cyril Zotmund (msg # 301):

"Aye Sir." If she noticed, there is not indication as she turns and leaves.

By the time you get to the conference room, all the security are up and armed, though not in uniform. Waiting for you there are three humans, at least one of which you recognize as Terran. He flashes a scout badge as you approach, though it disappears as quickly as it appeared.
Terran Scout
Sun 24 Feb 2019
at 23:05
  • msg #303

Working with Dissidents

In reply to Tanya Weaver (msg # 302):

They rise to greet you as you enter.

"Good Afternoon. Well met, it is unusual to see an armed Terran in Vilani territory since the war started."
Cyril Zotmund
Captain, 2500 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 02:09
  • msg #304

Working with Dissidents

We came to trade, so far there have been no issues. May I see your credentials please, I can't read a flashed badge across the room.
Terran Scout
NPC, 1 post
Member of Terras Scouts
Mon 25 Feb 2019
at 02:21
  • msg #305

Working with Dissidents

In reply to Cyril Zotmund (msg # 304):

"Of course."

He pulls out his badge, as do the others after having a quick look around. They seem quite legitimate, from what you know of the scouts, which is actually quite a bit.

He continues...(unless you cut him off)

"I guess you have heard we are now officially at war. The war started on the 2nd of February 2173, with a massive raid against the  Terran colony on Procyon. The Terran naval station was attacked, before the Vilani fleet withdrew, though the damaged caused was unclear. Vilani news reports described the Naval station, shipyards and planetary defences as destroyed completely, as punishment for repeatedly breaking agreements to respect border controls. No ships have come through to confirm or deny these reports, adding weight to their claims.

On 24 th March 2173 Governor Ruki Khazuni Shugilamar's reserve fleet based at Kidashi attacked the Chrysolite's main fleet at Yenesei. The attack wing was based on the Imposter class carrier, supported by the cruisers Moscow, Friendship, Diplomat, 4 Surprise class destroyers, 2 Mandella class Destroyers and 4 Agrippa class corvettes and over 1,000 small fighters and over 100 Labrysian fighters, with slower defensive fleet defending the planet under the Kalishnikov, the Labrysian cruiser and 4 destroyers and 2 Crockett class vessels. The Vilani fleet, commanded by the second Erasharshi Carrier and 10 tankers in reserve, sent 10 Merishmirr Cruisers and 20 Kargash Cruisers escorted by 20 Shamshir Escorts and over 600 fighters, straight to attack the attack wing of the Terran fleet. As they closed, both sides shot down all missiles of the first salvo. However, the second salvo as they closed painted a different picture. Penetrating the defenses, the Merishmirr fleet was destroyed. The Vilani attempted to withdraw, but with only plasma cannons on the Kargash and the Shamshir escorts providing point defence, the next salvo was devastating, taking the rest of the Vilani attack force out of action, and destroying most of the ships even as the Terran beam fighters closed with lethal results on their missile armed opponents. Caught too close to the planet to activate the jump drive, the remaining ships, being the assault carrier and the Tankers, attempted to flee, with only 2 tankers making it far enough away to activate their jump drives. The attack cost the Vilani governor a lot more than the 130 Billion that the lost warships cost, but in fairness to him, the Carrier, 4 of the 5 Cruisers and 8 of the 10 destroyers were from the Labrysian war, either made with captured hulls or sent by Labrysian allies. Clearly lacking recent intelligence, they underestimated the forces they faced.

The Vilani have Terra in a bad situation. With Procyon defenceless, the entire 'outback sectors' are open. Fortunately, thanks to the Labrysian war and the resulting Allies, we were able to stop them doing the same to the cut of colonies. But we cannot attack them directly...they are clearly too strong still. Of course, a couple of Terran pirates are not helping, creating a lot o bad feeling amoung those who would otherwise support us, of which there are still quite a few. We have heard of Kimashargur on Girii, a remote sector coreward and leading from here, who oppose the war on Terra openly. Since they are in a different sector, they are under a different saarpuhii than Sharik Yamgila, the saarpuhii who declared war on Terra, and the saarpuhii of that sector is not currently so violently opposed. Of course, that may be because Sharik Yamgila is Anakundu, and many Vilani believe they are more violent than most Vilani, but the reasons are not so important. The important matter is that we do not give them reason to hate us any more than we have to. But these idiot pirates just don't seem to get this. You seem to be one of the larger armed vessels in Vilani space, so would you be able to either assist in pirate hunting, or to chart a way around the Vilani border to Girii so that we can actually send significant warships or Q-ships to help them deal with the pirates?
"
Cyril Zotmund
Captain, 2502 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 03:07
  • msg #306

Working with Dissidents

Well I can do some of that... Giiri is the opposite direction from which I need to go...  but if things go OK here, perhaps we can divert and let the newly acquired Iken escort the Lightening back.
I was not aware that the Labrysians and the Vilani had even met, let alone been allies... Glad to hear the Vilani got handed their hat, but expect that will only bring retribution from a bigger fleet.
We did not come here through Vilani controlled space, and could probably use the same concept to get to Giiri without going through it to get to Giiri. It's a risky route to explore though.
How did you arrive here?





OOC - Any chance I would know or know any of these guys?
Terran Scout
NPC, 2 posts
Member of Terras Scouts
Mon 25 Feb 2019
at 03:46
  • msg #307

Working with Dissidents

In reply to Cyril Zotmund (msg # 306):

"Allies? The Labrysians were our Allies. That Battle of Yenesei was the first time they met, and it was because of them that we had more ships than the Vilani were anticipating. But you are right, it was not a saarpuhii fleet, but one of their underlings or sarriiu. As I understand, Riga Khazuni Shugilamars, the sarriiu based at Kidashi had his eye on Yangila's position, and intended to demonstrate that her predecessor Kadur Erasharshi who nuked Terra had the right idea by making an example of the outer colonies. His opposition to Yangila combined with his very expensive defeat will likely see him and his nasty ideas removed, at least, even if Yangila does come with her main fleet. But consider that now she has hit Procyon, but not Nusku, there is still the much greater threat of the Terran main fleet still at large. With the defeat of Riga Khazuni Shugilamars fleet, Yangila will now have to decide whether it is worth the risk of bringing her main fleet, or simply building a defensive force to keep the Terrans out, and keep the two forces separate. Yangila's force consisted of a lot of older designs, designs built for conuest rather than piracy and rebellion control, but her fleet is smaller than her predecessors. The defeat at Yenesei will certainly mean there are a few less Vilani warships out there, and that helps!

We came here through Vilani space, posing as retired administrators from Shululsish. It is close enough to know something about the planet, but far enough away that almost no Vilani knows much about it. The cover works, so far.

You must have a good set of survey equipment if you went around Vilani space, then! That alternative route could be very useful to us. Do you mind if we take copies of your charts?
"

[OOC: There is a chance you know them. I would guess 1 in 6, given the years you have now been out of the scouts. But these are clearly deep cover scouts and around a while, and using bought Ikens is a common practice for Terran scouts who want to be discreet.

Neither your Iken or the Hero or the Lightning are armed.]

This message was last edited by the player at 03:46, Mon 25 Feb 2019.
Cyril Zotmund
Captain, 2503 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 17:10
  • msg #308

Working with Dissidents

We have a reasonably decent survey capability, Natalie, could you get them the system data we have.

My charges have no defenses, so I really need to see them safely home. I could then undertake your request. I doubt you have any ships weapons to spare and we'd need quite a few. Do you have current system information we could use? May as well keep ourselves as up to date as possible.

Cyril returns all the credentials.

From all we can see here, this system is friendly to us, although cautiously so. It is a good source of power plants and such, but lacking in decent computers. I have not asked about any weapons, as I suspect that would be seen as arming the enemy. However, now that you have clearly stated a Pirate risk, perhaps we can ask.  I'll get word to my Chief Engineer and see what the response is.

A fair number of years ago, I was also in the Scouts, but retired and took up this work for Kalishnakov.



Odds of him knowing any of these men 6 on a D6, odds of knowing of them 5? on a D6-


10:06, Today: Cyril Zotmund rolled 1 using 1d6.  Knowledge of the scouts.  gee, that's pretty definitive.
Terran Scout
NPC, 3 posts
Member of Terras Scouts
Mon 25 Feb 2019
at 19:05
  • msg #309

Working with Dissidents

In reply to Cyril Zotmund (msg # 308):

Natalie goes off to get the database as requested, though it is Tanya who returns with her and the database.

"Commander Zutmund! I thought you looked familiar! I was just an Able Seaman under your command, but Lord, that was a long time ago! Hells bells, that is incredible...in all the Vilani systems, to meet you here!

There is no hurry...the surveys will take a long time. I can give you what we have obtained, but you can buy more within the sectors. A lot of these are very remote with small populations, and low law enforcement. You could almost certainly buy weapons in some of these locations, especially as they are in a difference sector, and under an underking who opposes the war against Terra.

It has become clear to us that the Vilani are far from a united empire. They are constantly working against each other, often hiring mercenaries against their opposition. You may even find some there willing to use the weapons, for a price, against the locals here. If you can do that, it will not raise the spectre of Terra on two fronts. Illusion is everything in our work, as you know.
"

[Private to Cyril Zotmund: Lol, well, I did say 1 ion a D6, and you rolled a 1!

The systems he gives you are most of the identified systems in this page
https://travellermap.com/?opti...015625&milieu=IW
]
Cyril Zotmund
Captain, 2504 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 19:22
  • msg #310

Working with Dissidents

It is a small Universe, isn't it ... You were working to get some engineering experience If I recall... Good to see you have done well in the service.  Natalie, please ask Duke to enquire about some weapons for at least the Iken. The Hero will have to acquire their own...
So you have not scouted Giiri then?





OOC - Same map you have given before? Green is Vilani and yellow Is Terra or just those not vilani?
This message was last edited by the player at 19:27, Mon 25 Feb 2019.
Terran Scout
NPC, 4 posts
Member of Terras Scouts
Mon 25 Feb 2019
at 21:39
  • msg #311

Working with Dissidents

In reply to Cyril Zotmund (msg # 310):

"Thank you. Yes, I got my Engineering charge, but then wanted to get a command. Scouts offered command posts to engineers, due to the milti-tasking required in this line of work, so here I am!

Another vessel has scouted to Gima, and bought a whole lot of charts. I do not think we have had a vessel go to Girii though. There are a lot of pirates in those badlands between Gima and Girii, and unfortunately some of them are Terran. Most are small, but there are reports of a Karl Marx class of pirate, which is most unfortunate.
"

[Private to Cyril Zotmund: Slightly different map (different area, that is all) Not sure about the settings, but yellow on my map is Imperial Kimashargur, whilst blue is Terran, but not all is currently Terran. Red is Ziru Sirka.]
Petty Officer Svebodne
NPC, 66 posts
Trading Officer
Mon 25 Feb 2019
at 21:52
  • msg #312

Working with Dissidents

In reply to Terran Scout (msg # 311):

"Sir, our enquiries for weapons before brought up only pulse lasers, sandcasters and Missile launchers. They cost 600k, 300k and 850k each respectively."
Cyril Zotmund
Captain, 2505 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 22:00
  • msg #313

Working with Dissidents

A Karl Marx? That's pretty big for a pirate ship ... I expect they have modified it extensively?
Any idea of how many other might be out there? I know we scared up a Lightening that had been heavily modified ... damn near lost the ship because of it.  It may indeed take some warships to deal with things like that. We are tough for a small merchant, but I don't think we are that tough.

Cyril Zotmund
Captain, 2506 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 22:11
  • msg #314

Working with Dissidents

In reply to Petty Officer Svebodne (msg # 312):

Good info Natalie, the Iken can't handle much, the Pulse lasers let it defeat missiles anyway but a missile launcher might be useful. Let's get Duke's take on what we could reasonably install without making it useless as a fast merchant.
Terran Scout
NPC, 5 posts
Member of Terras Scouts
Mon 25 Feb 2019
at 22:18
  • msg #315

Working with Dissidents

In reply to Cyril Zotmund (msg # 313):

"Yeah, from all reports, they have modified it by adding bigger engines and fighters. You would not be expected to hunt it alone, but with a Shamshir or a couple of Gashiddas it is very plausible. The point would be to be seen helping deal with the problem, so they know our support is not just theoretical."
Petty Officer Svebodne
NPC, 67 posts
Trading Officer
Mon 25 Feb 2019
at 22:20
  • msg #316

Working with Dissidents

In reply to Terran Scout (msg # 315):

"Duke said the Iken can handle 2-3 pulse lasers, and he recommended at least 1 sandcaster. Question is, what can you afford?"
Cyril Zotmund
Captain, 2507 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 22:26
  • msg #317

Working with Dissidents

In reply to Terran Scout (msg # 315):

I see that Gima is controlled from Shakimi, will they be willing to work with us? I am always hesitant to rely on Vilani aid. A couple of Shamshirs and Gashiddas would help, a lone Shamshir has weaknesses that can be exploited. Do you have contacts up there?
Cyril Zotmund
Captain, 2508 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 22:29
  • msg #318

Working with Dissidents

In reply to Petty Officer Svebodne (msg # 316):

We have some funds left ($6.107 Million), Natalie, I think we could provide them 2 pulse lasers and a sand caster. It won't offer much defense, but it will help us get them home.
Cyril Zotmund
Captain, 2509 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Feb 2019
at 22:30
  • msg #319

Working with Dissidents

In reply to Terran Scout (msg # 315):

Which way are you guys headed from here?
Terran Scout
NPC, 5 posts
Member of Terras Scouts
Mon 25 Feb 2019
at 23:12
  • msg #320

Working with Dissidents

In reply to Cyril Zotmund (msg # 317):

"We don't have contacts, or at least I don't. But we know that their sector command do not get along with Yangila, and they would relish the opportunity to make her look bad. Working with Terrans to get rid of pirates and bring order flies in the face of Yangilas claims Terrans are warlike, untrustworthy barbarians."
This message was last updated by the player at 23:12, Mon 25 Feb 2019.
Petty Officer Svebodne
NPC, 68 posts
Trading Officer
Mon 25 Feb 2019
at 23:19
  • msg #321

Working with Dissidents

In reply to Cyril Zotmund (msg # 318):

"Sir, we paid about $5.8 million for the small Iken class and the components to make it work. We have just $307 k, unless you have more funds of your own..."
Terran Scout
NPC, 6 posts
Member of Terras Scouts
Mon 25 Feb 2019
at 23:26
  • msg #322

Working with Dissidents

In reply to Petty Officer Svebodne (msg # 321):

"We could escort them, since it would be good for us to touch base with the dissidents.

I notice that your charts lead all the way back to Chrysolite. It would be good to take them back so that small warships, such an Agrippa or better yet, a Labrysian warship, could come up. Were there any planets that might be suitable for them? I understand they are a very alien race. Though I doubt any would be as influential in asking them to come this way as yourselves. You were quite involved in their war, were you not? Tell us some warries...
"
Cyril Zotmund
Captain, 2510 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Feb 2019
at 02:09
  • msg #323

Working with Dissidents

In reply to Petty Officer Svebodne (msg # 321):

OK, Haven't updated my books then...skip the armament.

OOC - Read 290 and thought that was AFTER we bought the Iken...
Tanya Weaver
Navigator, 257 posts
The Navigator
Tue 26 Feb 2019
at 05:28
  • msg #324

Working with Dissidents

In reply to Cyril Zotmund (msg # 323):

"I suspect those heading back to Nova Pacifica will be able to take some weapons off the old Vilani vessels there. They will not be needing them for a while. Perhaps the Lightning con do that in lieu of some payment for continued work...

But don't worry about the other Hero...they have armed it themselves.
"

[OOC: The Lightning left nearly a week ago with a dTon of Vilani computers, an AT Truck, 5 F cells, 2 4x4 Cars and 2 Tractors, along with the 4 Fusion reactors. They are obviously up for any trade!]
Cyril Zotmund
Captain, 2511 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Feb 2019
at 18:29
  • msg #325

Working with Dissidents

OOC - OK, lets hold up... I was escorting everyone back as the Lightening did not know the way. I did not give or authorize them getting the charts, I had planned on leading them back and then they could have the map info. Mildly concerned about motives, and reliability.  Pirates come in many colors.  Likewise, the Iken Courier is not really safe on it's own, yet anyway.

Tanya, What weapons did they put on that old thing?
This message was last edited by the player at 18:30, Tue 26 Feb 2019.
Tanya Weaver
Navigator, 258 posts
The Navigator
Tue 26 Feb 2019
at 19:18
  • msg #326

Working with Dissidents

In reply to Cyril Zotmund (msg # 325):

"The Leikung colonist put a couple of Pulse Lasers and a sandcaster and 1 missile launcher on their Hero, sir."

[Private to Cyril Zotmund: Ah, ok, with the Lightning, I understood you gave them charts, as they would be unable to jump without them. I guess it would be possible to have them have a jump solution downloaded fro you just before each jump, but it would be more risky. But in that case, they would still be here, though a little impatient as they have been here for 2 months and are keen to start earning money again.]
Cyril Zotmund
Captain, 2512 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Feb 2019
at 19:59
  • msg #327

Working with Dissidents

Thanks Tanya,I had not heard that, but good to know.



OOC - Fair point too. I thought we were working toward 5 weeks, not two months. At two months I'd be really antsy myself. Perhaps if we put a couple (8?) of the Nova Pacifica folks on the Lightening and crossed our fingers... Probably very few pirates out there hoping someone wanders through uncharted territory.
Fate
GM, 2095 posts
Roll for dodge!
Tue 26 Feb 2019
at 20:23
  • msg #328

Working with Dissidents

In reply to Cyril Zotmund (msg # 327):

You are working towards 5 weeks, and are currently in the second week. But they had been sitting on their hands for 2 months, not wanting to cause trouble due to the unrest and then war, when you arrived.

The Nova Pacifica representatives would be quite happy to travel back with them to oversea the transport, though the Lightning would want an extra $50,000 for the passengers trip, though they promise to upgrade their quarters to First Class. (9 jumps, 3 PAX, going rate of $2,500 per jump, so that is a discount! Hey, it's their jobs!)

The would even be willing to allow you to send a couple of security guys with them, for free! Especially when your scout friend started talking about pirates...
Cyril Zotmund
Captain, 2513 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Feb 2019
at 20:53
  • msg #329

Working with Dissidents

I was thinking the 8 Nova Pacifica Folks would be the Security People ...  It's their gear in the end. It also provides a way to contact the people in Faith and Nova Pacifica. I'm not paying passenger fees.

I need to keep my crew.
Lightning Class Trader
NPC, 11 posts
Tue 26 Feb 2019
at 21:30
  • msg #330

Working with Dissidents

In reply to Cyril Zotmund (msg # 329):

"Fine, we can take a couple of armed guys on the condition that they understand they are security. They have to earn their position aboard if they are not being paid for, including their own supplies."

[Private to Cyril Zotmund: As repeated in #279, You only have the 8 prize crew from the Jean Bart, 5 of which I am assuming will pilot the Iken, and the other three could be available for Security for Nova Pacifica cargo. It is them I am referring to as Nova Pacifica representatives, as far as the Lightning is concerned. As stated in 279, the only dissident you have aboard is from Clameer.]
This message was last updated by the player at 21:30, Tue 26 Feb 2019.
Cyril Zotmund
Captain, 2514 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Feb 2019
at 22:06
  • msg #331

Working with Dissidents

Supplies we can handle... what's a reasonable price for our updated map information?  This started out as a mutual benefit thing... We are paying for the transportation, without those three people, you can't deliver. If we are going to count every little issue, I will do the same. They can be working security, as that was what I was sending them as....
Lightning Class Trader
NPC, 12 posts
Tue 26 Feb 2019
at 23:19
  • msg #332

Working with Dissidents

In reply to Cyril Zotmund (msg # 331):

"Fair enough. Well, normal rate is $1000 per system, so you have got, what, 17 systems back to Sionach? Why don't we make it an even $20,000? Subtract about $10,000 for their supplies, and we are good to go. Happy to pay you for your charts, of course."

Yes, they are merchants...they are friendly, but still like to chase cash!
Cyril Zotmund
Captain, 2517 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Feb 2019
at 23:47
  • msg #333

Working with Dissidents

Fair enough, I think the Iken over there will serve as an escort as well... and we aren't paying to Sionach, we are paying to Nova Pacifica. I suspect you may be able to find things there to carry on to Sionach and elsewhere.





So what would these RARE charts be worth... $10,000 ?
This message was last edited by the player at 23:49, Tue 26 Feb 2019.
Fate
GM, 2097 posts
Roll for dodge!
Wed 27 Feb 2019
at 00:05
  • msg #334

Re: Working with Dissidents

Fate, Message #298:
It is about the 2nd week when another vessel comes in to land beside Dastavka! It is an old Iken class, seemingly unremarkable though it is armed.


The rare charts are worth what you can negotiate for them! Normal charts are $1,000 per system, so like any buyer, that is where they would want to start. In this case, I would say to make a suggestion and make a merchant roll. I will oppose it in secret...and probably post a counter offer. They have offered $20,000 for charts to Sionach, and then charged $10,000 for supplies for the Security folk to Nova Pacifica.

The Iken is happy to escort the Lightning to Nova Pacifica.
Cyril Zotmund
Captain, 2519 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 02:03
  • msg #335

Re: Working with Dissidents

OK, Misread that post...


We will sell you the charts to Sionach for $2,000 per system, call it $30,000; you being only the third ship to have them, and this being a lucrative trading location.
For $10,000, we will provide supplies, shouldn't be that expensive. And we have arranged an escort ... sound good?



[Private to GM: 19:02, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 3,4,5.  Merchant .  by 1 ; perhaps Natalie can do better.]
Lightning Class Trader
NPC, 13 posts
Wed 27 Feb 2019
at 02:39
  • msg #336

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 335):

Natalie does most of the discussion, before the counter offer.

"Ok, how about $22,000, and we pay for the supplies. That is the best we can offer, and only because they are rare AND you have organized an escort. Because let's face it, most of those systems are empty, so it is hardly lucrative..."

[Private to GM: Natalie did do quite a bit better, but they are professional merchants, and actually were not far of a critical roll!]
Cyril Zotmund
Captain, 2521 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 02:57
  • msg #337

Re: Working with Dissidents

OK, That's a deal. This system is lucrative...  bring the right things and it could be VERY lucrative. And not every system is empty... not sure there is anything of value in Union, but there are some others you may find worth your time.
Lightning Class Trader
NPC, 14 posts
Wed 27 Feb 2019
at 03:04
  • msg #338

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 337):

"Thank you. I hope you are right...the war is otherwise bad for business!"

The pay you, increasing your funds to $329 k and taking the security personnel.

After taking a load of supplies and other items as mentioned previously, they contact the Iken, and both depart without incident.
Fate
GM, 2101 posts
Roll for dodge!
Wed 27 Feb 2019
at 03:07
  • msg #339

Re: Working with Dissidents

In reply to Lightning Class Trader (msg # 338):

Over the next three weeks, work continues. A large Vilani patrol does come through, a suad of 10 Shamshir escort, clearly not locally based. During that time, the local patrols ask you to confine yourselves to the impound yard and act like prisoners.

10 June 2173
Cyril Zotmund
Captain, 2523 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 03:29
  • msg #340

Re: Working with Dissidents

How do we work on the Iken Courier...or do we? How long are they around?  We will behave to avoid issues.
Fate
GM, 2102 posts
Roll for dodge!
Wed 27 Feb 2019
at 04:43
  • msg #341

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 340):

They are not there for long, two days at most, and work on the Iken continued. Their only focus was on the impound yard and on general security. And to let you know the new governor at Kidashi was very much still in charge.
Cyril Zotmund
Captain, 2525 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 16:26
  • msg #342

Re: Working with Dissidents

Ah, so there has been a leadership shuffle ... we will note that for the future. Did we happen to hear this new leadrs Name and do we have any additional information on him/her?
Fate
GM, 2105 posts
Roll for dodge!
Wed 27 Feb 2019
at 19:21
  • msg #343

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 342):

The name of the new sarriiu is Khazuni Ishugi Shugilamar, who sounds to be related and is probably a supporter of Yangila, but that was not confirmed.

Within 10 days, the Iken is finally declared spaceworthy by Duke.

20 June 2173
Cyril Zotmund
Captain, 2527 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Feb 2019
at 20:29
  • msg #344

Re: Working with Dissidents

OK, We get our stuff together and head back toward Nova Pacifica.
Fate
GM, 2107 posts
Roll for dodge!
Wed 27 Feb 2019
at 21:39
  • msg #345

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 344):

Understood. Any trade goods for the Iken or yourself?

Light Metals ($10 k/dTon, 30 dTons)
Polymers ($12 k/dTon, 40 dTons)
Computers (Vilani, of course) ($250 k/dTon, 6 dTons)
Precision Instruments ($400 k/dTon, 2 dTons)
Manufactured Goods ($50 k/dTon, 7 dTons)
Tools ($20 k/dton, 5 dTons)
Cyril Zotmund
Captain, 2528 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Feb 2019
at 02:34
  • msg #346

Re: Working with Dissidents

Well let's confer with Natalie as to what the Dissidents might need.

I'd assume Some precision tools would be useful, although I doubt we'd need anything like a d Ton.
Light metals perhaps... Tools could be useful, depending on whether we are talking shovel and picks or wrenches, pliers, screwdrivers and power tools. Doubt seriously if we need any Vilani computers.
Petty Officer Svebodne
NPC, 69 posts
Trading Officer
Thu 28 Feb 2019
at 02:46
  • msg #347

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 346):

"Most of those items are in short supply there, but precision instruments would be most profitable, followed by manufactured goods. As would machinery or mechanical parts, or grav spare parts, if they have any. Protective suits, firearms and ammunition would also be popular.At least some of the tools appear to be power tools such as mechanics need, which are always useful."
Cyril Zotmund
Captain, 2529 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Feb 2019
at 03:33
  • msg #348

Re: Working with Dissidents

OK, we only have $329 total, and I think we should keep some of that aside...say $29k.
I also have some private monies I will risk, as may you, should you choose to.

I don't know if we can get guns, ammo and protective suits, but check. My current estimate is 0.5 D ton of Precision Instruments, 1d Ton of manufactured goods. We can also pick up some tools... say 0.5 d Tons... that is $260k if I have added correctly. See what else you can find.

We'll need to watch for how much room we have as well.

Petty Officer Svebodne
NPC, 70 posts
Trading Officer
Thu 28 Feb 2019
at 04:01
  • msg #349

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 348):

"We also have the Iken for extra space...they have plenty. We have found Firearms...their base price here is the cheapest I have ever seen...$144 k for a shipment of 3 dTon of Mines, grenades and LAWs! They are usually More than double that. There must be a factory here that has a glut of them! I have also found a surplus of precision instruments...apparently an administrator messed up and overproduced, and they want to get rid of the whole 2 dTons for $480 k. Unfortunately, no such luck with the Manufactured goods or tools though, their prices are still the list prices.

The protective suits are cheap here as well. Apparently, the locals do not need or want them, but some Bwat administrator just can't seem to get that and keeps ordering them in. They are worth $280 k per dTon, and they have 3 dTon of them as well. They are also usually worth $400 k per dTon.

I have spoken to the crew, and they are happy to put up the $144 k for the weapons, and have them carried on the Iken. I put my savings of $65 k there!
"
Cyril Zotmund
Captain, 2531 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Feb 2019
at 18:12
  • msg #350

Re: Working with Dissidents

OK, let me get this right...  do we have to buy they whole 2 d Tons for $480k or can we buy less? We don't have that much cash, but will cheerfully buy 1 d Ton for $240k, plus 1 d Ton of manufacture items and 0.5 d Ton of tools. That is the ships money.
I think I can manage to buy a Ā½ d ton of protective suits for $140k ... but that's it.

Fate
GM, 2113 posts
Roll for dodge!
Thu 28 Feb 2019
at 19:25
  • msg #351

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 350):

That requires a negotiation (Merchant) roll. In this case, Natalie manages to do quite well, so you you could do that.

So final purchases:
3 dTon of Firearms and Ammunition (Ships Crew) (Iken)
1 dTon of Precision Instruments
1 dTon of Manufactured Goods (Iken?)
0.5 dTons of Tools (Iken?)
0.5 dTons of protective suits (Cyril) (Iken?)

That sound about right?

You Have aboard
2 dTon of Missiles (60)
Current supplies: 0.45 dTons (~3 weeks)

Oh, and you would have consumed the equivalent of 1 dTon of supplies, worth $12 k, whilst here.

Space available

14.85 dTons
   -7 dTon in hold
   -1.25 dtons crammed into living spaces
   -4 dTon in unused accommodation
   -2.8 dTon in Small craft cargo holds
   -0.4 dTon in the Laboritories
   -0.2 dTon in the Survey Lab
   -0.2 dTon in the Sickbay

Trade goods would need to go in the Cargo holds, naturally.
This message was last edited by the GM at 20:56, Thu 28 Feb 2019.
Cyril Zotmund
Captain, 2532 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Feb 2019
at 19:29
  • msg #352

Re: Working with Dissidents

OK, so we need to resupply for our trip back, that comes out of the $29k I held back.
Fate
GM, 2114 posts
Roll for dodge!
Thu 28 Feb 2019
at 20:05
  • msg #353

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 352):

So, $12 k for the 1 dTon you consumed here, plus another for the road, leaving you $5 k left, right?
Cyril Zotmund
Captain, 2533 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Feb 2019
at 21:08
  • msg #354

Re: Working with Dissidents

No... unless I missed something, the 1 ton we used is what we are replacing for the trip back... why twice that?  Besides, wasn't Leikung cheaper for foods?
Fate
GM, 2116 posts
Roll for dodge!
Thu 28 Feb 2019
at 21:31
  • msg #355

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 354):

The other dTon is what you used 1 dTon of supplies over the last 5 weeks in building the Iken. If you are purchasing no more, you would have enough to get back to Leikung, where they would offer you 1 dTon for $10 k.

Supplies have been packaged or treated to keep for months. Fresh produce can be purchased as trade items, of course, but do not keep as well. 1 dTon of Fruit, Vegetables and nuts is worth $2,400, and weighs 5 tons.

If 12 tons of supplied (1 dTon) provided 2,000 person-days of food, and it has been dehydrated, compressed, etc, I would say that 5 tons of fruits and vegetables would provide 500 person-days of food, though it would be much nicer! By my count, the crew numbers are back down to 33, plus the 7  prize crew who man the Iken (three went on the Lightning earlier), so 40.

So 1 dTon of regular supplies now lasts both ships 7 weeks, and 1 dTon of Fruits and Veges lasts 12 days. I doubt they would be terribly edible after that. Oh sure some would, but then you would probably have some longer term supplies as well such as bread during that time, so by eating what goes off first, I would say that fruits and Vegetables would not last more than 2 weeks.

Grains, flour and Baked Goods ($5 k, 10 t / dTon) would last much better. I think Flour could potentially last a year before weevils start appearing. But Leikung does not have mills, so you would be limited to just grains, which would last I think 6 months before sprouting. Again, not quite as compact as Supplies, I would say, by weight, that you would get 1680 person-days of supplies from 1 dTon, or 6 weeks. Nearly as good as supplies, but not quite as long lasting or as dense. But much cheaper!

So just pay for the supplies you eat here and stock up at Leikung, or get an extra set of supplies here for the road? You can also go hunting at Leikung...for free! It just takes time. You have 6 weeks in hyperspace, and probably another week refuelling (1 day each jump) before getting back to Faith.
Cyril Zotmund
Captain, 2534 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Feb 2019
at 22:30
  • msg #356

Re: Working with Dissidents

For both crews, we aren't likely buying a D Ton of fresh food... a Ā¼ ton of fresh fruits, veggies and the like would do, as would perhaps a Ā½ d ton of flours and a few baked good (last no longer than the fruit before becoming stale or growing mold). Does the ship have the capability of baking bread, rolls pies etc?  Does it have a freezer?
Frozen pies or even freeze dried meat and veggies in a pot pie are a variation on same old same old. We'll go with 1 d Ton of 'regular' supplies and the fresh stuff... which I assume we have been eating while on the ground as well... no reason to use up valuable supplies when fresh is just down the street. So figure that the 1 d Ton of freeze dried supplies still exist. So for about $7500, we could feed everyone (40 folks) for 5 weeks. Still have a d Ton of space food and can get more at Leikung.
Fate
GM, 2118 posts
Roll for dodge!
Thu 28 Feb 2019
at 23:57
  • msg #357

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 356):

I am assuming that there are no baked goods or flour available from Leikung, and none here either. Just grains. But you do have food preparation facilities aboard Dastavka, and the unnamed Iken.

The local market on Dzosuiken sell more of the Cacti and fruits and melons in abundance, not so many vegetables.

You only had 0.45 dTons of supplies when you arrived. The 1 dTon I spoke about was what you consumed here. But yes, we could use fresh foods...assuming an even mix of meats, fruits and baked goods, that would come to approximately $10 k for 5 weeks. A slight saving over using supplies. (The maths is a bit convoluted, but I based that on averaging eat, Fruits and veges and baked goods, and using the same meals per ton as supplies, which would be pretty meagre! But they have wages to supplement that.) That with 1 dTon of Supplies purchased would leave $7 k.

For just 1.25 Ton (0.25 dTon) for fresh produce they want $800, and $3,000 for 5 tons (0.5 dTons) of Grains and baked goods. Generally get about 4 days of food per ton for the entire crew.
Cyril Zotmund
Captain, 2535 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 1 Mar 2019
at 02:36
  • msg #358

Re: Working with Dissidents

I am indeed confused, so we spent $10k for 5 weeks worth of real food. we spent $12k for a d Ton of space food and should have $7k left. We haven't touched the $300k of emergency funds. Does that track?
Fate
GM, 2119 posts
Roll for dodge!
Fri 1 Mar 2019
at 03:17
  • msg #359

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 358):

Almost. The emergency funds were crew wages, which they would have wanted during port time. Unless you want to deny them wages, it would be gone now.
Cyril Zotmund
Captain, 2536 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 1 Mar 2019
at 13:49
  • msg #360

Re: Working with Dissidents

Ok... so we are cash thin. How does this get updated?
Fate
GM, 2120 posts
Roll for dodge!
Sat 2 Mar 2019
at 23:36
  • msg #361

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 360):

Been thinking about that. With no FTL communications, the Interstellar version of internet banking simply could not work. It would have to be something similar to what was used before we had 'instant' communication: Cheques, bank notes, Bullion, etc. With that in mind, Kalishnikov is essentially being paid to hire the services of the Dastavka by the Military. Having an office on their planet means that would be pretty much instant. However, trading with the Vilani and using Terran Solar to do so would have be be either bullion of a kind of recognized bank note, honoured by both Vilani and Terra. With war declared by the Vilani due to terran trade activities, that would mean you would have to use Vilani Bank notes...
This message was last edited by the GM at 03:21, Sun 03 Mar 2019.
Cyril Zotmund
Captain, 2537 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 3 Mar 2019
at 02:04
  • msg #362

Re: Working with Dissidents

Interesting conundrum... My take is that each side would lie to acquire the other monies so that they could put agents out, much as the Scouts Iken which must have paid in Vilani Bank Notes.  I would also assume that Kalishnakov would have provided funds in a universally accepted form (say gold) for those times when no currency was acceptable.
Fate
GM, 2121 posts
Roll for dodge!
Sun 3 Mar 2019
at 02:10
  • msg #363

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 362):

Most of that would be right, though the Vilani, to their way of thinking, do not stand to gain anything from 'barbarians', except a few diseases! But Kalishnikov would use bullion that would be acceptable. The only problem is getting the bullion to you. Until now, not a problem, since you have been in regular contact with his ships. I would have to say that he would be looking to send someone to Nova Pacifica with such payment. To my mind, the most logical course from his perspective.
Cyril Zotmund
Captain, 2538 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 3 Mar 2019
at 02:19
  • msg #364

Re: Working with Dissidents

I think so too ... and he might send a double or triple payment to cover our weird schedule.  A Good reason for us to return ASAP before continuing on to other missions.
Fate
GM, 2122 posts
Roll for dodge!
Sun 3 Mar 2019
at 02:34
  • msg #365

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 364):

Fair call. Though if he is expecting you to stay in the area to help dissidents there, he would unlikely send more than a double payment. Of course, with such a long trip, there might be a few payments arrives by the time you get back...
Cyril Zotmund
Captain, 2539 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 3 Mar 2019
at 02:39
  • msg #366

Re: Working with Dissidents

There is that ... ships crew would be paid in Terrna Credits/solars or whatever, but ships special concerns may not be solvable that way.  I expect the folks on Dzosuiken would be very interested in getting hard cash (Bullion or whatever) and would be inclined to charge less to get it... or not if they think you are in a bind.
Fate
GM, 2123 posts
Roll for dodge!
Sun 3 Mar 2019
at 02:47
  • msg #367

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 366):

Yes, but given your location, I would think that he would pay both the crew and for the ships special needs in bullion...nowhere to spend Terran credits with dissenters, and it would not help them much. As for the Vilani worlds, well, cash is cash!

Edit: Not that it helps your current situation much, but I hope it does provide some clarity with regards to the financial situation at least!

So would I be right is assuming you are planning on heading back to Nova Pacifica, even if, for no other reason, to send a message back regarding your current plans? Or would you head all the way back to Chrysolite and do a full report, and get some cash at the same time?
This message was last edited by the GM at 03:25, Sun 03 Mar 2019.
Cyril Zotmund
Captain, 2540 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 3 Mar 2019
at 22:06
  • msg #368

Re: Working with Dissidents

Let's start with Nova Pacifica and see what we find. Kalishnakov may well have seen some value to being here with some build/rebuild capability ... we'll keep Chrysolite in mind if necessary.  Certainly his fighters would be welcome ... and small quick transports would be as well.
Fate
GM, 2127 posts
Roll for dodge!
Sun 3 Mar 2019
at 23:08
  • msg #369

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 368):

Right. So, returning the way you came? 8 Jumps, plus refuelling. I might start referring to supplies in tons, since fresh food is a different density to preserved supplies.

The fresh food you purchase on Leikung (and a weeks worth purchased on Dzosuiken) came to $3100, being 0.25 dTon for fruit and Veges and 0.5 dton of grains, and it lasted three weeks of the 9 week trip. The remaining trip should consume 1.2 dTon of supplies, leaving you with just 0.25 dTons by the time you arrive in Nova Pacifica. I am assuming shared supplies between the two ships.

3 dTon of Firearms and Ammunition (Ships Crew) (Iken)
1 dTon of Precision Instruments
1 dTon of Manufactured Goods (Iken?)
0.5 dTons of Tools (Iken?)
0.5 dTons of protective suits (Cyril) (Iken?)

That sound about right?

You have aboard
2 dTon of Missiles (60)
Current supplies: 0.25 dTons (~1 weeks)
Cash Remaining: $3,900

Space available

14.05 dTons
   -7 dTon in hold
   -1.25 dtons crammed into living spaces
   -4 dTon in unused accommodation
   -2.8 dTon in Small craft cargo holds

So for once you have ample space! If this is all correct planning, then I will make the rolls and, if nothing comes up, jump straight to Nova Pacifica...if nothing comes up!
Cyril Zotmund
Captain, 2541 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 4 Mar 2019
at 00:01
  • msg #370

Re: Working with Dissidents

Well, let's put everything except the weapons on the DASTAVKA, so the Iken isn't loaded down. She is to avoid combat, we'll do the heavy work. That should not cause us any issues, as the Hold should handle it all... Then off we go.
Fate
GM, 2128 posts
Roll for dodge!
Mon 4 Mar 2019
at 02:42
  • msg #371

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 370):

You lift of from your respective locations and move to orbit. The Gashiddas bid you good day, which seems a little weird to you, given the news of the war you have recieved. The jump to Leikung goes ok, and both vessels touch down and resupply, purchasing fresh supplies as discussed.

They are interested in some of the goods:

3 dTon of Firearms and Ammunition (Ships Crew) (Iken)  $156 per dTon
1 dTon of Precision Instruments   $440 k (all)
0.5 dTons of Tools  $10 k (all)

Selling anything?
Cyril Zotmund
Captain, 2542 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 4 Mar 2019
at 15:08
  • msg #372

Re: Working with Dissidents

Are those their offered prices...looks more like what we paid.  I am willing to sell up to Ā½ of each, no more and will want to make a 10% profit.

They do have a Hero coming, which will allow them regular trade... if it isn't here already.
Fate
GM, 2130 posts
Roll for dodge!
Mon 4 Mar 2019
at 18:54
  • msg #373

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 372):

You paid the following:
3 dTon of Firearms and Ammunition (Ships Crew) (Iken)  $156 per dTon, paid $48 k per dTon
1 dTon of Precision Instruments   $440 k (all), paid $240 per dTon
0.5 dTons of Tools  $10 k (all), which is about what you paid.

These are the offered prices. The Hero has already made one trip, and is making a second now. They are working to replace parts for it with new parts.
Cyril Zotmund
Captain, 2543 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 4 Mar 2019
at 22:35
  • msg #374

Re: Working with Dissidents

In reply to Fate (msg # 373):

OK, I am having brain issues or something... we paid $156k for the weapons... thats $52k per ton... They are offering us $156 per ton? so the crews money back per ton?  Good deal if true... quick Natalie/crew conference as to how much we sell... the dissidents in FAITH/ NP will need some I think.

Precision Instruments. I'll sell them half for $220k

Tools... No deal.
Petty Officer Svebodne
NPC, 71 posts
Trading Officer
Tue 5 Mar 2019
at 01:27
  • msg #375

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 374):

"We paid $144 for 3 dTon of weapons. A good deal, as I said at the time. They are willing to buy half a dTon for half the price."
Cyril Zotmund
Captain, 2544 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 5 Mar 2019
at 02:03
  • msg #376

Re: Working with Dissidents

No I believe they offered $156k for a whole ton... so all you paid for ⅓ of what you bought.
Petty Officer Svebodne
NPC, 72 posts
Trading Officer
Tue 5 Mar 2019
at 05:00
  • msg #377

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 376):

"Sold 1 dton of weapons for $156 k, and 0.5 dTon of precision instruments for $220 k."

2 dTon of Firearms and Ammunition (Ships Crew) (Iken)

0.5 dTon of Precision Instruments
1 dTon of Manufactured Goods
0.5 dTons of Tools
0.5 dTons of protective suits (Cyril)
0.5 dTon Grains
0.25 dTon Fruits and berries
2 dTon of Missiles (60)
Current supplies: 1.45 dTons (~1 weeks)

Cash Remaining: $223,900

This all fits in the cargo hold
Fate
GM, 2132 posts
Roll for dodge!
Tue 5 Mar 2019
at 06:02
  • msg #378

Re: Working with Dissidents

In reply to Petty Officer Svebodne (msg # 377):

Departing Leikung on the 27th of June, the as-yet-unnamed Iiken has some minor power plant troubles, but manages to get them sorted out after a few hours, and you depart for 2724.

The Iiken arrives a few hours after Dastavka, and requests that you assist them with fabricating parts for repairs. After gathering fuel, you are able to fabricate new parts and refuel them. By the time you top up your tanks, the vessel is traveling again, and you all re-enter hyperspace.

The trip to 2726 is less eventful, and both ships refuel and continue on, arriving at 2728 one week later.

Once again you refuel, and manage to continue on once again, arriving at 2729 three hours apart.

This time the problems with the Iikens reactor is more serious. The Dastavka needs to spend a few days mining the right materials to fabricate a new part, before actually fabricating the equipment. It takes an extra week before you get to depart for 2731. You refuel, and managed to make it to Faith by the 26th of August 2173. You note that the there has been a new construction site, something resembling an actual starport, where starships can land, though not refuel. Yet.

You have the following goods in the hold:

2 dTon of Firearms and Ammunition (Ships Crew) (Iken)

0.5 dTon of Precision Instruments
1 dTon of Manufactured Goods
0.5 dTons of Tools
0.5 dTons of protective suits (Cyril)
2 dTon of Missiles (60)
Current supplies: 0.25 dTons (~1 weeks)

Cash Remaining: $223,900

Planet: Faith
Date: 26 Aug 2173
Cyril Zotmund
Captain, 2546 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 5 Mar 2019
at 17:32
  • msg #379

Re: Working with Dissidents

Food may be getting short...or rotten. We will buy vegetables, no insect parts unless someone wants some personally.  We will check over the Iken carefully while on the ground, offer our goods for sale and then prepare to go to Nova Pacifica.   I gather vaccines are still of value back in Vilani lands, so we will trade for some of those.
Fate
GM, 2134 posts
Roll for dodge!
Wed 6 Mar 2019
at 01:50
  • msg #380

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 379):

You have been cycling through eating the perishables first, so the supplies left are still good. All prices are in thousands of dollars.

2 dTons of weapons and Ammunition  $168, paid $96
0.5 dTon of Precision Instruments  $140, paid $120
1 dTon of Manufactured Goods $55, paid $50
0.5 dTons of Tools   $14, paid $10
0.5 dTons of protective suits (Cyril) $320, paid $140


Vegetables cost $1.7 per dTon, and have a lot of berries.
Grains cost $5 per dTon.
Vaccines are $100 per dTon, maximum one.
Cyril Zotmund
Captain, 2547 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Mar 2019
at 02:20
  • msg #381

Re: Working with Dissidents

OK,  I assume the crew agrees to sell the remaining weapons.
We'll keep the Manufactured goods and Manufactured goods for Nova Pacifica, but will sell the tools and Protective suits.


I (Cyril) will buy the d ton of vaccines.
Fate
GM, 2135 posts
Roll for dodge!
Wed 6 Mar 2019
at 08:14
  • msg #382

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 381):

The crew were very happy to sell the weapons, and liked the cash!

I presume 0.25 of a dTon of Veges and Berries, and 0.5 dTon of grains, as before, costing $2,925?

0.5 dTon of Precision Instruments, paid $120
1 dTon of Manufactured Goods, paid $50,000
1 dTons of vaccines (Cyril) paid $100,000

Cyrils Cash: $330,000
Ships Cash Remaining: $237,900
Planet: Faith
Date: 26 Aug 2173

Investigation of the power supply of the Iiken reveals it is old and unreliable...the simplest solution is to get a new one!

You would be made aware of events in the Jean Bart thread at this point.
Cyril Zotmund
Captain, 2548 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Mar 2019
at 16:16
  • msg #383

Re: Working with Dissidents

Dang, I thought those were what we were buying back at Dozsuiken? we couldn't afford to update this there?

Oh, and are our 20 Missiles still here? If so, we'll re-stow them aboard.
This message was last edited by the player at 18:13, Wed 06 Mar 2019.
Fate
GM, 2137 posts
Roll for dodge!
Wed 6 Mar 2019
at 19:17
  • msg #384

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 383):

The fusion plants were too expensive, around 18 million new, so Duke managed to cobble together one from bits and pieces. There are parts from the 2 shuttles that were captured on the Beta Port raid that would do nicely, but they are still pretty expensive. Probably better to capture two more yourself, or a couple of ships boats...

There are a lot more people here now than before...

Your 60 missiles, or 2 dTon of them, are still here.
Cyril Zotmund
Captain, 2549 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Mar 2019
at 23:10
  • msg #385

Re: Working with Dissidents

OK, We'll load up the Missiles... can we make the Iken safe enough to get to Nova Pacifica?
We were bringing it to them anyway ... or perhaps these dissidents want it, I am assuming they all are aligned together?
Fate
GM, 2138 posts
Roll for dodge!
Wed 6 Mar 2019
at 23:35
  • msg #386

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 385):

They are all aligned, and most of the drugs sold come from Faith, so these guys are definitely interested. There is simply more population on Nova Pacifica.

Current loadout

0.25 of a dTon of Veges and Berries
0.5 dTon of grains
4 dTon of Missiles, (120 missiles)
0.5 dTon of Precision Instruments, paid $120
1 dTon of Manufactured Goods, paid $50,000
1 dTons of vaccines (Cyril) paid $100,000

Cyrils Cash: $330,000
Ships Cash Remaining: $234,975
Planet: Faith
Date: 26 Aug 2173
Cyril Zotmund
Captain, 2550 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Mar 2019
at 02:04
  • msg #387

Re: Working with Dissidents

OK, so we fix it up and move on?
Fate
GM, 2139 posts
Roll for dodge!
Thu 7 Mar 2019
at 04:01
  • msg #388

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 387):

It seems ready to go for now. You both enter orbit, and move out to the Jump point. After entering Hyperspace, you do manage to emerge 1 week later at Nova Pacifica.

1 Hour later, so does the Iiken...

The Jean Bart is landed on the planet, on the island where the Vilani ships were attacked. It has become a shipyard, of sorts, and one Gashidda is getting ready for warm-up trials.[See link to a message in this game]

Current loadout

0.25 of a dTon of Veges and Berries
0.5 dTon of grains
4 dTon of Missiles, (120 missiles)
0.5 dTon of Precision Instruments, paid $120
1 dTon of Manufactured Goods, paid $50,000
1 dTons of vaccines (Cyril) paid $100,000

Cyrils Cash: $330,000
Ships Cash Remaining: $234,975
Planet: Nova Pacifica
Date: 03 Sep 2173
This message was last edited by the GM at 06:39, Thu 07 Mar 2019.
Cyril Zotmund
Captain, 2551 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Mar 2019
at 18:06
  • msg #389

Re: Working with Dissidents

We'll land, swap stories with JEAN BART and see if our acquisitions have any value here.
We'll need to do some maintenance and re stock our supplies.
The Iken was purchased for these folks (using their money if I am not mistaken), so we'll turn it over to them with a thorough briefing on what has been done and what needs to be fixed in our view.
We will ask about anything from Kalishnakov as well, write up our reports and send them to him and a modified report to the military (omitting much of the potential trade possibilities from their report). We will mention that a ship modification & repair facility would be useful here.
Fate
GM, 2146 posts
Roll for dodge!
Thu 7 Mar 2019
at 19:21
  • msg #390

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 389):

It is likely to be some months before the reports reaches Chrysolite, and perhaps six months before a response is received.

0.5 dTon of Precision Instruments, paid $120, offered $280
1 dTon of Manufactured Goods, paid $50, offered $50

The handover of the Iiken is appreciated, and they do intend to have the reactor replaced, and set about doing so. The prize crew from the Jean Bart return there.

Doyle, of the Jean Bart, asks if you would like to join him and the new Gashidda, christened the New Hope in a raid of Orgill.

4 dTon of Missiles, (120 missiles)
0.5 dTon of Precision Instruments, paid $120
1 dTon of Manufactured Goods, paid $50,000
1 dTons of vaccines (Cyril) paid $100,000

Cyrils Cash: $330,000
Ships Cash Remaining: $234,975
Planet: Nova Pacifica
Date: 04 Sep 2173
Cyril Zotmund
Captain, 2552 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Mar 2019
at 19:49
  • msg #391

Re: Working with Dissidents

Cyril isn't happy with the offer for the manufactured goods, but doesn't want to keep dragging them around.
He agrees to sell them but isn't happy, on the other hand, he has done  very well with the precision instruments so calls it even.

He is disappointed to not have anything from Kalishnakov, as not paying the crew is how problems start.

He explains his next mission to Cdr Doyle, and shows him where Girrii is. He begs off the attack on Orgill and suggests that messing with the round about trade route might be a bad thing, as right now we have "Vilani" subjects openly trading and helping us. He is not sure how much the attack on Orgill can accomplish, as all the passing ships need to do is refuel and jump again. Not having support there is a minor inconvenience. If he could move the system, that would cause them great difficulty however ... or induce an error in all Vilani databases. Then they will jump to nowhere and find it impossible to return.
LCDR Hawthorne Doyle
PC, 48 posts
Captain of Jean Bart
Thu 7 Mar 2019
at 21:40
  • msg #392

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 391):

"The raid is more to reduce the numbers of ships we have to deal with. The Commodore's strength is his ships. If we can reduce the numbers, we reduce the amount available to be used for suppression, increasing the chance of a revolt. By hitting Orgill, I force him to split his forces.

Oh, and by the way, I am expecting a vessel to bring word from Chrysolite this month sometime.
"
Cyril Zotmund
Captain, 2553 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Mar 2019
at 22:04
  • msg #393

Re: Working with Dissidents

And you plan to go from Clameer to Beta Port to Orgill?
Fate
GM, 2147 posts
Roll for dodge!
Thu 7 Mar 2019
at 22:12
  • msg #394

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 393):

"Correct."
Cyril Zotmund
Captain, 2554 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Mar 2019
at 23:20
  • msg #395

Re: Working with Dissidents

And you don't think they will have Ikens waiting to report your arrival at Clarmeer? If you showed up in Beta Port from Union you might have a bit more surprise, although they may well meet you at Beta Port with his fleet either way. If we could snipe at his bigger ships, he would soon be helpless ... but attacking Orgill seems pointless to me ... perhaps if we waited in Beta Port for his ships to show up, likely arriving a few minutes or more apart, we could smack them one or two at a time.
LCDR Hawthorne Doyle
PC, 49 posts
Captain of Jean Bart
Fri 8 Mar 2019
at 00:59
  • msg #396

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 395):

"Hmmm, I like your thinking. However, we have the bounty hunter at Clameer to stop the Iikens reporting. I would be concerned at giving him the initiative while he has such a strong overwhelming force. I understand that his forces at Orgill are spread out. Once we hit them and then take out the refuelling, it will take us only a few hours longer to jump back to Beta Port than it will take Iikens to get the message back to Ceti Command. He will probably jump to Clameer to meet us, but once we reach Beta Port it becomes a guessing game."
Cyril Zotmund
Captain, 2555 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Mar 2019
at 02:22
  • msg #397

Re: Working with Dissidents

I have not been to Union, but I have been to 2728 and can provide maps from there back to here.
LCDR Hawthorne Doyle
PC, 50 posts
Captain of Jean Bart
Fri 8 Mar 2019
at 09:45
  • msg #398

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 397):

"You can get there without going through Union? That has a lot of...interesting possibilities. Those maps would be useful...

I am told reliably that at Orgill, there are three Gas Giants and 2 planetary belts, one of which has the colony. The breakdown of the forces is as follows:

Gas Giant 1 (1 hot moon): 1 Gashidda
Gas Giant 2 (no moons): 1 Gashidda
Gas Giant 3 (2 Moons): 3x Gashidda
Planetoid 1 (1 Moon, Colony): Shamshir, 2x Gasgidda
Planetoid 2 (2 moons): 2x Gashidda)

Given transport between them takes an hour at least, I am thinking to jump straight to the Colony. With 6 beams and 2 plasmas on the New Hope and 16 beams on the Jean Bart, we should be able to deal with the 33 missiles the planet can throw at us, and take them down. The 14 beams on the Dastavka should be a match for three Gashiddas, though you have only 2 sandcasters, so you could easily take town two of them. Then you could escape via union and continue on your mission.
"
This message was last updated by the GM at 09:45, Fri 08 Mar 2019.
Cyril Zotmund
Captain, 2556 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Mar 2019
at 03:32
  • msg #399

Re: Working with Dissidents

No, You must use Union or Clarmeer to get to Beta Port, and from there to get to Orgill. No way around it that I know of, but time is of the essence. If our arrival triggers an Iken to Ceti Command, they might well meet us in Beta Port on our escape. Our only hope would be the unexpected jump to Union. That presumes no damaged ships or other issues... it's a long shot bet and I don't like those.
LCDR Hawthorne Doyle
PC, 50 posts
Captain of Jean Bart
Fri 8 Mar 2019
at 03:45
  • msg #400

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 399):

"Oh, wait, you are worried about the Iikens at Beta-Port getting reinforcements? Yes, that may be an issue. Since we can only get to Union from Beta-Port, and we can only get to Orgill from Beta Port or Ceti-Command, he could trap us by sending his fleet to Beta-Port when the Iikens there report us travelling through.

But I have an idea around that. If we use the Iikens idea against them, then we stay at Orgill until the Cruiser arrives, and then Jump, since we will have plenty of time to refuel, then he will have to refuel ar Orgill, giving us time to refuel at Beta-Port, and off we go, playing cat and mouse to Union, where we can use your surveys to escape, and he will not be able to follow!
"

He has a smug look.
Cyril Zotmund
Captain, 2557 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Mar 2019
at 18:22
  • msg #401

Re: Working with Dissidents

That presumes he will even come to Orgill. If he stays in Beta port, we have no escape, unless you consider Nunashi and sikigi as a viable way out... I'd rather wait at Beta Port and hit them as they depart Hyperspace.
LCDR Hawthorne Doyle
PC, 51 posts
Captain of Jean Bart
Fri 8 Mar 2019
at 19:14
  • msg #402

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 401):

"But that gives him the option of using forces from both Orgill and Ceti-Command to attack us in a combined system. He is Vilani...he will use what he believes to be overpowering force to crush us. Besides, he has to come to Orgill, or we get a free shot at his freighter convoys! I do not think he will allow that!"
Cyril Zotmund
Captain, 2558 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Mar 2019
at 19:51
  • msg #403

Re: Working with Dissidents

How does Orgill get to coordinate with Ceti Command? They have some faster than light communication?
LCDR Hawthorne Doyle
PC, 52 posts
Captain of Jean Bart
Fri 8 Mar 2019
at 19:54
  • msg #404

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 403):

"They would not need it. The two Iikens can communicate for a minute or two after they see us arrive in system, and one goes one way, the other the other way. Once we move to hit the forces at Orgill, they obviously cannot participate any longer."
Cyril Zotmund
Captain, 2559 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Mar 2019
at 23:00
  • msg #405

Re: Working with Dissidents

I am not enthused, and I have another mission that is quite important toward making and keeping potential allies. It may cause Vilani attention to be diverted elsewhere.
Cyril Zotmund
Captain, 2560 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 9 Mar 2019
at 03:57
  • msg #406

Re: Working with Dissidents

Cdr Doyle can you spare a team of soldiers and a prize crew if you have one ...  12 -15 soldiers should do the trick. The Prize crew would need to be about 10 and wewill augment them too... intell has suggested we might be able to snatch a Karl Marx from up where we are going.
Fate
GM, 2148 posts
Roll for dodge!
Sat 9 Mar 2019
at 04:01
  • msg #407

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 406):

The Jean Bart has 79 soldiers, and could quite possibly spare perhaps up to 50, but you might be better off asking the local inhabitants.

[Private to Cyril Zotmund: Doyle has promised to post tomorrow after he is sober! Will wait and see befoe posting again on his behalf.]
This message was last edited by the GM at 04:01, Sat 09 Mar 2019.
Cyril Zotmund
Captain, 2561 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 9 Mar 2019
at 04:07
  • msg #408

Re: Working with Dissidents

No more than 20... and 15 might be better, we need quarters and they will eat more. We will speak with the dissidents about getting a prize crew as well...  the ship may be pretty damn crowded.
LCDR Hawthorne Doyle
PC, 54 posts
Captain of Jean Bart
Sat 9 Mar 2019
at 22:30
  • msg #409

Re: Working with Dissidents

Doyle frowned at the request and considered it deeply. He was loathed to part from his crew where it was unnecessary, but he knew that the relationship with Zotmund was something that needed to be cultivated - and that given their current mission of causing disruption anything they could do to work cohesively could amplify their potnetial to cause havoc.

"Zotmund, I could spare twenty, that'd reduce our onboard force of soldiers by roughly a quarter, and may well leave us vulnerable to encounters that require their full utilisation. However, I think it might work out of you get the extra force for your actions and I don't doubt that in the near future you could utilise them better.

Just be sure to return them all in one piece!
he added in jest.

"I'll ensure you that all of my soldiers are good, hard working and experienced. They'll do you proud, I have no doubt.

Some of the locals may be willing to join in the fight, but my feeling is that they'd be taken to leading themselves more and perhaps have less discipline than soldiers proper. Though, I think in some circumstances that'd also likely be helpful





he offered.



OOC: I'm catching up as we roleplay - so any inconsistencies in what Doyle is saying is purely on the fucktardery of the player :)
This message was last edited by the player at 22:31, Sat 09 Mar 2019.
Cyril Zotmund
Captain, 2563 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 9 Mar 2019
at 23:18
  • msg #410

Re: Working with Dissidents

Honestly Commander, 12 to 15 should be all we'll need. A few well traveled locals are an asset, as soldiers they are much less so, as you point out. Their tactics are quite different.
Fate
GM, 2150 posts
Roll for dodge!
Sat 9 Mar 2019
at 23:41
  • msg #411

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 410):

It is not hard to find 10 locals who used to work on starships to volunteer to assist. Mainly Engineers, though, and 2 navigators/pilots used to small craft. A squad of 12, plus an armourer and logistics person, would work from Jean Bart. You travel together to 2728?
This message was last edited by the GM at 03:57, Mon 11 Mar 2019.
Cyril Zotmund
Captain, 2572 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 12 Mar 2019
at 02:05
  • msg #412

Re: Working with Dissidents

Sure, why not.


OOC- Apologies, didn't catch that you were awaiting a reply... my bad.
This message was last edited by the player at 02:06, Tue 12 Mar 2019.
Fate
GM, 2158 posts
Roll for dodge!
Tue 12 Mar 2019
at 10:56
  • msg #413

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 412):

You load up with supplies, wtih the following loadout:

1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
11.85 dTons (96 tons) of Supplies
   -4 dTon in hold
   -1.25 dtons crammed into living spaces
   -3 dTon in unused accommodation
   -2.8 dTon in Small craft cargo holds
   -0.4* dTon in the Laboritories
   -0.2* dTon in the Survey Lab
   -0.2* dTon in the Sickbay

11.05 dTons of supplies. (* 0.8 dTons used, 0.2 dTons per week)

Cyrils Cash: $330,000
Ships Cash Remaining: $90,975
Planet: Labrysian Sauna (2728)
Date: 04 Oct 2173

The New Hope and Jean Bart also load up with supplies and get ready to accompany some of the way. The jump to Faith is straight forward, where you resupply, before jumping to 2731, then 2729 (Pandora), before coming to 2728 (Labrysian Sauna).
This message was last edited by the GM at 11:05, Tue 12 Mar 2019.
Cyril Zotmund
Captain, 2574 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 12 Mar 2019
at 23:41
  • msg #414

Re: Working with Dissidents

Having bid them farewell and Godspeed, Cyril has his ship jump for 2726.
Fate
GM, 2160 posts
Roll for dodge!
Wed 13 Mar 2019
at 03:45
  • msg #415

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 414):

Refuelling does not take long, and the move to the jump point is rather routine. You re-enter hyperspace, exiting to Chilly Willy a week later. It is a simple matter to refuel here, with 3 gas giants, though you do have to wait for the refiners to finish before leaving. Assuming you are heading to 2724, the only other charted system coreward. But from then on, you will require scans of new systems.

Planet: Chilly Willy (2726)
Date: 12 Oct 2173
Cyril Zotmund
Captain, 2575 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Mar 2019
at 18:25
  • msg #416

Re: Working with Dissidents

Next stop should be Liekung where we can resupply. We will also ask questions as to what they may have learned from the Vilani.

We will try and get some idea of how friendly (or Not) places like IIukin, Arsha and Ugemiriika might be. We would like to find out who is the leader there and his leanings; as well as those of any lesser commanders under him.

Considering the need to visit Dzosuiken again for information.
This message was last edited by the player at 18:26, Wed 13 Mar 2019.
Fate
GM, 2161 posts
Roll for dodge!
Wed 13 Mar 2019
at 19:01
  • msg #417

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 416):

Yeah, Leikung would not have that information...that would have to be a trip to Dzosuiken.
Cyril Zotmund
Captain, 2576 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Mar 2019
at 19:08
  • msg #418

Re: Working with Dissidents

Lets go there... knowledge is critical.
Fate
GM, 2162 posts
Roll for dodge!
Wed 13 Mar 2019
at 19:34
  • msg #419

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 418):

You continue on your way to Dzosuiken, the route known. You find the Leikung folk adapting rather well, though they seem to have quite a few new members who are glad to assist, or at least get away from the Imperium.

As you come out of Hyperspace, there is a patrol cruiser now waiting in position to meet you. You are requested to once again land at the impound yard, as the new Sarriiu at Kidashi, Riga Khazuni Shugilamars, is giving the local Sarriiu at Sukun, Ganimakkur, a lot of grief about not dealing with Terrans harshly enough. They suggest keeping a low profile, since they believe if is coming from Saarpuhii Sharik Yangila.

10.25 dTons of supplies. (* 1.6 dTons used, 0.2 dTons per week)
Ships Cash Remaining: $90,975
Planet: Dzosuiken
Date: 05 Dec 2173
This message was last edited by the GM at 20:43, Wed 13 Mar 2019.
Cyril Zotmund
Captain, 2577 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Mar 2019
at 22:25
  • msg #420

Re: Working with Dissidents

We will put down in the impound Yard and contact the local overseer, explaining that we were sent to find and eliminate a couple of Pirates, rumored to be Terran and making trade difficult. We will clear the area quickly but need to know about places like IIukin, Arsha and Ugemiriika, what their leanings are and if we would be safe traveling through them. We also would like to know who the  Sarriiu in that area and at Girii are. We were instructed to go to Girii and aid them in getting rid of these pirates. If they have Pirate issues with Terran ships around here, we would be willing to help with that also.
Ask how they are doing on Vaccines, send Natalie to check on fresh foods and any deals she can find quickly. Might look into power units too, if reasonable.

We'll make sure any inspectors and the overseer get a pack of 10-12 vaccine does apiece.
This message was last edited by the player at 22:27, Wed 13 Mar 2019.
Fate
GM, 2166 posts
Roll for dodge!
Thu 14 Mar 2019
at 05:35
  • msg #421

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 420):

You land easily enough, and the inspectors come aboard, happy with whatever gifts you have to offer them, particularly the vaccines, as there had been a few things going around. They have your first aid officer administer 2 each, (for different diseases) and take the rest for their families.

Trade Goods for sale

Light Metals ($12 k/dTon, 30 dTons)
Polymers ($14.4 k/dTon, 40 dTons)
Computers (Vilani, of course) ($200 k/dTon, 6 dTons)
Precision Instruments ($240 k/dTon, 2 dTons) (Natalie's pick, usually $400 per dTon)
Manufactured Goods ($35 k/dTon, 7 dTons)
Tools ($24 k/dton, 5 dTons)
Grains ($4.5 k/dTon, 10 tons)
Veges/Berries ($2.4 k/dTon, 5 tons)

Other Items for sale:

6 dTon Fusion reactor from a Hero x2
New: $21.6 million
'Slightly used' (Duke argues well used!) $12.6 million

Mini-Bus, 35 K Solars, 4 dTons, 2F cell/600 miles
  (Wheeled (Road)/Move: 50, dDR: 1, dHP:9, Seats 24),
These small buses can transport 24 persons at lower speed. Designed to run in suburban areas to feed the larger mass transport system, these can be found in all small planets with breathable atmospheres. This one is definitely not new!

Car, 40 K Solars, 2 dTons, 1F cell/1380 miles
  (Wheeled (Road)/Move: 30, dDR: 0.4, dHP:6, Seats 4, Cargo: 0.75 dTon),
The cheapest form of personal transport available.

4x4 Car, 60 K Solars, 2 dTons, 4F cell/1300 miles
  (Wheeled (All Terrain)/Move: 28, dDR: 0.4, dHP:6, Seats 2, Cargo: 0.73 dTon),
This may well be new. It is a 2 seater ute that could mount a machine gun on the roof, or have 4 seater wagon version.

Tractor, 50 K Solars, 2 dTons, 1F cell/550 miles
  (Tracked/Move: 50, dDR: 1, dHP:7, Seats 1, Cargo: 1 dTon),
The Basic farm equipment, very common. Not New.

Exo-Spider, 400 K Solars, 4 dTons, 600 kW Fusion Reactor
  (Legs Propulsion unit/Move:16, dDR:7, dHP:11, dTons of Cargo Space: 2),
These crawling vehicles are used by explorers or those who need to be up close in hostile terrain. The base model does not come with sensors, though these are commonly added, along with labs, sickbays or bunks. This particular one seems to stand out as having a lot of extra modifications to add redundancy systems.

AT Truck, 200 K Solars, 5 dTons, 200 kW Fusion Reactor
  (Wheeled (All Terrain)/Move:40, dDR:4, dHP:10, dTons of Cargo Space: 2.8),
A versatile and cheap all terrain truck, these are often used as Troop carriers by the Vilani military, or as supply trucks by all armies, due to their versatile abilities. This one might almost be new!
Cyril Zotmund
Captain, 2582 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Mar 2019
at 18:01
  • msg #422

Re: Working with Dissidents

Most of this stuff is not affordable or not is important for our upcoming trip.
How much are our computers worth to them. say a complete Micro-frame set up?
Fate
GM, 2168 posts
Roll for dodge!
Thu 14 Mar 2019
at 19:09
  • msg #423

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 422):

They would pay $350,000 for 3 Microframes and 35 terminals.
Cyril Zotmund
Captain, 2584 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Mar 2019
at 19:48
  • msg #424

Re: Working with Dissidents

I am offering one Micro frame and 10 terminals. Would $120k be acceptable? Or a Ā½ d Ton of precision instruments.
I could add a mini desktop or two for additional cost.

Fate
GM, 2170 posts
Roll for dodge!
Thu 14 Mar 2019
at 20:31
  • msg #425

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 424):

"But ships require 3 computers. How could we use just one? It would be a disaster!  10 terminals is the bare minimum...but we can manage with that. But we need 3 computers."
Cyril Zotmund
Captain, 2586 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Mar 2019
at 23:36
  • msg #426

Re: Working with Dissidents

But if you are inspected by Vilani inspectors, they will expect to see Vilani computers. So use two of theirs and one of ours ... an inspection shows you are in compliance, but you still have the capabilities of our systems.
Fate
GM, 2171 posts
Roll for dodge!
Fri 15 Mar 2019
at 00:33
  • msg #427

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 426):

"We can make them look like Vilani computers, or even have a single one as a face, but all ships need three identical computers to operate safely. Even Terran ships have 3."
Cyril Zotmund
Captain, 2587 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Mar 2019
at 01:53
  • msg #428

Re: Working with Dissidents

OOC - I won't ask where that came from, but it seems contrived. I know we use two to check on each other in real life ... but three?


Cyril thinks for a few minutes... very well, I will sell you the three. They will have a total of 30 Terminals and I ask $360k for them.
Fate
GM, 2172 posts
Roll for dodge!
Fri 15 Mar 2019
at 02:15
  • msg #429

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 428):

They agree, quite happy at the opportunity, calling their ship to land. They ask if Duke can install them for an additional $20 k even as the Hero lands beside you. It does seem to be armed.

1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabing if you want!)
   6 Desktops, 10 laptops, 100 Palmtops.

10.02 dTons of supplies. (* 1.82 dTons available, 0.2 dTons per week)
Cyrils Cash: $367,000
Ships Cash Remaining: $90,975
Planet: Dzosuiken
Date: 05 Dec 2173
This message was last edited by the GM at 02:28, Fri 15 Mar 2019.
Cyril Zotmund
Captain, 2588 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Mar 2019
at 02:20
  • msg #430

Re: Working with Dissidents

I'll ask Duke if it's worth his time ...  Are these locals or dissidents from another area?

Always interested in making contacts and learning things.
Fate
GM, 2173 posts
Roll for dodge!
Fri 15 Mar 2019
at 02:21
  • msg #431

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 430):

Duke is happy to do it for that kind of cash...
Cyril Zotmund
Captain, 2589 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Mar 2019
at 03:35
  • msg #432

Re: Working with Dissidents

OK, and who are these nice folks?
And it best not take weeks to do !!! ;-)
Fate
GM, 2174 posts
Roll for dodge!
Fri 15 Mar 2019
at 05:06
  • msg #433

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 432):

A few days at most. They describe themselves as traders, and they may be. It does not take long to realize that with a spare power supply, a small backup manuevre drive from a fighter and 4 pulse lasers and 2 sandcasters. The vessel otherwise can carry up to about 78 dTon, and has no armour added, suggesting that the measures are purely defensive and are more concerned with reliability and getting home than actually fighting.
Cyril Zotmund
Captain, 2590 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Mar 2019
at 18:17
  • msg #434

Re: Working with Dissidents

Sounds good, where are they from? potential trade contacts?
Fate
GM, 2175 posts
Roll for dodge!
Sat 16 Mar 2019
at 04:28
  • msg #435

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 434):

Potentially. They are locals who cover this sector. They seem interested in some of the uncharted planets, though they lack survey gear. You do hear them discussing installing more passenger quarters.

Ooc: The three computers for a bridge system comes from GURPS:T:ISW, in the section on starship construction, a few lines before the earlier quote on starship computers.
This message was last edited by the GM at 04:30, Sat 16 Mar 2019.
Cyril Zotmund
Captain, 2591 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 16 Mar 2019
at 19:32
  • msg #436

Re: Working with Dissidents

Has Natalie had any luck with potential purchases?
We need to get back on the mission.
Fate
GM, 2176 posts
Roll for dodge!
Sun 17 Mar 2019
at 09:58
  • msg #437

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 436):

Only the trade goods mentioned above. They were as posted as the result of a few days looking around.
Cyril Zotmund
Captain, 2592 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Mar 2019
at 20:04
  • msg #438

Re: Working with Dissidents

OK, we'll do a D Ton of Precision instruments, save the rest of the cash
We'll buy some food supplies and head out via 2724 Liekung.

Did we get any feed back on leadership and the systems? see msg #240
Fate
GM, 2178 posts
Roll for dodge!
Sun 17 Mar 2019
at 20:33
  • msg #439

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 438):

The systems are controlled from the Sector capital Shululsish, with the sub-sector capital at Giiri and the naval base at Iishuni. You find out the following individuals are

Saarpuhii Tamesha Eshi, 'Underking' at Shululsish
Sarriiu Riga Eneri at Giiri

Neither like Saarpuhii Sharik Yangila at Dingir, though for very different reasons. Riga is very much a Kimashargur, and the pirate badlands between Giiri and Shululish does much to cut them off from the rest of the empire, with many considering them the Kimashargur empire remnants. Tamesha, by contrast, is much more of a traditionalist Vilani, and dislikes Sharik because he us an Anakundu. Not much else can be found out about them from this far away.

You launch without problems, and after another week in hyperspace find yourselves back at Leikung.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabing if you want!)
   6 Desktops, 10 laptops, 100 Palmtops.

10.84 dTons of supplies. (* 0 dTons available, 0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $81,200
Planet: Dzosuiken
Date: 12 Dec 2173
Cyril Zotmund
Captain, 2593 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Mar 2019
at 20:46
  • msg #440

Re: Working with Dissidents

But nothing about Arsha or the other places as far as being friendly or not...

-->2622--> 2421-->2321-->Arsha (make sure we have two jumps worth of fuel)-->Ugemiriika-->Kasarshim-->Girii
Fate
GM, 2179 posts
Roll for dodge!
Sun 17 Mar 2019
at 22:13
  • msg #441

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 440):

It is like asking for details of a village in a neighboring country... before telephones!
Cyril Zotmund
Captain, 2594 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Mar 2019
at 22:42
  • msg #442

Re: Working with Dissidents

In reply to Fate (msg # 441):

Aw come on ... this is the space age ;-)
Fate
GM, 2180 posts
Roll for dodge!
Sun 17 Mar 2019
at 23:07
  • msg #443

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 442):

Yeah, but no FTL comms in Traveller, so news travels by ship!

Your progress is slowed by your need to chart each system as you go, adding approximately 10 days to each system you visit.

Leaving from 2724, the first new system is 2622.

2622 is a single star system with no Gas Giants and a single Planetoid with 10 moons! With a dense atmosphere and 90% of the surface covered by water, the atmosphere has high concentrations of Oxygen requiring reducers to be worn.

2421 is a single star system with 4 Gas Giants and 2 planetoids, and a total of 5 moons. None of the planets have either atmosphere or water bodies.

2321 is a single star system with 4 Gas Giants sharing 10 moons. The atmosphere is considered insidious, though there are only small island visible.

You chart Arsha, a single star system with 2 Gas Giants and 5 moons.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 100 Palmtops.

9.0 dTons of supplies. (*1.84 dTons available, 0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $81,200
Planet: 2321
Date: 12 Feb 2174
This message was last edited by the GM at 01:47, Mon 18 Mar 2019.
Cyril Zotmund
Captain, 2595 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Mar 2019
at 03:41
  • msg #444

Re: Working with Dissidents

OK, sounds decent... 2622 sounds usable, the other two not so much.
On to Arsha as soon as we are able.
Fate
GM, 2182 posts
Roll for dodge!
Mon 18 Mar 2019
at 04:28
  • msg #445

Re: Working with Dissidents

In reply to Fate (msg # 443):

Entering hyperspace, you come out a week later at a Gas Giant. A quick scan of the systems as you refuel reveal that it is the other gas giant that has a colony. A single Gashidda waits above it lazily, not revealing if it has even noticed you. There is little ship traffic.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 100 Palmtops.

8.8 dTons of supplies. (*1.84 dTons available, 0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $81,200
Planet: Arsha
Date: 20 Feb 2174
Cyril Zotmund
Captain, 2596 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Mar 2019
at 16:13
  • msg #446

Re: Working with Dissidents

Well he is easy meat for a Pirate, sleeping on duty is unwise. Let's get fully topped off, as this next system may not provide for refueling. Since this system is in the Vilani tapes, we should only need to do a quick verification.

Let's look at going to Seru and then straight into Girri... it saves us a jump and likely has some refuel capability, unlike Ugemiriika
This message was last edited by the player at 18:40, Mon 18 Mar 2019.
Fate
GM, 2185 posts
Roll for dodge!
Mon 18 Mar 2019
at 19:16
  • msg #447

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 446):

You land at Arsha for refueling. The colony is small, perhaps 10,000 people, set up as an agricultural and mining city. The fuel there is unrefined, but available for $8,000 to fill up 100 dTons.

All the same, the crew enjoys the hour or so at the local bar, before you recall them to their posts to leave.

You depart for Seru. This system is not significantly better, and also only offeres unrefined fuel. The single star system has three gas giants with 5 moons, and suffers from a dangerously high acidic content in the rain, meaning that covers are put over everything. Even the seas and oceans are acidic here, so there is no agriculture, but the mining and chemical industries are booming.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 100 Palmtops.

8.8 dTons of supplies. (*1.84 dTons available, 0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $73,200
Planet: Arsha
Date: 20 Feb 2174
Cyril Zotmund
Captain, 2597 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Mar 2019
at 21:33
  • msg #448

Re: Working with Dissidents

We will spend minimal time here, ask about any pirate issues and prepare to move on.
Fate
GM, 2187 posts
Roll for dodge!
Mon 18 Mar 2019
at 21:40
  • msg #449

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 448):

The locals here regard you cautiously, and almost accusingly answer your questions about pirates along the lines of 'you are Terran, you should know.'

But there are no vessels on the scanners as you depart, refueled, and enter hyperspace for Giiri. Until a week later, when you exit hyperspace...

And what a contrast. It has been decades since you last visited a planet with a billion souls. Even as you come out of hyperspace, the difference is noticable. A single star system with three gas giants, each with two moons, there are ships everywhere. A Shamshir class approaches you as you exit hyperspace and politely asks you to prepare for a customs boarding party. Assuming compliance, a shuttle is already onit's way almost as soon as your sensors are online!

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 100 Palmtops.

8.4 dTons of supplies. (*1.84 dTons available, 0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $73,200
Planet: Giiri
Date: 05 Mar 2174
This message was last edited by the GM at 21:42, Mon 18 Mar 2019.
Cyril Zotmund
Captain, 2598 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Mar 2019
at 22:09
  • msg #450

Re: Working with Dissidents

To the locals
I am, and sent by the terran's to eliminate these pirates, who sully our name and our trade.

We will accept the customs party, and will have a small group to meet  and escort them. We will again tell them we were sent to aid in ridding the area of pirates, although I won't mention who sent us. If asked, I will blame it on Kalishnakov, who wants unhindered fair trade.
Vilani Patrol
NPC, 25 posts
Mon 18 Mar 2019
at 22:58
  • msg #451

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 450):

They relax a little after looking around. Clearly the gear you have is more advanced than pirates can have, but the are very surprised at how a military vessel, or at least a well armed one, could get here.
Cyril Zotmund
Captain, 2599 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Mar 2019
at 23:46
  • msg #452

Re: Working with Dissidents

I'll just shrug, simple enough, came through a series of Vilani systems.Nobody bothered us.
How many are there?
I'll ask if they have any use of Palm computers assuming we are looking at something like 8-12 people.
Fate
GM, 2189 posts
Roll for dodge!
Tue 19 Mar 2019
at 01:27
  • msg #453

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 452):

The inspection team is just 4 individuals.

As soon as you pull out the palmtops and offer them around, they get a bit excited and forget about what they were asking. An hour later after showing them off, they get a message asking about how the inspection is going.

"Uhh, well, sir. They have goods from Terra, so they are clearly not pirates stealing our goods. They have these little palmtops..."

After ten more minutes of discussions, the authorities on the planet break in.

"Terran vessel, Welcome to Giiri. Please proceed to landing zone 397. The inspection team can guide you there. We understand you have traveled far, welcome to Giiri."
Cyril Zotmund
Captain, 2600 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Mar 2019
at 02:18
  • msg #454

Re: Working with Dissidents

Laughing to himself, Cyril orders the ship to go where they are directed.  He hands a few more palm tops to his guests and says they are for their ships commanders etc.
He gathers they may have a Large welcoming committee.
Fate
GM, 2190 posts
Roll for dodge!
Tue 19 Mar 2019
at 04:03
  • msg #455

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 454):

Coming in to land, there is a hive of activity unlike any you have seen for quite a while. Freighters, mainly Heros but also including a number of Sharurshid vessels, move through the skies, and there are more on the ground. You notice many are escorted, some by Shamshirs, some by small bounty hunters like the one you saw in Nova Pacifica. A squad of Kargash cruisers stands off from the planet, obviously overseeing things as at least 10 Shamshirs and many Gashiddas buzz around the vessels like little bees. The planet itself, about 7,000 miles in diameter, reminds you of earth, with grren land masses, cities visible in the dark side by their lights, and even a large portion covered by water, slightly more than half.

You approach as directed the landing zone, coming in above considerable weapon emplacements including beams and missile batteries. The first thing you notice when you land is that even though these are distinctly Vilani, there are subtle differences. Uniforms vary a little, and while there is no noticeable accent, words used vary a little. 10 folk make up the welcoming committee, though there are about ten times that many looking on. You note that many do actually keep their distance, wearing face masks and staying back. The Inspectors lead you off the craft, and go directly to those waiting outside, taking some of the extra palmtops and handing them to those waiting. They disperse as you approach, and those waiting turn their attention to you, speaking in High Vilani.

"Greetings from Girii."
Cyril Zotmund
Captain, 2602 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Mar 2019
at 17:16
  • msg #456

Re: Working with Dissidents

Replying in High Vilani - Greetings from Kalishnakov Industries and others from Terra, we were told that pirates of Terran descent prey here and were sent to assist in eliminating them as well as establishing trade relations with you.
Kimashargur Administrator
Tue 19 Mar 2019
at 19:01
  • msg #457

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 456):

"It is true they do plague us, but not here. But come, we can discuss how this will help us. What do Kalishnikov Industries produce? After what happened on Shululsish, medical vaccines and cure would be naturally appreciated."

They begin to walk with you towards a couple of small vehicles.
Cyril Zotmund
Captain, 2603 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Mar 2019
at 19:27
  • msg #458

Re: Working with Dissidents

Allow me to bring my Communications Officer, as she can also assist in what things Kalishnakov can provide.
Kimashargur Administrator
Tue 19 Mar 2019
at 19:32
  • msg #459

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 458):

"Of course, of Course.Bring any staff you feel you want. Just no weapons, they are illegal. Well, anything more than a shotgun, but they should only be carried for hunting."
Cyril Zotmund
Captain, 2604 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Mar 2019
at 19:40
  • msg #460

Re: Working with Dissidents

Then we should return to our ship and remove our pistols, we tend to wear them at all times, as pirates and other threats cannot always be foreseen in many places we travel. I think the two of us will be able to handle most issues.

We'll summon one of our men at the gangway a to take both weapons.

Where are these Pirates operating? We are better armed than the average transport and lure them into range thinking we are another merchant they can steal. We do have Vaccines for trade and a very good medical team.
Kimashargur Administrator
Tue 19 Mar 2019
at 20:16
  • msg #461

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 460):

You hand over weapons to your crew via Gun, before continuing on to the vehicles, where you are offered a seat.

"The Pirates operate in the badlands, the nearly empty and empty worlds that separate us from Khiruna. They are somewhere between Adigarma and Lirkig or Ilukin, but some of their worst attacks have been on freighters at Seru. We have warships, but we cannot find them in force.

They seem to have a carrier, which makes it especially dangerous to hunt for them with smaller vessels.
"
Gaius Sattius
Security Assistant, 4 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 20 Mar 2019
at 00:47
  • msg #462

Re: Working with Dissidents

Gaius and his crew had spent the time jumping from star to star familiarizing themselves with the Terran Computers, and their marvelous ability to do multiple tasks on one machine! It took quiet some getting used to, not to mention learning the various weapons, communications devices and even talking tactics with some of the Dastavka's crew.

Still, the lengthy trip they were on meant most of the training was done, but Gaius was not satisfied, he knew sooner rather than later he would be taking on a Vilani foe and capturing a ship and they could not do it alone. Even if they had access to the best Vilani tech and the more flexible Terran tech so it would fall to man power.

With this in mind Gaius went looking for Meir Galinski, his hand wrapped around the decorated Broadsword hanging at his waist, he wanted to find out a little more about the timing and the troops that would be at his disposal.
Meir Galinski
Scout, 321 posts
Colony Expeditionary
Cartographer and guide
Wed 20 Mar 2019
at 00:59
  • msg #463

Re: Working with Dissidents

In reply to Gaius Sattius (msg # 462):

[Private to Meir Galinski: Feel free to chip in if you ever want to! Since some did not pick up that you stayed behind, I will run with it.]

Meir was found easily enough in his cabin. It does not take Gaius long to realize that he does not have a lot of combat experience against Vilani. His skills are much more in wilderness survival rather than starship combat. He refers Gaius to Officer Sigorney, who has been involved in the capture of a couple of vessels so far.
Officer Sigorney
NPC, 12 posts
Wed 20 Mar 2019
at 01:01
  • msg #464

Re: Working with Dissidents

In reply to Meir Galinski (msg # 463):

Sigorney is quite happy to talk about how she has been involved in capturing Vilani starships. However, her concern is that they may actually be after Terran pirates, rather than Vilani. Or a combination of both. She suggests use of plasma weapons on starships, and the use of suits, in case the hull is pierced, or an enemy decides to vent to space as a last resort.
Gaius Sattius
Security Assistant, 5 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 20 Mar 2019
at 01:05
  • msg #465

Re: Working with Dissidents

Now with a name the Vilani leader heads off to find Officer Sigorney. Locating her he introduces himself before asking,"Officer Sigorney, I know that we are not too much further away from when we will be called upon to capture a prize. I would like to know what, if any, plans have been made in terms of force disposition and target for the capture of the prize? My crew and I have some skills but we cannot do this alone, as such I would love to be able to work with who ever it is in a few exercises to work through tactics and teamwork."

When she mentions her concerns he nods,"Whatever ship is selected will be adequate. My men have suits built into their armor, we do not have access to a wide range of plasma weapons, can we draw from the ships armory?"
Officer Sigorney
NPC, 13 posts
Wed 20 Mar 2019
at 01:32
  • msg #466

Re: Working with Dissidents

In reply to Gaius Sattius (msg # 465):

"Of course we can lend you whatever we have, including grenades. We also have 1 specialized troops who will lead the capture. Our primary role will be in securing the vessel intact, and getting it flying again afterwards. I would be glad to work with you in gong through some drills..."

She outlines various methods for capturing a Karl Marx vessel, a 1,000 dTon free trader.
Cyril Zotmund
Captain, 2607 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Mar 2019
at 01:56
  • msg #467

Re: Working with Dissidents

A carrier? with about how many fighters? We had heard of a converted or up armed trader of about 1,000 tons.
 

Kimashargur Administrator
NPC, 1 post
A high ranking Vilani
Kimashargur
Wed 20 Mar 2019
at 02:31
  • msg #468

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 467):

"Well, it might be a converted trader. We have had swarms of up to 50 fighters reported, though we are not sure how reliable those numbers are. They have captured a large Branch Passenger liner they seem to be using as a base, making it extremely difficult to pin them down. As far as we can tell, though, the branch liner is being used as accommodation, and has not been reported launching fighters. It is probably not armed. Generally, they wait, fully fueled, and jump when a large force enters their system. The large forces need to refuel, and by the time they do so, we have lost them.

They also have captured 4 patrol Gashiddas, which they have modified to carry 5 fighters each. We have 2 Kargash Light Cruisers and 5 Shamshirs ready to engage them, supported by 2 Sharurshid Branch Freighters and 6 Sharrukin Tankers (able to hold enough to refuel the entire fleet for an extra jump), but their small craft, mainly bounty hunters, keep going around the main fleet to attack the support, forcing the main fleet fire support to pull back to cover them, and usually allowing the fleet to escape.
"
This message was last edited by the player at 02:32, Wed 20 Mar 2019.
Cyril Zotmund
Captain, 2610 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Mar 2019
at 03:14
  • msg #469

Re: Working with Dissidents

So you need some smaller ships to kill bounty hunters. That shouldn't be too hard to do ... an up armed Iken or modified Gashidda type would accomplish this easily enough, what am I missing?
Kimashargur Administrator
NPC, 2 posts
A high ranking Vilani
Kimashargur
Wed 20 Mar 2019
at 05:16
  • msg #470

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 469):

"What we are really missing is good point defence capable of taking out small craft and missiles. Very few Vilani designs can do that well, except the Urima frigate design resurrected recently in Dingir, but our first one is still under construction. We have also resurrected a Kidashi design for a flagship, but it is also still under construction, and we are having difficulty getting parts for both due to the pirate activities.

Unfortunately, Vilani policy has removed all capacity to design new vessels for the last 1,000 years, so we cannot just modify existing ones.
"
Gaius Sattius
Security Assistant, 6 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 20 Mar 2019
at 15:18
  • msg #471

Re: Working with Dissidents

In reply to Officer Sigorney (msg # 466):

Gaius is very satisfied with the cooperation of the Terrans. It is most unfortunate the other Vilani cannot see the advantage of working with them. He is happy to assign some.time for his team to work through drills although he would need to check how many of his team can use plasma weapons outside of grenades.

For himself he'll stick to his gauss rifle and supplement with a few plasma grenades.
Cyril Zotmund
Captain, 2611 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Mar 2019
at 17:16
  • msg #472

Re: Working with Dissidents

I see, I did not bring my engineer, who would be best able to tell us what might be required for that, but I think it should be doable. You have numerous pulse lasers, they should be good weapons for that purpose, so it must be the computer programming that is flawed.
Kimashargur Administrator
NPC, 3 posts
A high ranking Vilani
Kimashargur
Wed 20 Mar 2019
at 19:03
  • msg #473

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 472):

"Not just the programming, but we do not have people trained to design new designs. We can build existing designs, and we can understand designs, but there are no folk capable of coming up with entirely new designs. or checking all of the details required to do major modifications. The most we can do is to add modules from existing vessels, such as adding a small Fusion plant and changing some Pulse weapons or missiles for beam weapons."

He thinks for a bit, then adds

"Of course, you may also be able to help in finding, and perhaps even talking with the pirates. They may talk with Terrans, since we think some of them are Terran. Try to get them to move to a different sector. There are plenty of Vilani who deserve being robbed blind..."
Cyril Zotmund
Captain, 2612 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Mar 2019
at 20:41
  • msg #474

Re: Working with Dissidents

Sir! ... We try to support fair trade, although we understand there are dishonest people in all societies.  Obviously we need to watch for more than just Saarpuhii Sharik Yamgila.

I have some excellent crew, as we frequently travel alone and have to be able to fix anything that breaks on our own.  If we could get a copy of your weapons software, we might be able to fix it.

Kimashargur Administrator
NPC, 4 posts
A high ranking Vilani
Kimashargur
Wed 20 Mar 2019
at 22:50
  • msg #475

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 474):

"Oh, don't get me wrong. Many of the pirates are definitely Vilani or Kimashargur. I understand some may even have valid grievances against some of the Empire policies which are not, shall we say, flexible.

But where they are, they are hurting us, not the empire as a whole.

I am afraid we would need your engineers to do more than just fix the software...they would have to do the redesign work. That is probably too much to ask of a ships engineering crew, even a highly capable one. Besides, we think we have tracked down some suitable designs. We just cannot get the parts to build them. In particular, we have had several shipments of beam weapons stolen that we needed for such parts.
"
Cyril Zotmund
Captain, 2613 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Mar 2019
at 22:58
  • msg #476

Re: Working with Dissidents

I understand. What sort of parts are these that you need?


OOC - We have a reproduction capability, although probably slow. Still, that would provide another ship or two to support us.
Kimashargur Administrator
NPC, 5 posts
A high ranking Vilani
Kimashargur
Wed 20 Mar 2019
at 23:38
  • msg #477

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 476):

"Primarily, we are desperately short of Beam weapons, Power plants and drives. We have an extra pair of Shamshirs to assist you in the point defence of the support vessels, and the support vessels themselves have their own capable point defence weapons, but they lack the speed to hunt down and destroy the fighters.

Of course, it might also be helpful if you could scout for them. If we find them, they move. They may be less likely to move if you find them.
"
Cyril Zotmund
Captain, 2614 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Mar 2019
at 23:57
  • msg #478

Re: Working with Dissidents

We can do that, but would appreciate the Shamshirs as a back up some distance behind us.
Kimashargur Administrator
NPC, 6 posts
A high ranking Vilani
Kimashargur
Thu 21 Mar 2019
at 00:47
  • msg #479

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 478):

"Hmmm, we can keep them one system behind you, but if they jump with you, then all benefit will be lost. We may as well use the entire fleet to hunt them.

Which is the problem we have. How do we stop them jumping refueled ships as soon as we enter the system? We can chase them, but they just keep jumping. With a mobile base of operation, we don't really know how to deal with that.
"
Cyril Zotmund
Captain, 2616 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 02:21
  • msg #480

Re: Working with Dissidents

Good Point... of course if we could have your ships at the system they jumped to....
Kimashargur Administrator
NPC, 7 posts
A high ranking Vilani
Kimashargur
Thu 21 Mar 2019
at 02:46
  • msg #481

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 480):

He laughs.

"An excellent idea, but so far we have not been able to get them to co-operate! How do we get them to do that?"
Cyril Zotmund
Captain, 2618 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 02:56
  • msg #482

Re: Working with Dissidents

Well, Amkun would be one place to patrol, and I am sure we can find others, but first I need some sort of plot on where they strike and how often.
Kimashargur Administrator
NPC, 8 posts
A high ranking Vilani
Kimashargur
Thu 21 Mar 2019
at 03:21
  • msg #483

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 482):

"Attacks have been reported in Seru, Dashkimnir, Dishushashig, Rikshaniim and Amkun, but freighters have dissapeared heading to Adigarma. Nobody goes to Lirkig, Ilukin, Udkukhii or Ugemiriika either, so any activity there would not be detected. Even Dashkimnir and Adigarma are unmanned, though they are patrolled more regularly, and it was one such patrol that encountered them in Dashkimnir after a Hero was attacked there. They seem to avoid striking in any one area too often. The last attack was in Udkukhii, when a tour group was robbed, but nobody killed. There was an attack in Amkun last month, though, in which a Hero was attacked and the goods stolen, and 2 crew members killed."
Cyril Zotmund
Captain, 2619 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 04:11
  • msg #484

Re: Working with Dissidents

Do patrols check Lirkig, Ilukin, Udkukhii or Ugemiriika? Several of these might be useful places for a temporary base. It seems like the pirates are wholly mobile, so they are system independent.  Iilukin is the only one with water, so is most suspect. By using the least traveled systems to get to a likely target, they avoid early discovery in many cases.
 Also Amkun is rather central to all of these locations, are patrols done in Biini, Lashgimaamrish and Zikugiaam? 

Kimashargur Administrator
NPC, 9 posts
A high ranking Vilani
Kimashargur
Thu 21 Mar 2019
at 04:19
  • msg #485

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 484):

"There is a fleet of 1 Vegan class light carriers and 10 Shamshirs based at Lashgimaamrishuk that patrols that region regularly., plus a Fighter squadron with 10 wings based at Lashgimaamrishuk itself. I think that they would rarely get there, but the patrol spends most of it's time in Hyperspace.

The Starbase at Khiruna has recently been upgraded to assist with trade there.
"
This message was last edited by the player at 04:21, Thu 21 Mar 2019.
Cyril Zotmund
Captain, 2621 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 04:24
  • msg #486

Re: Working with Dissidents

So it is likely they slip from one small backwater system to another, then lash out and run.
Kimashargur Administrator
NPC, 10 posts
A high ranking Vilani
Kimashargur
Thu 21 Mar 2019
at 04:26
  • msg #487

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 486):

"More than likely. That is exactly what they are doing. We have no experience fighting this sort of war."
Cyril Zotmund
Captain, 2622 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 18:04
  • msg #488

Re: Working with Dissidents

OK, with your assistance we will go looking.  Natalie, have you been able to arrange any sales or purchases?
Petty Officer Svebodne
NPC, 73 posts
Trading Officer
Thu 21 Mar 2019
at 19:21
  • msg #489

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 488):

She looks at you in surprise.

"We have only just landed, and you have been with me the whole time we have been planetside. Perhaps in a few days I could...this is a very big planet though."
Kimashargur Administrator
NPC, 11 posts
A high ranking Vilani
Kimashargur
Thu 21 Mar 2019
at 19:22
  • msg #490

Re: Working with Dissidents

In reply to Petty Officer Svebodne (msg # 489):

"I can give you a list of markets.

What sort of assistance do you want in tracking them down?
"
Cyril Zotmund
Captain, 2623 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 19:44
  • msg #491

Re: Working with Dissidents

In reply to Petty Officer Svebodne (msg # 489):

Cyril smiles at her... and in High Vilani says But you never cease to amaze me with how quickly you can arrange things. I would not have been too surprised to find that you had sold all our cargo and purchased a new one.

To the Kimashargur Administrator he says Actually trade is second behind assisting you with eliminating the Pirates.  I would like something that tells the various systems that we are not pirates, but come to arrest them or drive them off. We may need police powers as well, depending on where we locate them, I would not be surprised to find that they have some of the Vilani Officials on their side.
Kimashargur Administrator
NPC, 12 posts
A high ranking Vilani
Kimashargur
Thu 21 Mar 2019
at 20:13
  • msg #492

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 491):

He thinks for a moment.

"We can give you some official letters giving you power to make arrests in our name, but any change to your IFF would alert them as well.

With regards to possibly corrupt officials, that is a possibility, though more likely officials will be cowed by threats of violence rather than choosing to help them.
"
Cyril Zotmund
Captain, 2624 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 20:24
  • msg #493

Re: Working with Dissidents

That is also a Possibility ... The letters will suffice. I did not wish to alter our IFF.
Petty Officer Svebodne
NPC, 74 posts
Trading Officer
Thu 21 Mar 2019
at 20:34
  • msg #494

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 493):

"So should I take a few days to look around?"
Cyril Zotmund
Captain, 2625 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 20:36
  • msg #495

Re: Working with Dissidents

Much as I'd like to, let's get after the Pirates first, I think I understand what they are doing to avoid interception.
Kimashargur Administrator
NPC, 13 posts
A high ranking Vilani
Kimashargur
Thu 21 Mar 2019
at 20:42
  • msg #496

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 495):

"Much appreciated. We have the fleet waiting here when you have found them. If they are needed. I can give you a list of Sarriiu whose sectors we would be glad to send them to!"
Cyril Zotmund
Captain, 2626 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 21:55
  • msg #497

Re: Working with Dissidents

Cyril Laughs, I suspect we may have to send to hell, but give me the list anyway and we'll see how it plays out.
Fate
GM, 2200 posts
Roll for dodge!
Thu 21 Mar 2019
at 22:29
  • msg #498

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 497):

"Yes, you may well be right. But if I can use them to undermine some of those I do not get along with, all the better! That particular Sarriiu thinks all barbarians, including Terrans, should just be nuked into submission, so there will be no love lost!"

He actually gives you a disk with jump tapes to sectors Mirkikuda, Kadardiir, Gishu, Marduur, Narshe, Dileshnu and Ekaniir on it. The path there is through Pakha, Udikaa, Shir, Ukhurkumi, Nakiim and Ishisi.
Cyril Zotmund
Captain, 2627 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Mar 2019
at 22:52
  • msg #499

Re: Working with Dissidents

Cyril looks at his laptop and scrolls around a bit... So Shakimi is the controlling system? Who is the  Saarpuhii
Kimashargur Administrator
NPC, 14 posts
A high ranking Vilani
Kimashargur
Thu 21 Mar 2019
at 22:59
  • msg #500

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 499):

"One Sarriiu Kaagira Sharikkamur. He sees everything very black and white. Barbarians are bad: they must be annihilated. Good with the economy, terrible person though. Supporter of Yangila, and opposes both Saarpuhii Tamesha Eshi the 'Underking' at Shululsish, as well as our own Sarriiu Riga Eneri, because Eneri is a Kimashargur and because Eshi is not as strongly opposed to Barbarians as Yangila."
Cyril Zotmund
Captain, 2628 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 22 Mar 2019
at 00:17
  • msg #501

Re: Working with Dissidents

I see, sounds like someone who won't be good for trade with us...
Kimashargur Administrator
NPC, 15 posts
A high ranking Vilani
Kimashargur
Fri 22 Mar 2019
at 00:31
  • msg #502

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 501):

"Both for location reasons as well as ideological reasons."
Cyril Zotmund
Captain, 2630 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 22 Mar 2019
at 02:24
  • msg #503

Re: Working with Dissidents

Even your location is far away from ours, but your willingness to work with us and trade does much to make trade viable. We shall depart tomorrow to see if we can pin down these pirates. If we are able to capture a ship, what are your laws about ownership?
Fate
GM, 2206 posts
Roll for dodge!
Fri 22 Mar 2019
at 03:57
  • msg #504

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 503):

"If criminals are captured all those responsible for bringing them to justice share in the rewards. If we can find the ships rightful owner, I am sure they will reward you for their ship back."
Cyril Zotmund
Captain, 2631 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 22 Mar 2019
at 17:18
  • msg #505

Re: Working with Dissidents

Very well, some places use Salvage Law, allowing the capturing force to keep it, assuming Insurances has already paid the ship off.  Insurers don't like that method but we do.  He smiles.
Kimashargur Administrator
NPC, 16 posts
A high ranking Vilani
Kimashargur
Fri 22 Mar 2019
at 23:51
  • msg #506

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 505):

"Yes, sometimes it depends on the condition the ship is found in. Many insurance companies have set policies on rewards, and factors such as the amount of time it has been captured are also factors. Hence it often depends on insurance company, if any, and the laws of the flag world.

Is there anything else we can help you with?
"
Cyril Zotmund
Captain, 2632 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 23 Mar 2019
at 02:23
  • msg #507

Re: Working with Dissidents

Not that I can think of just now. We will try Iiukin to see if it is as I suspect, the way they avoid your fleets.

We will head back to the ship, resupply and refuel as necessary and head out.
Fate
GM, 2210 posts
Roll for dodge!
Sun 24 Mar 2019
at 08:47
  • msg #508

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 507):

Refined fuel is $350/dTon, unrefined fuel is $80/dTon. You need 100 dTons. The Administrator would rather pay for your fuel and services after you have delivered something.

Supplies are refilled.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 100 Palmtops.

10.24 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Giiri
Date: 05 Mar 2174
This message was last edited by the GM at 19:13, Sun 24 Mar 2019.
Cyril Zotmund
Captain, 2633 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 24 Mar 2019
at 14:46
  • msg #509

Re: Working with Dissidents

We’ll buy unrefined fuel and refine it ourselves. We rest overnight, then head off to Saru
Fate
GM, 2213 posts
Roll for dodge!
Sun 24 Mar 2019
at 19:16
  • msg #510

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 509):

With full tanks and the refiners working, you head off to Seru the next day. One week later, you arrive there. It is pretty much as you left it.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 100 Palmtops.

10.24 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Seru
Date: 13 Mar 2174
Cyril Zotmund
Captain, 2634 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 24 Mar 2019
at 20:56
  • msg #511

Re: Working with Dissidents

OOC - We were not able to make a deal for the Vaccines while with the Administrators?


WE quickly refuel and process it while using the clean tanks to proceed to Arsha. We do not land.
Fate
GM, 2214 posts
Roll for dodge!
Sun 24 Mar 2019
at 21:54
  • msg #512

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 511):

So wilderness refuelling off the gas giant?

You probably could have come to a deal with the administrator if you had tried!
Cyril Zotmund
Captain, 2635 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Mar 2019
at 00:20
  • msg #513

Re: Working with Dissidents

I thought I had mentioned it... conserving cash right now.
Fate
GM, 2215 posts
Roll for dodge!
Mon 25 Mar 2019
at 01:30
  • msg #514

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 513):

I looked back through the records, and did not see any mention of it. There is a pharmaceutical company that made basic immunizations that would probably pay big dollars for live bacterial samples to make immunizations (perhaps as much as a million solars), but that would have been mentioned in passing unless you can find a message I missed telling Natalie to look into selling them.

You proceed to Arsha without further delay, filling the tanks from a Gas Giant. Arsha has two such giants, and a couple of fighter wings wait at the planet in support of two Shamshir and two Gashiddas. They treat you cautiously.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 100 Palmtops.

9.84 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Seru
Date: 20 Mar 2174
Cyril Zotmund
Captain, 2636 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Mar 2019
at 01:52
  • msg #515

Re: Working with Dissidents

We treat them respectfully  and when ready with two full loads of fuel (for two jumps if necessary), we head to IIilukin
Fate
GM, 2216 posts
Roll for dodge!
Mon 25 Mar 2019
at 01:59
  • msg #516

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 515):

Refueling from the gas giant or paying 8k from the planet?
Cyril Zotmund
Captain, 2637 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Mar 2019
at 02:54
  • msg #517

Re: Working with Dissidents

Again, lets save the 8K.
Fate
GM, 2217 posts
Roll for dodge!
Mon 25 Mar 2019
at 03:16
  • msg #518

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 517):

You refuel from the gas giant and set course for Iilukin.

The trip through hyperspace is non-eventful, and a week later you come out in the deserted system.

This system boasts 3 gas giants, around one of which are four moons, one quite large and itself with an orbiting moon. Gravity on this planet is low, but a thin atmosphere can be detected. Three moons orbit the other two gas giants.

With barely 10% of the world covered in water, the planet is hot and arid, with little life.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

9.64 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Seru
Date: 28 Mar 2174
This message was last edited by the GM at 04:48, Mon 25 Mar 2019.
Cyril Zotmund
Captain, 2638 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Mar 2019
at 15:02
  • msg #519

Re: Working with Dissidents

I want to do a careful scan of the moon/planet that has atmosphere and water. I also wish to sit unobtrusively for a while and watch.
My thought is that if these are Terran Pirates, they may well have used the ability to go to a system uncharted by the Vilani, there by being safe from pursuit. So if here, they have an easy escape from an incoming fleet.

Fate
GM, 2219 posts
Roll for dodge!
Mon 25 Mar 2019
at 19:20
  • msg #520

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 519):

So do you want to land on the planet, allowing you to turn off engines, or hide out at the surface of the Gas Giant, which will require engines running?

Also, how long do you want to wait?
Cyril Zotmund
Captain, 2639 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Mar 2019
at 20:59
  • msg #521

Re: Working with Dissidents

At a gas giant for six days or so
Fate
GM, 2220 posts
Roll for dodge!
Mon 25 Mar 2019
at 21:42
  • msg #522

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 521):

Ok. You are fully fueled after the first day. You build upon the Vilani maps of the system to complete it by the third day, and after the fourth day you are starting to get bored, when a hyperspace entry opens up at the planet, with 5 signatures!

A large Sharshurid Branch liner, a Karl Marx vessel and three small bounty hunters emerge.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

9.5 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Ilukin
Date: 02 Apr 2174
This message was last edited by the GM at 00:42, Tue 26 Mar 2019.
Cyril Zotmund
Captain, 2640 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 01:45
  • msg #523

Re: Working with Dissidents

OK, A sI see it, the Karl Marx is the hard nut... the Bounty hunters are dangerous and the Sarushid is just a support vessel. Let's let them get well away from a Jump point, the two big ships are much slower than we are, The smaller of the two big ones is the Kark Marx and is likely heavily armed, probably with lots of beams. Chances of getting a missile hit or two is slim, so we'll need to eliminate power  and beams. We can probably take out a bounty hunter with missile overload and each subsequent one will be easier.


OOC - Probably has most of the crew going "No Shit"...but a few won't know. What are the bounty hunters built on? Ikens or something else?
Need to know what sort of arrangement/formation they are in as well please.
This message was last edited by the player at 03:00, Tue 26 Mar 2019.
Fate
GM, 2222 posts
Roll for dodge!
Tue 26 Mar 2019
at 03:11
  • msg #524

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 523):

Fair to say you have access to everything in the 'Gear Available' thread and most of what is in the 'Intelligence reports', except for what has happened at Orgill, Clameer and Ceti-Command, or course. That is the standard configuration. You do not know anything beyond that. Bounty hunters are generally believed to be modified Iikens, at least originally, though it is plausible that some are now manufactured specifically for that purpose as heavy fighters. At 173 Million Solars, they are about 10 times the cost of a regular fighter, but they do not require a carrier. Whilst nominally a crew of 10, they regularly operate with half that many.

At this point, you are hiding in a Gas Giant quite some distance away. There is no indication you have been detected, unless you start using active sensors, though that might also give you a clearer picture of what you are up against.
Cyril Zotmund
Captain, 2641 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 03:21
  • msg #525

Re: Working with Dissidents

I want them well away from a jump point, I am vastly faster than either of the big ships it would seem... the little ones are an unknown.  When they get somewhere close to the center of the system, depending on where they are headed, we'll likely go to active.
Fate
GM, 2224 posts
Roll for dodge!
Tue 26 Mar 2019
at 03:25
  • msg #526

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 525):

The vessels move immediately to the planet, where they seem to land to refuel, after doing a sensor sweep.

And after launching fighters. 30 of them, small, seemingly Vilani fighters, though you cannot be sure.

But you know they cannot jump whilst on the planet, or within 100 x planet diameter of the planet. But it will take you 8 hours to travel to them from your gas giant.
This message was last edited by the GM at 03:25, Tue 26 Mar 2019.
Cyril Zotmund
Captain, 2642 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 03:49
  • msg #527

Re: Working with Dissidents

OK, so all ships are down?  Just 30 Fighters up.   Lets power up and scan sensor alll the ships... Karl Marx, the Bounty Hunters and Fighters of most interest in that order. I am assuming that at this range, none of us can engage, but they will get their chewing gum all sour...




OOC - Signing off for the night... almost ( PM here.
Fate
GM, 2225 posts
Roll for dodge!
Tue 26 Mar 2019
at 03:54
  • msg #528

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 527):

You power up and exit the gas Giant in order to start scanning, and generally traveling in their general direction.

Sensors reveal that the fighters seem to have a beam weapon, and that the Karl Marx has much larger engines than normal for a vessel of her size, but the planets atmosphere interferes with further details.

The fighters, for their part, do not respond initially. But you do get an incoming signal.

"Terran vessel...good to see a friendly face. I hope. You seem armed, and a very long way from home!"
Cyril Zotmund
Captain, 2643 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 17:30
  • msg #529

Re: Working with Dissidents

We are indeed far from home. we are finding new routes for trade and opening trade negotiations with the locals. I believe they would like you to move on and have submitted a suggestion for where to take your efforts.  They suggest: Mirkikuda, Kadardiir, Gishu, Marduur, Narshe, Dileshnu and Ekaniir  via The path through Pakha, Udikaa, Shir, Ukhurkumi, Nakiim and Ishisi. I was even given jump tapes for your use.
Pirate Freelancer
NPC, 2 posts
Gimme your Life!
Tue 26 Mar 2019
at 19:25
  • msg #530

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 529):

He laughs.

"Of course they would like us to leave! This is profitable...but we are capturing weapons, and you surely understand that this is aiding Terra. Any Vilani weapons captured are not used against us."
Cyril Zotmund
Captain, 2645 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 20:31
  • msg #531

Re: Working with Dissidents

Except that these Vilani are friendly to our side and opposed to the Hard Liners who devastated Procyon a few months back if you didn't know.
So the Terran officials  in Chrysolite want you to cease and desist ... I was sent to pass the message. The Locals made the offer, which is in an unfriendly to Terran section, which would aid Terran Forces ... your choice, move now or be prepared for a combined effort against you.
Terran Forces are advancing on this side of the Vilani Hard Liners. They handled a fleet out of Kidashi quite roughly a few months back when it tried to conquer Chrysolite, and sent it running.


OK, let's stop the approach ... the odds aren't good for a fight.
Pirate Freelancer
NPC, 3 posts
Gimme your Life!
Tue 26 Mar 2019
at 20:44
  • msg #532

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 531):

"A combined fleet? Out here? You mean to tell me you have a route round the Imperial space?"

There is a long pause as they weigh up your words. The fighters stay at the planet as they discuss, with the exception of one bounty hunter, which continues towards you.

"Ok, let us see those jump tapes to see if you are serious. But even if you are, how do we know you are not just sending us into a trap?"
Cyril Zotmund
Captain, 2646 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Mar 2019
at 22:04
  • msg #533

Re: Working with Dissidents

You don't, nor do I, but given Vilani Politics, we think it's quite believable that they would do this and wish you good Hunting. You do not have to go there, but you do need to clear out of this sector permanently.  Do you seriously need the Jump Tapes?
Have your bounty Hunter keep his weapons fore and aft and not point his ship directly at us ... we'll all be happier and he won't be perfectly good ship parts scattered across space.


To DASTAVKA only-
OK, Watch this Bounty hunter... first sign of trouble he becomes toast.  Kat turn the ship so he has no shot at the power supplies or anything vulnerable... nose on should be best. Man the fighters.The APC can pass the Can with the tapes to them. 
Pirate Freelancer
NPC, 4 posts
Gimme your Life!
Wed 27 Mar 2019
at 00:26
  • msg #534

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 533):

The Bounty Hunter approaches for the next few hours, weapons powered down, and comes to a complete stop near you when it finally arrives. Comms remain quiet during that time unless you initiate conversation.

You load the tapes onto the Ships Boat, presumably after making copies for your own records, and Illiam pilots it over, docking carefully. The transfer goes quietly, and after a few minutes, the APC signals job done, and heads back to you.

The Bounty Hunter takes a bit longer before if confirms receipt of the tapes.

"The tapes actually check out, and seem plausible. Just one more thing...accompany the lead team with us. If you are leading us into an ambush, you should be part of it. We note you have survey gear, so that may be useful in finding a place beyond normal Vilani space. Once you return with representatives of the lead team, we will come with you. In the mean time, we will try to refrain from excessive piracy. Unless it is official traffic from Shululsish. Then all bets are off...those bastards deserve all they get."
This message was last edited by the player at 00:32, Wed 27 Mar 2019.
Cyril Zotmund
Captain, 2652 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 02:44
  • msg #535

Re: Working with Dissidents

OK, Lets clarify this... you want me to accompany a ship of yours on this route?  I need to sell some things to be able to do that ... or we refuel from gas giants and process our own...


OOC - How would they know what survey capability we have? Especially as it is not on, unless our sensors indicate something... I would think we look sort of normal.
Pirate Freelancer
NPC, 5 posts
Gimme your Life!
Wed 27 Mar 2019
at 02:51
  • msg #536

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 535):

"Accompany a few ships of ours, to be more precise, and then accompany one of them on the way back. Refueling from gas giants is normal procedure for us...not so many welcome us to land, even if they have facilities. But yes, it sounds like you have the idea."

[OOC: The survey array is meant to scan things light years away. As such, it is BIG, and along the outside of the vessel, by necessity. You can disguise it, but most likely anyone who knows what they are looking for will recognize it. It takes up four times the space of a normal laboratory...]
Cyril Zotmund
Captain, 2654 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 02:54
  • msg #537

Re: Working with Dissidents

Very well ... If we meet any Vilani Military, I have a letter of passage, it may or may not work for us all.




Looks like supplies will be thin by the time we are done.
This message was last edited by the player at 02:55, Wed 27 Mar 2019.
Pirate Freelancer
NPC, 6 posts
Gimme your Life!
Wed 27 Mar 2019
at 02:58
  • msg #538

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 537):

"Yeah, see. That is why we wanted you with us. You were not about to offer that to us, now, were you?

The patrol you should accompany will be here in about three days. In the meantime, perhaps some hunting can fill your supplies a little?
"
Cyril Zotmund
Captain, 2655 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 03:08
  • msg #539

Re: Working with Dissidents

In reply to Pirate Freelancer (msg # 538):

No Reason to, it would not have done you a lick of good. It's clearly made out to us and names our ship. Of course, being from Girii, it may not be too useful here, either.
Pirate Freelancer
NPC, 7 posts
Gimme your Life!
Wed 27 Mar 2019
at 03:16
  • msg #540

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 539):

"Only from Girii? I would not rely on that too much then."

What actions do you want to take, both now, and for the next three days?
Cyril Zotmund
Captain, 2656 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 03:32
  • msg #541

Re: Working with Dissidents

I have no specific needs. what is there to hunt on the Planet?

Pirate Freelancer
NPC, 8 posts
Gimme your Life!
Wed 27 Mar 2019
at 05:01
  • msg #542

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 541):

"Only sandworms and large lizards, mainly. The few lakes are very salty, but the critters in them as largely reptilian, with a few avians as well. Cactii have surprisingly nice fruit, though."
Gaius Sattius
Security Assistant, 9 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 27 Mar 2019
at 10:32
  • msg #543

Re: Working with Dissidents

Gaius had been sitting listening to all that was going on in the bridge, his mind trying to wrap around the strange way the Terrans operated their ships, their tactics and their every day life. He had suspected they were going to move close enough and then assualt the pirates from orbit before they took off but it seemed that the Captain was genuine in his wish to let them go pirate in Vilani space proper rather than hit the dissidents and those that supported them.

At the mention of hunting his eyebrow rose slowly, but he waited till there was a moment when the Captain was not broadcasting before he asked,"How long do your miners take to deploy? Perhaps there are minerals on the planet?"

The Cacti would also prove interesting, particularly as a trade good but he wasn't sure if there was sufficient refrigeration to store them,"And perhaps you have some means of processing the Cacti or meat? I've heard of a Cacti alcohol before....just an idea."
Cyril Zotmund
Captain, 2659 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 17:48
  • msg #544

Re: Working with Dissidents

Cyril turns and looks at Gaius with a smile... No booze please, I have enough trouble with Kat and her Gin. Yes, we can process the meat, although reptiles are not a ships favorite, generally speaking. The Cactus fruit might be of interest, but I am not about to land and putting our ships Boat down there would be a risk too.  I do not trust these Yahoos as far as I could throw them.
Tanya Weaver
NPC, 259 posts
The Navigator
Wed 27 Mar 2019
at 19:11
  • msg #545

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 544):

"Half of them are Vilani. Maybe more. I would not trust them either. Though sending the ships boat for supplies may not be a bad idea...maybe we can 'accidentally' shoot some of them while we are there."
Cyril Zotmund
Captain, 2660 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 19:22
  • msg #546

Re: Working with Dissidents

Calm Tanya, that would be a bad idea... we don't want a fight just now.  But if You (Gaius) would like to go see what you can gather, take the ships boat, we'll maneuver closer for you.
Gaius Sattius
Security Assistant, 10 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Wed 27 Mar 2019
at 19:51
  • msg #547

Re: Working with Dissidents

"They are pirates, what's to trust?", Gaius considered the offer and shrugged,"If it will gather supplies for the ship I am happy to do so. Are your plans to deal with them honorably?"
Cyril Zotmund
Captain, 2661 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Mar 2019
at 20:46
  • msg #548

Re: Working with Dissidents

For the moment ... if they go harass the other location, which is unfriendly to you and I... so much the better. We clear them from this area at little cost and no casualties while causing harm to our enemies. What's not to like?
 And they will be a thorn in the Vilani's side, as they don't think far enough out of the box to catch them with out putting a large force at every system.

Fate
GM, 2241 posts
Roll for dodge!
Thu 28 Mar 2019
at 00:22
  • msg #549

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 548):

Those hunting for supplies should make Survival (Desert) rolls...on behalf of the hunting party.
Gaius Sattius
Security Assistant, 13 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Thu 28 Mar 2019
at 12:40
  • msg #550

Re: Working with Dissidents

Gaius nodded, intrigued by the thought process of the Terran, there were doctrine for hunting down an elusive enemy but they didn't adapt to what the Terran's adjustments and that was always the problem of tradition over the actual situation they were in.

Gathering his team he got ready to descend to the desert planet, as he studied what he could find on the planet and where they were going he realized that although he was willing to help the boat this kind of planet was a little outside of his experience as far as hunting.

Still he would try his best and see what he and his team could come up with.

OOC: 08:36, Today: Gaius Sattius rolled 10 using 3d6 with rolls of 2,2,6.  Per -5 = 7.
Fate
GM, 2244 posts
Roll for dodge!
Thu 28 Mar 2019
at 19:04
  • msg #551

Re: Working with Dissidents

In reply to Gaius Sattius (msg # 550):

The trip to the planets surface did little to provide any supplies. The planet was hot, dry and unforgiving, with seemingly mile upon mile of baked earth and very little vegetation. In th heat of the day, winds wound their way lazily across, occasionally getting excited into forming small micro tornadoes, too small to present any threat to life, some of the Terrans referred to as 'willy willies'.

After a few hours of unproductively scanning the area, you return to the ship, hot and thirsty.
Cyril Zotmund
Captain, 2662 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Mar 2019
at 19:44
  • msg #552

Re: Working with Dissidents

In reply to Fate (msg # 551):

We call them dust devils out here, and they can be nasty, throwing things around although not people to my knowledge. Still a flying 4x8 sheet of plywood is not to be trifled with. Our chicken coop was disassembled by one, fortunately the chickens had moved on.
Fate
GM, 2245 posts
Roll for dodge!
Thu 28 Mar 2019
at 20:18
  • msg #553

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 552):

Yeah. In the dust they can really mess with vision though. Generally these are even smaller than the dust devils. Ruffle your hair, kick up a bit of dust and plastic bags, but not much more. Not today, anyway.
Cyril Zotmund
Captain, 2663 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Mar 2019
at 21:15
  • msg #554

Re: Working with Dissidents

OK, we water  & feed the intrepid explorers and recharge the ships boat as necessary.

OOC - Let's speed this up if that's OK... I know we are already weeks ahead of JEAN BART, but then again, we spend a lot of time at faster than light speeds.  I'm not sure it is even reconcilable unless we have dead periods with our hosts of a few months here and there.
Fate
GM, 2246 posts
Roll for dodge!
Thu 28 Mar 2019
at 22:27
  • msg #555

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 554):

Three days later, you have several hyperspace arrivals, six in all. two Gashiddas, three Hero's and a Bounty Hunter. They land and refuel, clearly discussing matters with the main group, before joining you in orbit.

"We have been filled in and given copies of the tapes. Which system? You ready to go?"
Cyril Zotmund
Captain, 2664 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Mar 2019
at 22:41
  • msg #556

Re: Working with Dissidents

Ready as we'll get... from here we go to Dishushashig, thence to Pakha, Udikaa, Shir, Ukhurkumi, Nakiim and Ishisi. Most are small back water systems so hopefully we'll have no issues. I do not expect any friendlies out here, but there may be some neutral merchants ... I'd prefer we let them be, for this effort.
Pirate Patrol
NPC, 1 post
Thu 28 Mar 2019
at 23:40
  • msg #557

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 556):

"Yeah, we are not total fools. We want  to travel this way again. Let's go then."

You set course for a gas giant at Dishushashig. When you exit hyperspace a week later, you come out at the gas giant, but the pirate patrol, Consisting of the 6 vessels, comes out at the planet, as per the Vilani jump tapes.

Fortunately, the planet is a small 'alternative' community that has little in the way of security monitoring the space around them.

Duke believes he can write a new jump tape, based on the data in the systems, to come out at a more distant location for the next system. He proceeds to do so while you are both refueling and refining the fuel, passing it across to them before preparing for the next jump.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

9.3 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Dishushashig (Refueled)
Date: 13 Apr 2174
This message was last edited by the player at 23:41, Thu 28 Mar 2019.
Gaius Sattius
Security Assistant, 14 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 29 Mar 2019
at 00:24
  • msg #558

Re: Working with Dissidents

Gaius used the travel time to continue getting used to the various Terran technologies, computers and tactics. Spending a lot of time with the Officer Sigourney running through drills and practicing their techniques to capture ships but when they came out into real space he was standing on board the bridge ready to learn more about being a Captain from Cyril.

He waited to see if they would try and resupply, although the size and technological skill of the backwater colony lead him to believe they would not, or simply jump ahead to the next system on their journey.
Officer Sigorney
NPC, 14 posts
Fri 29 Mar 2019
at 00:27
  • msg #559

Re: Working with Dissidents

In reply to Gaius Sattius (msg # 558):

Sigorney used the time refining fuel after refueling to practice space walks around the outside of the hull. There was something weird about walking on the outside of a starship...
Cyril Zotmund
Captain, 2666 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 29 Mar 2019
at 01:48
  • msg #560

Re: Working with Dissidents

In reply to Pirate Patrol (msg # 557):

Good thought Duke, let's do this for each system as we don't need to be arriving so close to the local folks.
Raymond 'Duke' Vurhund
Chief Engineer, 400 posts
Chief Engineer
Fri 29 Mar 2019
at 03:55
  • msg #561

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 560):

"Is it really required for those systems listed as uninhabited? Such as Pakha, Shir and Ukhurkumi...oh, wait, I just did Pakha."
This message was last edited by the GM at 03:56, Fri 29 Mar 2019.
Cyril Zotmund
Captain, 2667 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 29 Mar 2019
at 17:19
  • msg #562

Re: Working with Dissidents

No, don't sweat the uninhabited ones.
Fate
GM, 2252 posts
Roll for dodge!
Sun 31 Mar 2019
at 07:36
  • msg #563

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 562):

Pakha is the next system, and being uninhabited, it is quite a safe one. Nonetheless, Udikaa, Nakiim, Ishisi, Marduur and Narshe are all believed to be inhabited, and Duke is able to create jump tapes for all of them. He creates two tapes for each system, and then proceeds to write a jump tape simulator to test jump tapes!! He finds two tapes are not so good, and discards them, meaning you only have one tape for Nakim and Marduur.

He then tests and copies the tapes for the uninhabited systems Mirkikuda, Kadardiir, Gishu, Dileshnu, Ekaniir, Pakha, Shir and Ukhurkumi you have on file. At least someone was busy during the week, and for a change not with the ladies!

You exit out of hyperspace at one of Pakha's 5 gas giants. Refueling is not perilous, and the system does not seem visited, so it is a mere 10 hours before you are back at a jump-point for Udikaa, a system with 20,000 inhabitants, though the gas giant you are heading for is as far from that planet as possible, for all of you, thanks to Dukes work.

You have the chance to speak to the other ships, just before entering hyperspace once again. Predictably, about one week later, you exit hyperspace, in the Udikaa system.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

8.9 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Udikaa (Empty)
Date: 28 Apr 2174
Cyril Zotmund
Captain, 2669 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 31 Mar 2019
at 21:24
  • msg #564

Re: Working with Dissidents

Not much to say... just working to get them there ... we'd like out as soon as possible, but will keep to our deal.
Fate
GM, 2254 posts
Roll for dodge!
Mon 1 Apr 2019
at 00:53
  • msg #565

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 564):

Duke selected the exit location well...an outer gas giant about 14 hours from the colony.

The colony here is sizable, and does not get on well with the pirates. Launching about 100 fighters and a couple of Shamshir Escorts, they stay at the planet and warn you against approaching or targeting any merchants.

However, since you are just refueling, they do not approach.

Shir and Ukhurkumi are both uninhabited, though Gashiddas stationed there decide to depart as you arrive. In both cases, you refuel quickly and leave. However, there are concerns as you approach Nakiim, by far the most populous system you are passing through, with 100 million occupants. With 3 gas giants, around which orbit 5 moons, one of which is the large colony, you cannot get a jump exit more than 8 hours from the colony. If Nakim, with just 20,000 occupants is anything to go by, they could have considerable forces to spare...

Hence, it is with some nervousness that your small fleet enters hyperspace bound for Nakim...

[OOC: I have the time as you have exited hyperspace, but any reasonable preparations could have been made.]

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

8.3 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Nakim (Empty)
Date: 20 May 2174
Cyril Zotmund
Captain, 2670 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Apr 2019
at 02:33
  • msg #566

Re: Working with Dissidents

OK, Dastavka has the ability to do a second jump almost immediately as she carries double gthe fuel needed.... it sounded like the pirates had also done something like this. We'll check so we know how long we may need to stay near NAKIM
Fate
GM, 2255 posts
Roll for dodge!
Mon 1 Apr 2019
at 02:53
  • msg #567

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 566):

Several of the vessels definitely do not have the ability to jump again.
Cyril Zotmund
Captain, 2671 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Apr 2019
at 03:36
  • msg #568

Re: Working with Dissidents

Hopefully smaller ones that do not need so much fule, so should be able to process it quicker. Is refueling them a possibility?
Fate
GM, 2256 posts
Roll for dodge!
Mon 1 Apr 2019
at 04:48
  • msg #569

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 568):

You can get unrefined fuel into them, but jumping with unrefined fuel creates a risk of a jump mishap. Generally, the freighters are the ones at risk. The others, however, are unwilling to leave them unless the force is overwhelming.

2x Gashiddas* (8 hours to refine a full load of fuel)
2x Hero's     (6.25 hrs to refine a full load of fuel)
1x Modified Hero*  (Extra fuel carried, 12.5 hrs to refine a full jump of fuel)
Bounty Hunter*  (6 Hrs to refine a full load of fuel)

*Can travel at 6G to outrun any normal Vilani vessels
** Can travel at 6G and has enough fuel for 2x 2 parsec jumps

The Heros have had an extra refiner added, enabling them to refine full tanks in just 6 hours 15 minutes. With an hour traveling to and from the gas giants (and yes, they are the slowest vessels) that will be cutting it fine.

Using unrefined fuel disturbs the hyperspace bubble in unpredictable ways, making the path through hyperspace less predictable, and thereby making it harder to plan. All 4 jump rolls must be rolled against the following skills:

Navigation (Space)-2
Piloting(High performance Spacecraft) -2
Navigation (Hyperspace) -2
Mechanic (Jump Drive) -2

Whilst you would not know their skills, you could safely assume all skills are at least 12,probably at least 14. The ships, as you would have noticed by now, are configured as follows:

Pirate Gashidda: 575.4M, 400 dTon Close Structure x2
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6xBeam, 4xMissile, 2xSandcaster, Crew:35
5x Pirate Fighters
1x Assault Shuttle

Pirate Fighter: 23M, 10 dTon Flattened Sphere x10
(6G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space: 0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Bounty Hunter: 173M, 100 dTon Needle/Wedge x1
(6.6G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3xBeam, 1xPlasma,  Crew:10, Endurance: 291 Days,

Hero: 66.1M, 200 dTon Close Structure x2
(2G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 87.5, SM:+8)
Weapons: 9x Pulse, Crew:6
These carry the supplies for the other vessels.

Hero Smuggler: 75M, 200 dTon Close Structure x1
Used to dispose of valuables for cash.
(6G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 15, SM:+8)
Crew:9

If no preparations are made, then we can move forward to your arrival, and your refueling with unrefined fuel. By the time you have gone to the gas giant and refueled, and then returned to a jump point (about 3 hours) you will have a clear indication of what you have incoming, and when it will arrive. Dastavka takes about 8 hours to refine enough fuel for a single jump, but carries double. Refining can start pretty much from 15 minutes after you start collecting.
This message was last edited by the GM at 05:28, Mon 01 Apr 2019.
Cyril Zotmund
Captain, 2672 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Apr 2019
at 17:10
  • msg #570

Re: Working with Dissidents

Those of us with a double fuel load will plan on using the refined fuel to jump and process the rest  for future use...only logical.
We will wait until the ships have refined enough fuel to jump "safely" ...  we will obviously monitor the oncoming Vilani vessels.
Fate
GM, 2259 posts
Roll for dodge!
Mon 1 Apr 2019
at 19:21
  • msg #571

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 570):

The response from the planet soon becomes apparent. A pair of Shamshir Destroyer escorts departs, and makes their way towards you at full speed. A quick tactical analysis reveals the following:

Patrol: 12 Pulse Lasers, 30 Missiles, speed 6G, will arrived after 7.5 hours.

Dastavka, 5.5G, 14x Beam, 2x Missiles, 2x Sandcasters
Dastavkas Fighters x3, 6G, 1x Beam, 2x Missiles

Pirate Gashidda x2, 6G, 6xBeam, 4xMissile, 2xSandcaster, Ready to go after 9 hours
Pirate Fighter x10, 6G, 1x Beam, 2x Missile

Bounty Hunter x1, 6.6G, 3xBeam, 1xPlasma, Ready to go after 7 hours

Hero x2, 2G, 9x Pulse, Ready to go after 7.25 hours
These carry the supplies for the other vessels.

Hero Smuggler x1, 6G, Unarmed, Ready to go after 3 hours
Cyril Zotmund
Captain, 2673 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Apr 2019
at 21:24
  • msg #572

Re: Working with Dissidents

But the pirate Gashidda's are capable of two jumps on internal fuel, so can jump in about 7.5 hours... given the ships we have, two Shamshirs are a bit light in the britches I'd think. Still could be a PITA regardless.
Fate
GM, 2262 posts
Roll for dodge!
Mon 1 Apr 2019
at 22:07
  • msg #573

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 572):

No, the Gashiddas are not capable of double jumps without refueling. Just the smugglers...
Cyril Zotmund
Captain, 2675 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Apr 2019
at 22:33
  • msg #574

Re: Working with Dissidents

OK, so we will have to fight ... let's leave the Smuggler far away and the rest of the ships behind the Gas Giant. The Smuggler can report on what's coming and from where ... we'll put the fighters out to salvo missiles shortly after we do, so the two DEs are busy while we rip them apart.    Pirates agree?
Pirate Patrol
NPC, 2 posts
Mon 1 Apr 2019
at 23:23
  • msg #575

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 574):

The pirates are happy to fight, but they are not keen to allow the smuggler to be isolated...
Cyril Zotmund
Captain, 2676 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Apr 2019
at 23:50
  • msg #576

Re: Working with Dissidents

i don't want it isolated, i want it well behind us, so they have to come through us to get to it. I need some eyes on them so we know what they are doing, but that they cannot engage. If we can't do that, then we'll have to find another plan.
Pirate Patrol
NPC, 3 posts
Tue 2 Apr 2019
at 00:54
  • msg #577

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 576):

They do agree, as they can move towards the jump point from this gas giant. It takes about 20 minutes at it's speed (6G) to get to a jump location slightly off from behind the gas giant, so it can see the approaching vessels for most of the approach.

The Shamshirs move in, taking a course directly for the smuggler that will take them a mere 1000 miles from the Gas Giant, though they are still 240,000 miles away from the planet, and about 500,000 miles from the smuggler. The Gashiddas launch their fighters...
Cyril Zotmund
Captain, 2677 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Apr 2019
at 02:25
  • msg #578

Re: Working with Dissidents

Dastavka will launch her fighters as well and move on line with the others, so we can all fire unhindered. We will aim for power supplies to take them out of the battle quickly. We let it be known that we do not want to kill incapacitated ships, so they won't feel the urge to fight to the death in the future.
Fate
GM, 2263 posts
Roll for dodge!
Tue 2 Apr 2019
at 03:02
  • msg #579

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 578):

The pirates acknowledge, though if they get the chance to board, they would take it.

The smuggler notes that the vessels are passing the planet...and anticipates they will be passing you in a round or two.
Cyril Zotmund
Captain, 2678 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Apr 2019
at 03:27
  • msg #580

Re: Working with Dissidents

OK, look around , like the other side of the gas giant , so there are no surprises. everyone stand by... we'll engage the further ship.
Fate
GM, 2264 posts
Roll for dodge!
Tue 2 Apr 2019
at 05:05
  • msg #581

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 580):

It will take the smuggler a few rounds to move around to the other side of the Gas Giant, but they begin moving even as you engage. The pirate fighters launch the first salvo, with 10 missiles heading to each vessel to you all round the planet. As you are seen by each other at a range of about 9,500 miles, the Shamshirs use the pulse lasers, predictably, to engage the small missile swarms, even as the Dastavka and her fighters, bolstered by the two Gashiddas, launch a second swarm, whilst at the same time engaging the vessels with precision attacks.

As is often the case, the battle was over almost before it was begun, despite the pilot of the Shamshirs doing surprisingly well at avoiding some of the damage coming their way. But it was too much, and the Pirates made nasty mess of the first Shamshir, smashing the Communications array, the power plant and the maneuvering drive, while the fighters smashed int the bridge. Meanwhile, the Dastavka and her fighters pounded the second Shamshir even harder, destroying the power plant, maneuver drive, communications array and the bridge and disabling the entire ship, leaving it badly leaking air. It soon becomes apparent that the crew are abandoning both ships, and the fighters suggest recalling the missiles.

Shamshir 1  11/100 dHP, -PP, -Comms, -Man, -Bridge.
Shamshir 2  -13/100 dHP, disabled

Almost as an anticlimax, the smuggler reports that he can see no further ships.
Pirate Patrol
NPC, 4 posts
Tue 2 Apr 2019
at 08:51
  • msg #582

Re: Working with Dissidents

In reply to Fate (msg # 581):

The pirates let them go, but board immediately to gather what items they can, having the freighter pull along side. You notice them unloading missiles and Pulse lasers, as well as computers, sensors, and pretty much anything else not welded in.

"I doubt they will make the mistake again of sending too small a force. We don't have long to strip what we can and get going. You killed that one, so you get first choice there, but do you mind if we take the weapons, sensors, fuel processors and whatever else you don't want?"
Cyril Zotmund
Captain, 2679 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Apr 2019
at 15:33
  • msg #583

Re: Working with Dissidents

DASTAVKA orders her missiles back.

Cyril orders the Fighters to do what they can to assist the crews in disembarking into their shuttles. We move closer and send the ships boat with a crew headed by Duke and with a good supply of security folks, everyone in space suits.  We take safes, hard drives and any documents.

You may have any weapons or equipment you wish.
Fate
GM, 2266 posts
Roll for dodge!
Tue 2 Apr 2019
at 19:21
  • msg #584

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 583):

It takes about 2 hours for you and the pirates to strip down the vessels. You find approximately $100,000 in jewellery and gold in one of the safes, and Duke finds charts from Gadarur to Shululsish, with most major systems in between. There is also a listing of military assets, and an indication that budgets have been cut, but you notice that three Kargash squadrons (each with 10 ships and 10 Shamshir escorts) have been assigned to anti-piracy activities in this region. One squadron is at Nakiim. Strategies suggested when pirates are seen is to jump to all planets in suspected target systems in order to catch them.

This squadron is based at Shululsish, and answers to Saarpuhii Tamesha Eshi. He seems to be very much pro-war with Terra following biological attacks that killed millions there during the last interstellar war.
Cyril Zotmund
Captain, 2680 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Apr 2019
at 20:33
  • msg #585

Re: Working with Dissidents

We'll store the jewelry, cash and intell. the Pirates can now strip the ship, we'll go look at the other ship and see if we can find anything the pirates missed.
Where are the survivors? can they make it back to the colony OK?
Cyril Zotmund
Captain, 2681 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Apr 2019
at 20:45
  • msg #586

Re: Working with Dissidents

OK... we are now at Nakiim, correct? so the squadron is elsewhere?

To the Pirates - we found some information on pirate hunters, 3 squadrons of 10 Kargash and 10 Shamshirs. One of those is theoretically here. Their concept is to occupy all worlds around a pirate attack to destroy the pirate... no clue as to how they hope to coordinate that though ... probably by Iken. Do you have a survey capability? It would be a good way to slip away from their traps.
Pirate Patrol
NPC, 5 posts
Tue 2 Apr 2019
at 21:40
  • msg #587

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 586):

"The squadron is forming up at the planet as we speak, so they were just on the planet. None of us have survey modules... just you."
Cyril Zotmund
Captain, 2682 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Apr 2019
at 00:11
  • msg #588

Re: Working with Dissidents

OK, so I'm thinking we need to move on... still on for Ishsi or want to lead them elsewhere? we could try for Garrumim.
This message was last edited by the player at 00:12, Wed 03 Apr 2019.
Pirate Patrol
NPC, 6 posts
Wed 3 Apr 2019
at 01:35
  • msg #589

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 588):

"We have a jump solution for Ishisi. Besides, Garuumim is a more obvious place to flee to, a single star system with 4 gas giants, while Ishisi is a binary system with 5 gas giants. If they fan out, we have a better chance of surviving. Duke has selected a Gas Giant near the outer core, at least 11 hours from any other planet or Gas Giant, so we should stand a good chance. But I think we should head for Kardardiir via Gishu and Narshi as soon as we can. This whole region seems pretty hot from what we have found on these computers."
Cyril Zotmund
Captain, 2683 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Apr 2019
at 02:52
  • msg #590

Re: Working with Dissidents

That was my second suggeastion, except you can't get from Narshe to Kardariir directly... that's 3 parsecs. Dileshunu shouldn't pose much of an issue though and then we can look at coming back down via  2411, 2413 and Zikugiaam. That will ensure you have a way out should the heat get unbearable. The Kimashargur are friendly to us... with a bit of negotiation we may get you seen as not pirates, so long as you let their supplies get through... we also intend to have a regular if infrequent terran link.
Pirate Patrol
NPC, 7 posts
Wed 3 Apr 2019
at 03:05
  • msg #591

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 590):

"Our thinking exactly, as those systems are not on Vilani Databases. That would definitely be a safer route for the rest of the fleet to come up. Though we may need to get your to write some jump tapes...but first, lets get there."
Cyril Zotmund
Captain, 2684 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Apr 2019
at 03:12
  • msg #592

Re: Working with Dissidents

I agree... lets jump and move on, Duke can try and adjust our arrival location in upcoming systems.
Fate
GM, 2267 posts
Roll for dodge!
Wed 3 Apr 2019
at 04:33
  • msg #593

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 592):

You finish refining and looting, before moving to the jump point without incident. Scanners indicate that a number of warships have moved to jump points near the planet, and more seem to have been activated. Several Iikens were also seen to be leaving.

You enter hyperspace without further incident...

A week later you emerge from hyperspace at a gas Giant at Ishisi. It is deserted, for now, so you move to refuel. However, as you finish refueling, you notice several new arrivals at other gas giants. Single Kargash cruisers appear, though the nearest is still 10 hours from your location. Until another hyperspace jump arrival arrives at your planet...a single Kargash cruiser. It spies you as you have just left the gas giant, fully refueled, but fuel not refined.

"Pirates, move towards my position and then stand down to be boarded.

Or fight me. Please choose fight!
"

Known details of a Kargash class Light Cruiser

Kargash Light Cruiser, 2000 (6G/Move:370, dDR:240, dHP:120, SM +10, Asig +4),
Maximum Complement: 120
Weapons:4x Plasma Cannons, 2 Light Missile Arrays,
100 dTon Hanger Bay

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

8.1 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Ishisi (Refueled, unrefined)
Date: 27 May 2174
This message was last edited by the GM at 08:00, Wed 03 Apr 2019.
Cyril Zotmund
Captain, 2685 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Apr 2019
at 18:23
  • msg #594

Re: Working with Dissidents

Via secure (Scrambled) Comms
OK, Everyone move toward him, we'll give him a combined missile attack ... fighters out too, keep the beams ready for his missiles.

How far out is this Kargash? we'll move to approach him.

Internal Comms - Gun da Bin, scan this guy carefully to see if he is any different from standard Kargash ships.
Vilani Warship
NPC, 3 posts
Wed 3 Apr 2019
at 19:40
  • msg #595

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 594):

The Kargash is approximately 800,000 miles away.

"I am not hearing a response...but I am seeing fighters. I like the looks of that."

The Kargash seems to be standard fitout, but the 4 small fighters launched seem to have twin Pulse lasers weapons! Clearly the small craft are not the usual fitout for what you have seen, though the idea of using fighters with beam weapons to enhance point defence is a well documented Vilani principle, though one which you had not seen so often.

You hear one of the other Kargash on the more distant planets respond.

"Prisoners are first priority, remember.."

Gun da Bin uses the laser communicators to communicate with the other vessels, and they respond using the same.

"Not sure if we can overcome 8 pulse lasers on fighters. If they are moderately competant, they can shoot down 10 missiles each..."
This message was last edited by the player at 21:39, Wed 03 Apr 2019.
Cyril Zotmund
Captain, 2686 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Apr 2019
at 20:42
  • msg #596

Re: Working with Dissidents

Encrypted to pirates
Yes, something new... but we should be able to eliminate all their missiles if your guys are good with beams ...  We'll hold our Missiles and fighters back some and use a beam turret each to kill their fighters, no reason to waste missiles on very long range shots ... once they get in Beam weapon range, I'll use mine to try and hit their missiles and blow them up before they can launch ... or kill his power if I can.

to crew Gun da Bin, scan one of the fighters... do they have missiles? Normal Vilani fighters have 2 missiles and no beam weapons. Also see ifnyou can determine how much armor they have.


OOC... 800,000 miles? We should be well on the way to finishing our fuel processing before he gets here.
Pirate Patrol
NPC, 8 posts
Wed 3 Apr 2019
at 21:01
  • msg #597

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 596):

"We can deal with the missiles, but in order to deal with the fighters we will have to send our own fighters to engage, and we will likely loose all the fighters against those plasma and fighter combinations. It is a gamble...but perhaps feigning surrender and capturing their shuttles and using them to board and capture the ship might be lower risk, and potentially higher reward. We have the troops..."

The fighters have no missiles, and seem to be the standard fighters with 2 pulse lasers instead of 2 missiles. They are closing at 60,000 miles per 5 minute round, and the most you can reduce that to is 40,000. You need another 5 hours of refining.
Cyril Zotmund
Captain, 2687 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Apr 2019
at 21:44
  • msg #598

Re: Working with Dissidents

If you wish to surrender, do so... I will not. If it helps, I can run and jump out. you know where to meet us...
Pirate Patrol
NPC, 9 posts
Thu 4 Apr 2019
at 01:37
  • msg #599

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 598):

"Oh, we have no intention of actually surrendering...we just want to get them aboard, kill their troops and then use their shuttles to board their own ship. I think it has to be one in, all in, which ever way we go. But combat may cost us dearly...most of us cannot run safely.

So what is your plan...launch the fighters, and send them on kamikaze attacks to take out the fighters at range, hoping some survive, before hitting them with a missile swarm?
"
Cyril Zotmund
Captain, 2688 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 4 Apr 2019
at 02:15
  • msg #600

Re: Working with Dissidents

No, As I said, we can easily defeat their missiles... their fighters are weaker than ours in firepower and will need to close to do much direct harm to us. Their real threat is how well they can kill our missiles. Ideally we'd like to draw them away from their cruiser... but that may be hard to accomplish. Then again, Viliani control seems quite different ... I expect them to launch missiles as soon as in range... so we get target practice. I see no reason to give them the same easy shots. When we get to beam weapon range, thinks change quickly... their fighters become endangered and we can directly fire on their cruiser with them only able to launch missiles back... keep the weaker ships back and attack with  a complete missile launch... the fighters will then have to deal with it by presenting their sides... we should be able to kill them and disable the Cruiser.  I"f you want to do the surrender, I will make like a captured ship trying to get away.
Pirate Patrol
NPC, 10 posts
Thu 4 Apr 2019
at 04:48
  • msg #601

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 600):

"Given how easily we can deal with the missiles, I would have said that the real threat was those big plasmas and the heavy armour. The only likely way we can do quick damage is to use missiles, but those plasmas will devastate us one ship at a time. Your tiny fighters stand the best chance against them, due to their size! But the fighters with the pulse weapons are a threat to them.

Like we said, feigning surrender will not work well with just two of us...we would want your troops as well for a decent chance.

We can break into two groups, though. The Freighters have 18 beam weapons between them. That should be enough to deal with 48 missiles on their own, so we can send them running and the four of us with heavier armour can engage these guys. I would also suggest the freighters can deal with the fighters if they have to, but as you noted, that would leave the Cruiser vulnerable. Given the preponderant use of missiles by the Imperium, I am sure they are aware of that vulnerability.

With your vessel and the captured Gashiddas and Bounty hunter, we have a maximum speed of 55,000 miles, while that have a maximum speed of 60,000 miles per round, but the freighters are limited to about 17,000 miles per round with their cargo's, and 20,000 miles per round if empty. The freighters would have 18 Point defence weapons, whilst the warships 29 and the fighters 13. With that in mind, who should head towards them and who should try to escape? Battle plan to close for fighters and warships?
"

Range has reduced to 740,000 miles as you discuss, though you are heading out of the gravity field of the Gas Giant. Only another 600,000 miles until you are out and able to jump without penalty (You are about 100,000 miles from the planets surface).

[Private to Cyril Zotmund: Note, quick calculation, since fighters beam weapons are fixed, they get an extra +2 to hit. So with a skill of 16, they have a point defence target of 16+2(sAcc)+2(Sensors)+2(Fixed)-2(target profile)=20. On the assumed roll of 12, that will destroy 5 missiles per fighter, or 13 fighters will destroy 65 missiles! Whilst the missiles are scary, I think you are more concerned about them than is warranted...as long as there are 10 fighters alive, they should be fine.]
Cyril Zotmund
Captain, 2691 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Apr 2019
at 19:25
  • msg #602

Re: Working with Dissidents

The Plasma's have a fairly short range, we stay outside that range and use our Beams to shoot them apart. We should also be able to eliminate their fighters fairly quickly, which makes our missiles effective.


OOC- I can find Vehicular weapons and Space Missiles, but can't locate Space weapons ... IIRC the Plasma Cannon have less range than Beams.
Pirate Patrol
NPC, 11 posts
Sun 7 Apr 2019
at 07:22
  • msg #603

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 602):

[OOC: Post 5 of "Rues clarifications"about half way down. Basically Plasma do half damage at all ranges Beam and pulse weapons do full damage.]

"That means we stay out where our beams do less damage, and so do theirs. That might work, but remember, we do't have long, because they are faster than you. We will want our freighters well out of the way as well..."
Cyril Zotmund
Captain, 2692 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 7 Apr 2019
at 22:28
  • msg #604

Re: Working with Dissidents

Definitely want the freighters back... are your gunner any good? We should be able to kill their power and or turrets pretty quickly... also designate a turret to eliminate fighters...  keep our fighters back a little.


DASTAVKA wants to precisely target The Bridge, Comms, Power Plant and Fighters with a turret each. The rest are to  engage turrets and do general damage. Our Fighters are to kill their fighters first, then work on the cruiser.
Pirate Patrol
NPC, 12 posts
Mon 8 Apr 2019
at 00:16
  • msg #605

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 604):

"We are pirates. If we could not shoot missiles, we would not last long. But let's deal with those fighters so our missiles can do their job..."

OK, so freighters back, engage at maximum range and keep as much range as possible, targeting fighters and critical systems first. Missile launch only after fighters dealt with, or launch to come into range as you do?
Cyril Zotmund
Captain, 2693 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 8 Apr 2019
at 03:09
  • msg #606

Re: Working with Dissidents

Have to see what they Fighters do ... if they seem to be any sort of risk, we'll fire missiles so they have something to do...  Basically want to get just inside 29,999 and kill the ship quickly. Concerned about the Plasma cannon and 6D, but I *think* our armor will protect us ...
Fate
GM, 2274 posts
Roll for dodge!
Mon 8 Apr 2019
at 04:26
  • msg #607

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 606):

You mean 6d x 2? Dastavka barely has armour...15 dDR will absorb just 5 points from d12. Also, you asked to be within 29,999 miles? So within range of the plasmas?
This message was last edited by the GM at 04:42, Mon 08 Apr 2019.
Fate
GM, 2275 posts
Roll for dodge!
Mon 8 Apr 2019
at 05:27
  • msg #608

Re: Working with Dissidents

In reply to Pirate Patrol (msg # 605):

The freighters keep heading away as the Bounty Hunter and two Gashiddas, accompanied by the fighters, turn to face the hostile cruiser and her escorting fighters, closing at 115,000 miles per 5 minute round. The first wave of missiles is fired at 160,000 miles, but is shot down easily, as you approach. At 120,000, you turn your fleet around, launching missiles as you do to keep the fighters busy. By the time you have turned, the distance has dropped to 60,000 for the warships, and 70,000 for the fighters, which could turn a little faster. At that point, the Kargash also launched a second wave, even as their fighters moved to engage your first wave of missiles as you moved closer to the hostile warships.

As the fighters entered range of the warships' beams, however, things started to change. One fighter spun out of control as the Bounty Hunter tore into it. Both of the Gashiddas teamed up to first hit, then destroy a second, whist Dastavka's beams hit a third, causing it to loose speed, and PO Peter tore a fourth apart.

Unfortunately, the turrets targeting the precision attacks were not able to hit their targets.

Current Range: 55,000 miles, closing at 5,000 miles
Fighters range from enemy: 61,000 miles, steady
Freighters range from enemy: 400,000 miles, closing at 40,000 miles

[Private to Cyril Zotmund: I have just done the first round in case you wanted to change your tactics, as you seemed to be underestimating the damage plasmas do, or I am misunderstanding your intentions. Did you forget the house rule that doubled all plasma damage? If you want to close to much closer, that is a simple 1 round action from here.]

[Private to GM: To hit fighters:
Skill 17+2(sAcc)+2(Sensors)-1(Profile)-17(Range)+6(SM)=9
PD: 17+2+2-2=19
]
Cyril Zotmund
Captain, 2694 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 9 Apr 2019
at 03:36
  • msg #609

Re: Working with Dissidents

In reply to Fate (msg # 607):

Based on my misunderstanding... looks like outside plasma range will be better until we even things out.

We'll stay outside 30,000 miles and fire missiles. They should be more effective now.
This message was last edited by the player at 03:39, Tue 09 Apr 2019.
Fate
GM, 2276 posts
Roll for dodge!
Tue 9 Apr 2019
at 04:42
  • msg #610

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 609):

As the Dastavka and the other warships loose ground to the approaching Vilani, both sides fire another salvo of missiles as Dastavka once again fires an ineffective beam volley at the warship, the remaining fighter having dropped 30,000 odd miles behind. But the warship was not without defenses, launching three assault shuttles.

The Dastavka and the three pirate ships make short work of the missiles, but the heavy plasma turrets only just manage to destroy the ten missiles from the two Gashiddas and the Dastavka. They are, however, unable to swing around in time to meet the 26 missiles the fighters launched. Even the assault shuttles are only able to destroy 15 of the missiles before the other 11 slam into the warships hull in a spectacular series of explosions that tear the ship apart in detail. The assault craft are quickly busy trying to grab bodies as they fly out from the ship among the debris, before a final missile hits the munitions, cracking the ship in half in an blinding flash of light.

The pirates, uncharacteristically, suggest they move on without looting or taking what they can get, leaving the other ships to collect what survivors they can. After all, the rest of the cruisers could follow them after they refuel...

But you suspect they do not want to create more animosity that is needed, as they also did not fire on the assault craft as they collected survivors.

[Private to GM: Ah, OK. Glad I checked. Your plan actually worked better than I expected.]
This message was last edited by the GM at 07:29, Tue 09 Apr 2019.
Cyril Zotmund
Captain, 2695 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 9 Apr 2019
at 21:24
  • msg #611

Re: Working with Dissidents

Good Plan, let's blow this cheap motel.
Pirate Patrol
NPC, 13 posts
Wed 10 Apr 2019
at 00:11
  • msg #612

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 611):

"We could not agree more."

All ships move quickly to the jump point, despite threats by the remaining cruisers to surrender. However, they can only stand by as you enter hyperspace and head for the next destination, an uninhabited binary system with 4 gas giants.

You exit hyperspace once again to what appears an empty system.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

7.9 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Gishu (Unfueled)
Date: 05 June 2174
This message was last edited by the player at 01:58, Wed 10 Apr 2019.
Cyril Zotmund
Captain, 2696 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 10 Apr 2019
at 02:33
  • msg #613

Re: Working with Dissidents

Let's get refueled and and processed while move to jump to Narshe, I expect the cruisers to be close behind us. Do we have any mines to entertain them with? if so, give them a 12 hour time to self destruct aand leave them where the Vilani tapes say they should exit.
Pirate Patrol
NPC, 14 posts
Wed 10 Apr 2019
at 02:44
  • msg #614

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 613):

"Mines? How would a hole on a planet possibly help to deal with cruisers?"

These particular pirates are Vilani, the Terrans man the Karl Marx.

You proceed to refuel quickly and get ready to head to the jump point... there are no hostile ships when the refiners are just about done. Duke cautions you though.

"The next system is inhabited, though it comes up on the database as a prison planet. However, since there are no Gas Giants, and the other planets are devoid of water (and hence fuel), we are going to have to land and refuel somehow from the colony. As such, I have us coming out at the planet."

You do have time to change the destination if you want before the refiners are done.
Cyril Zotmund
Captain, 2697 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 10 Apr 2019
at 03:35
  • msg #615

Re: Working with Dissidents

That is not going to work at all  Let's look at Markana ... what do we have on that besides a good star port and limited population? we should be able to jump in well away from the star port.
Tanya Weaver
NPC, 260 posts
The Navigator
Wed 10 Apr 2019
at 06:53
  • msg #616

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 615):

"Markana has 2 Gas Giants, one with 5 moons and the other with three. A colony of 6,000 lives there, within an atmosphere dome. They have an anarchic Government, and may therefore be patrolled as a pirate destination given our recent activities."
Cyril Zotmund
Captain, 2698 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 10 Apr 2019
at 20:10
  • msg #617

Re: Working with Dissidents

That would be a very quick response, but anything is possible. We have few other choices and most of them are much worse I think. What say you Pirates? Duke, can you get us a jump point far from the Astro-dome thing and hopefully far from any Vilani Patrols. Gashiddas we can handle, Shamshirs aren't so bad but the damn Light Cruisers are becoming a PITA.
Pirate Patrol
NPC, 15 posts
Wed 10 Apr 2019
at 20:22
  • msg #618

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 617):

"We agree, the Light Cruisers can ruin our day. We tend to think a prison planet can be bribed easier than risking a point where the Light Cruisers may possibly be regrouping. They last saw us at Iishi, and Merkana is 2 jumps away, and possibly best positioned to allow us to escape, so they may have thought we went there instead of Gishu."

Duke is able to get jump points about 9 hours from the civilised planet, at the second Gas Giant.
Cyril Zotmund
Captain, 2699 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 10 Apr 2019
at 20:29
  • msg #619

Re: Working with Dissidents

And if not, what do we do? attack them? how can we be sure they have sufficient fuel anyway?  I can jump again if need be, but several ships cannot.
Pirate Patrol
NPC, 16 posts
Wed 10 Apr 2019
at 21:04
  • msg #620

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 619):

"Actually, that is a good point, that could work in our favour. They will have fuel for supplies that they will be relying on. If we take all the fuel currently there, anyone trying to follow us will be very much delayed. But the planet is covered by a few large lakes that we can refuel from as well, so they will have enough one way of another.

And if they don't cooperate? We kill the guards, and the prisoners take over the planet while we leave. Not the first time that has happened, by a long shot.

They might even have Terran prisoners there.
"

You are not sure if he is afraid of Marakna or may have friends there...
Cyril Zotmund
Captain, 2700 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 10 Apr 2019
at 22:06
  • msg #621

Re: Working with Dissidents

Fair enough, Narshe it is... let's get to the jump point and be prepared to jump out.
Fate
GM, 2279 posts
Roll for dodge!
Wed 10 Apr 2019
at 22:43
  • msg #622

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 621):

The jump to Narshe goes smoothly. The week in hyperpspace allows Guns to analyze the records of what happened in Gishu, and he is concerned about the determination showed by the local authorities. Still, they lost a Kargash, and two Shamshirs before that, so are unlikely to underestimate you again. From what you got off the Shamshirs, they only have 2 Squads of Kargash and 2 squads of Shamshirs to deal with pirates, so they are going to be more limited in what they cover in future.

Your arrival in Narshe elicits an immediate response from the planet. 4 wings of fighters launch from the planet. There seem to be 30 Missile fighters and 10 pulse laser fighters. Their tone is clear.

"Terrans, we order you to land immediately and be impounded or be destroyed."
Cyril Zotmund
Captain, 2701 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 10 Apr 2019
at 23:37
  • msg #623

Re: Working with Dissidents

Or you can land and desert your fighters and defenses ... no one dies and no serious damage occurs ... If you get silly and attack us, we will kill every fighter and most everything on the ground... try to betray us. and we can be merciless. We have already destroyed several Shamshirs and a couple of Kargashes that thought they were tough. Which way is it going to be? My compatriots have some goods they might be willing to trade.


OOC - I think I understood that...  16:41, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,3,2.  Diplomacy. Well a little bit forceful diplomacy ... call it gun boat diplomacy.
This message was last edited by the player at 23:43, Wed 10 Apr 2019.
PO Gun Da-bin
NPC, 166 posts
SIGINT
Wed 10 Apr 2019
at 23:49
  • msg #624

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 623):

[OOC: Reaction Roll 14, high in this case is good...]

They take a few moments to scan your ships, before ordering the fighters to fall back.

"You are somewhat more armed than the previous Terrans encountered. Fine. What do you want? You are not traders."

Gun mutes the microphones.

"Captain, I am detecting a Lightning class ship down there, as well as a few Iikens and a Hero. They seem to be in a well defended compound, about a mile from the fuel tanks. They do have plenty of fuel down there, to be sure."
Cyril Zotmund
Captain, 2702 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Apr 2019
at 03:53
  • msg #625

Re: Working with Dissidents

Do any seem armed?
Fate
GM, 2280 posts
Roll for dodge!
Thu 11 Apr 2019
at 04:13
  • msg #626

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 625):

None of the ships on the ground are armed.
Cyril Zotmund
Captain, 2703 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Apr 2019
at 04:53
  • msg #627

Re: Working with Dissidents

OK, Can we see any defensive weapons we need to be aware of? How Many troops can we see... and check the ships too if you can... mean while we close toward the facilities.  Let's keep a number of our ships up on patrol while others refuel ... If we can check on prisoners do so...
PO Gun Da-bin
NPC, 167 posts
SIGINT
Thu 11 Apr 2019
at 05:51
  • msg #628

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 627):

There are six Beam weapon turrets around the internment port, and there does appear to be a Heavy Missile array near the main communications tower. At the base of the tower there appear to be a solid clump of buildings with very few windows. The whole place looks lie a bunker as you approach, though there are no troops visible. In fact, there are no persons visible anywhere on the surface. The fuel tanks are likewise very heavy, made of concrete and located near the base. You can see there is a Lightning, a Hero class and 2 Iikens that are landed.

It really looks as if the internment of the starships is in a large fortress type structure designed to keep people out. Outside, there are various slums, but there do appear to be caves where most of the population are. Oddly, there is no vegetation, and sensor readings suggest acidic clouds around the planet which may account for that.


1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

7.7 dTons of supplies. (0.2 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Narshe (Unfueled)
Date: 12 June 2174
This message was last edited by the player at 09:41, Thu 11 Apr 2019.
Pirate Patrol
NPC, 17 posts
Thu 11 Apr 2019
at 09:29
  • msg #629

Re: Working with Dissidents

In reply to PO Gun Da-bin (msg # 628):

"I don't trust these guys. Launching fighters..."

[Private to Cyril Zotmund: Note that your fighters are Battery powered. They could not loiter long enough for you to refuel.]
Cyril Zotmund
Captain, 2704 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Apr 2019
at 20:05
  • msg #630

Re: Working with Dissidents

Hunh?   If I am refueling from a tank of refined fuel, it shouldn't take more than an hour or so... The Fighters couldn't be up that long?
Fate
GM, 2281 posts
Roll for dodge!
Thu 11 Apr 2019
at 20:32
  • msg #631

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 630):

The Combo fighters endurance is 100 minutes, and if you take 50 minutes to land (10 min), refuel (30 min) and leave (10 min), that would be fine. But for each of the 7 vessels to do so individually, that would be about 7 hours i you do not have more than 1 ship on the ground at a time.
Cyril Zotmund
Captain, 2705 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Apr 2019
at 22:40
  • msg #632

Re: Working with Dissidents

OK... Got it, so they could cover our refuleling, but not everyones... that's fine, we can launch them quickly enough if need be.  Now, if we suck up water and refine it as fuel, how long might that take? I'm trying to compress our time here ... the Hero's, Ikens and the like refuel more quickly.  Perhaps the Gashidda's can also refuel from the lakes?
PO Gun Da-bin
NPC, 168 posts
SIGINT
Thu 11 Apr 2019
at 23:29
  • msg #633

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 632):

"The lakes seem to be acidic. While they could be used in a pinch, there is a risk they can damage our systems. That seems to be the purpose of the refueling tanks, which also serve as the bases water supply, in my guess.

But if we give some of our refined fuel to the vessels that take longer to refine it, we can reduce the refining times.

Though, if many of their fighters are currently in space, in the fighters, then there is a good chance they have minimal troops on the ground. We cant see because of the bunkers, but there does not appear to be a lot in the accommodations side of things.
"
Cyril Zotmund
Captain, 2706 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 12 Apr 2019
at 02:26
  • msg #634

Re: Working with Dissidents

Understood, but the fuel received here should be refined, No?

Fate
GM, 2282 posts
Roll for dodge!
Fri 12 Apr 2019
at 02:34
  • msg #635

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 634):

You do not know. It is not classed as a class C Starport, so it should not be assumed. But they may have some for their own personal stores. There are 2 1000 dTon Tanks there, one of which is almost certainly water, which is used as unrefined fuel.
Cyril Zotmund
Captain, 2707 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 12 Apr 2019
at 02:50
  • msg #636

Re: Working with Dissidents

OK... so we could grab some of that... our refining capacity is better than most it seems.
Fate
GM, 2283 posts
Roll for dodge!
Fri 12 Apr 2019
at 03:25
  • msg #637

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 636):

So you plan to just launch the fighters and land? You have intimidated them into not fighting, but they are still not particularly friendly. And the Lightning suggest they have Terran prisoners.
Cyril Zotmund
Captain, 2708 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 12 Apr 2019
at 04:06
  • msg #638

Re: Working with Dissidents

DASTAVKA Alone can't do too much, but I think I have already suggested we should check for Terran Prisoners. I will need a lot of support from the pirates, but if we work together we can likely prevent any problems, free up any Terran prisoners and any others the Pirates want and take any of the ships that might be confiscated by the Vilani... in Fact, taking the Lightening and the two Ikens would be a Good deal... and the Hero if we have the people for it. I would want the owners to get the Lightening back and would like one of the Ikens.... the other two the Pirates can have. Might get the Lightening armed up a little and use it to run between Girii and NP/Chrysolite...
Fate
GM, 2284 posts
Roll for dodge!
Fri 12 Apr 2019
at 11:31
  • msg #639

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 638):

Sounds like a good idea.You do still have the prize crew aboard, who can probably handle 2 Iikens easily. However, getting them out will be fun, since I doubt the wardens want to cooperate, and the do have shore weapons at their disposal. Come up with a plan and we can role play it next week. Pirates likely to be cooperative, but prisoners who knows? Some yes, some might be there for good reason....
Cyril Zotmund
Captain, 2709 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 12 Apr 2019
at 17:55
  • msg #640

Re: Working with Dissidents

As to Prisoners... Quite true, even for Terrans.
I'll try and develop a bit more descriptive plan, but basically the Pirates supply most of the man power, This time I'm going to Leave Kat in Charge and go down with a ships boat and the security folks and Prize Crews. I'll bring Duke too.
Fate
GM, 2285 posts
Roll for dodge!
Sat 13 Apr 2019
at 21:30
  • msg #641

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 640):

So looking at sending ships boats/assault shuttles down first. Ok. Under what pretext?
Cyril Zotmund
Captain, 2710 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Apr 2019
at 02:40
  • msg #642

Re: Working with Dissidents

Well let's hold up ...
1. which Pirate vessels hold a lot of men.
2. Is there a place to land for at least one of our ships?
3. Are they manning defensive weapons?
4. What might be a good excuse for a ship to have to land ... fix something outside?
I am not really hot on making this an all out attack, if we can do a soft seizure ... no immediate desire to hurt any Vilani ... indeed we might trade some vaccines if they have any need.

Basic Concept for Seizing Narshe

Take control of the base, hopefully with as little violence as possible. Use Fighters and warships to force compliance while we put troops on the ground. IF we have to, eliminate any resistance violently and insert a ground force. If they do not resist violently, see what we can trade … our people recovered would count for something.

Disable their missile launchers, fighters and beam weapons temporarily … long enough for us to leave.
Pirates may take some fighters if they wish (we can’t carry anymore).

Refuel each ship and have it return to low orbit to refine fuel. Includes their ships after Duke checks them out as best he can.

Provide Vaccines and anything we have to trade for whatever they have so long as we are on semi-friendly terms … check the prisoners… see why they are confined. Terran military , traders etc. will be taken out of prison. Pirates may recover their own too.
If Possible, we will take all ships. We will make sure they have food for a while, in case they aren’t visited often.

We will then get our behinds out of here as soon as we can going to Dileshnu and thence to Kadardiir … from there we will have to plot our jumps to 2411, 2413 and thence to Zikugiaam, Ankum, Adigarma and Ilukin.
This message was last edited by the player at 03:23, Sun 14 Apr 2019.
Fate
GM, 2286 posts
Roll for dodge!
Sun 14 Apr 2019
at 09:14
  • msg #643

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 642):

Good idea to get all info you want before deciding action.

1.) The Gashiddas have about 20 of the best troops each for capturing merchants, but the Freight Heros have been retrofitted with about 40 spare bunks with less capable 'trainees'.

2) The impoundment yard is the only place to land withing the 'fortifications'. There is room for 2 more large vessels there. You can land anywhere outside....

3) You cannot tell whether the defensive weapons are manned or automated. But they are active.

4) Inside the yard...landing for fuel would be the best excuse. None available outside. Outside the yard and outside the fortifications, they likely would not care...

Looking at your plan, and the fact that they are already intimidated, a couple of good further intimidation rolls (with the appropriate wording) and promises that you will leave without killing them or destroying their defenses might be the best alternative. The worst thing they likely fear is being lest at the mercy of the criminals, so they are not going top be very receptive to destroying perimeter defenses. Similarly, unless there are other cargo ships visiting, they will likely want to keep at least one vessel.
Cyril Zotmund
Captain, 2711 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Apr 2019
at 19:42
  • msg #644

Re: Working with Dissidents

Of the ships they have, we'd likely leave the Hero of any...

Our demands
1. we insist on being able to refuel
2. We will not offer any violence unless they offer it first.
3. So long as they are reasonable, we will trade with them, should we have anything useful to them ... like vaccines.
4. If we release a prisoner or prisoners, we will control them and take them with us. We will not leave prisoners running around out of control.
5.  We will leave you with supplies sufficient to last you several weeks.
6. You may explain our arrival in overwhelming Force as justification for not resisting and being exterminated.
7. Should any of your leaders wish to leave with us, rather than face the  displeasure of the Government, we can facilitate that.

I've been interrupted so many times that I hope this makes some sense.

Don't have intimidation, will use Diplomacy ... "trying to control the folks I am removing from the Zeru Sirka. They have been unwelcome to say the least, and I am removing them, under instructions of the Terran Merchants Association, who hope to establish trade at some point ... but if things don't go smoothly, it could get very ugly, very fast, as they and the Vilani Military have been at odds for sometime."   Will advise the Pirates of this BS Strategy, so they can do their part.
Fate
GM, 2287 posts
Roll for dodge!
Sun 14 Apr 2019
at 20:29
  • msg #645

Re: Working with Dissidents

1) They will allow you to refuel, but do not want you to leave your ships.

2) They are reluctant to initiate combat with a stronger force, as has been stated.

3) They would accept vaccines and any other devices in exchange for the fuel. If you are happy to trade, then you can start by paying for the fuel. A meager $100 per dTon of unrefined fuel they offer.

4) All prisoners are already out of control...outside the walls of the fortress. They don't care what happens to them as long as they never see Vilani space again. That is what their contract states.

5) Accepted.

6) and 7) Why would we leave with violent barbarians and pirates? Just leave us be, with some vaccines so we hopefully do not all die of plague.

In answer to your diplomacy, their response is cool, but they do not threaten you. Their basic response is 'fine, do whatever, just get out of here as soon as possible and leave us intact.'

How do you intend to proceed? At the moment, you are still in orbit.
Cyril Zotmund
Captain, 2712 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Apr 2019
at 20:43
  • msg #646

Re: Working with Dissidents

Sounds like the Two Gashiddas should land and refuel... and their crack crews should secure the place. We can then insert Duke and  the Prize Crews.

1. It isn't possible to connect up refueling hoses from inside, we will have to have folks get out, and they will want to secure the area.

2. There will be combat only if you initiate it.

3. We will trade some vaccines so you don't die of the Plague ...  Unrefined fuel will not be $100/ton.

4. We would like to see what you have on the prisoners released, names etc.  [Guns, start scanning for Prisoners, let's see if they are indeed just thrown out on their own.]

5. Check

6. As you wish, our experience has been that violent Vilani Leaders are difficult to deal with; but it is your welfare I was concerned about... if you are happy, I am content to leave you be.


If we see prisoners out and about, we will try to locate any Terrans. Are the ships parked here all Vilani? (not likely with a Lightening)?
Looking closely at the Ikens to make sure my Terran Scout Friends aren't here.
Fate
GM, 2288 posts
Roll for dodge!
Sun 14 Apr 2019
at 21:16
  • msg #647

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 646):

1) They are reluctant to accept, and ask what guarantees they will get that they will all get out of this alive and with the fortress intact is they are 'imprisoned' within their own fortress.

2) They are becoming skeptical...

3) When do they see the vaccines? Clearly you are not interested in trade then. Stop pretense...

4) Names are not kept here, but by head office. Prisoners are just released, and not permitted to return to the fortress.

Guns can confirm after extensive scanning that there are several low tech settlements underground, but nothing above ground. Acidic rain may have a lot to do with that. The impound yard has a cover for the vessels kept there.

Nobody seems to be 'out and about', but all seem to be underground. There are remains strewn about outside the fortress, however.

The Lightning seems to be the only obvious Terran vessel. But you are not sure with the rest due to the covers, and also the cover the Terran scouts would use.
Cyril Zotmund
Captain, 2713 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Apr 2019
at 21:38
  • msg #648

Re: Working with Dissidents

1. I guarantee that no harm comes to anyone so long as there is no violence. I will land personally to guarantee that.

2. This will happen, regardless, but this way, no one gets hurt.

3. I will bring them with me.

4. So you have absolutely no idea of who you have in your prison? Odd!

5. Where did the ships parked here come from?


OK, I'll see if the Pirates can dispatch a few shuttles to establish contact with the various Camps, looking specifically for Terran prisoners and then any the Pirates may wish to redeem.
Fate
GM, 2290 posts
Roll for dodge!
Mon 15 Apr 2019
at 01:03
  • msg #649

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 648):

1), 2) and 3). So you will be one one the first to arrive?

4) Oh, we have ideas. But we do not convict them, not keep track of them. They have to provide for their own food. That keeps them busy so we do not have to worry about them.

5) The ships were brought here with prisoners aboard. Most are very old and dated, and we keep them in case of emergency evacuation. We doubt they would make more than one jump, but that would be sufficient.

The pirates are happy to send a hero to check out some of the locations where folk are detected, but the two Gashiddas wish to keep the shuttles with their best troops to deal with the wardens if the need arises.
Cyril Zotmund
Captain, 2715 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 15 Apr 2019
at 02:26
  • msg #650

Re: Working with Dissidents

I will be among the first to arrive...

[I am thinking the 2 Gashiddas and perhaps our ships boat with it's APC if things go to poo; I am thinking the two ships will deploy their crack crews to protect the landing area.]

4. Odd, but I suppose it works...

5. OK, so they are not ships captured with crews... that is a good thing.

I am assuming we have been moving in all this time.
Fate
GM, 2291 posts
Roll for dodge!
Mon 15 Apr 2019
at 04:12
  • msg #651

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 650):

The ships are now approaching orbit. The Gashiddas send their assault shuttles with the most seasoned troops to the landing zone, along with your ships boat and the APC, to secure it, with orders not to fire unless fired upon. (I believe you were with them, right? Gaius certainly would be.)

The guards and the pirates actually keep to their words, a small miracle in itself, and the pirates soon confine them to the accommodation blocks, despite leaving them with weapons, without a shot being fired. Guards are posted, and you are able to land. There were only about 20 guards left on the base.

[OOC: Lol, rolled reaction roll for the arrival of the troops, with higher being. Nice time for a 17...]
Cyril Zotmund
Captain, 2716 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 15 Apr 2019
at 04:33
  • msg #652

Re: Working with Dissidents

Oh, Very Nice... I'll look for their OIC... provide the vaccines and see if he'll talk some.

Duke is to see how derelict the ships really are.

We start the refueling cycle, bringing ships in, refueling and taking off to process the fuel. Those who are slow to refine and that have only one jump get priority.

How are we doing with finding prisoners?

How are their food supplies?  ;-)
Fate
GM, 2292 posts
Roll for dodge!
Mon 15 Apr 2019
at 05:04
  • msg #653

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 652):

The Gashiddas are the first to refuel, then the Hero class freighters, then the Bounty Hunter. the Smuggler and Dastavka will be last, in about  hours...

Well, you find the commander easily enough and when you start to administer the vaccines, as promised, you see they visibly relax, just a little.

As Duke heads out to look at the derelict ships, the commander sees an opportunity.

"If you want Terran prisoners, I can tell you there are a couple. The crew of that freighter were captured when they tried to land to refuel, and they were not aloud to take off again. But they have been nothing but trouble. They are currently tunneling underneath this fortress, and seemed to have gathered a few followers who are intent on breaking into here and getting their ship back. And wreaking revenge. Gladly point out how to get to them..."

He points to map on the wall, with a cave leading under the current location.

"though how they managed to get under there without explosives or solid tools is beyond me. Have told authorities, but they seem to think it is our problem."

Reports from the more remote groups are coming back that life here is really nasty. Precipitation of quite acidic rain can kill quickly, and areas of drinkable water are very few. Little grows except underground, and most people are destitute. It seems this place is more of an execution sentence than a prison sentence, and it seems likely the wardens themselves are also at the bottom of the hierarchy for their profession as well.
Cyril Zotmund
Captain, 2717 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 15 Apr 2019
at 20:37
  • msg #654

Re: Working with Dissidents

Indeed, let's  get them out of here to both our benefit, hopefully. I am surprised you would not wish to go to Sirka Kimashargur and try for a better life.

If any of the guards look to need medical attention, we will have Kayamoto provide it.

To our crew - do we have any seeds or plant life that might do well in this climate and provide food?

As an aside, someone was detailed to review the supplies on hand for these Vilani? We could use the excess I am sure, especially with any ships we find useful and space worthy.
Petty Officer Kyamoto
NPC, 19 posts
Medic
Mon 15 Apr 2019
at 21:01
  • msg #655

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 654):

"Happy to look over your folk for you while we sort out the vaccinations."

There are a number with various rashes and skin conditions, one case of obesity leading to diabetes and a few other minor ailments.

"We would, but this is the job we have been assigned. Someone has to do it, and we are paid fairly well for a few years here."

With the acidic rain, there are no known plant species you have that would do well here.

You have some supplies, but the pirates could spare 5 dTon from one of the freighters.

You estimate it will take quite a few hours to send a group to navigate the tunnels and find the individuals the warden was referring to.
Cyril Zotmund
Captain, 2718 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 15 Apr 2019
at 21:44
  • msg #656

Re: Working with Dissidents

The diggers must have some sort of watch or someone "Up" to see what is going on... otherwise they could easily be buried in there... I am NOT sending anyone down after them... if they show up, we'll see about taking them along. We should be involved for several hours ourselves.

The 5d Tons will allow us to provision the ships we take...

Kayamoto can treat those he can... obesity and diabetes are likely in need of longer term care than we can provide.

Waiting on assessments from Duke... understand it will take a while.

Otherwise, we stay alert to new arrivals, keep the current guards safe and quiet and make sure, quietly, that their weapons will require some time to re-ready and use.  Don't want any parting shots thank you.
Gaius Sattius
Security Assistant, 23 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Mon 15 Apr 2019
at 22:02
  • msg #657

Re: Working with Dissidents

Gaius requested to help Kayamoto treat the patients once he was sure the ground situation was in order and he, and his squads, skill set was not likely to be needed. He figured there was a good chance there would be a couple of people with Dissident leaning within the building and if he could chat to them he might be able to add to his squad and strengthen the Vilani presence on whatever vehicle he ended up capturing.

Freeing his race form their own mental bindings was important to him...very.
Fate
GM, 2295 posts
Roll for dodge!
Mon 15 Apr 2019
at 22:35
  • msg #658

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 656):

The cave system has been made over centuries by the constant acid rain eating away certain rock deposits, and the wardens, who are keen to see them go, assure you they are quite safe. He would send one of his own men down there, but the last expedition by them got lynched and lost their weapons, so he will not send any more squads down.

The guards, though down and out, are generally reluctant to leave. Except for the squad assigned to do the next patrol outside the walls. You find five of them that are single and think they will live longer as pirates than in their current position. You get the impression that they are at the bottom of even this low position! One is willing to take you to the other Terrans, but he insists that at least 2 Terrans and perhaps a few pirates go with him.

Duke's assessment finally comes back about the Lightning. It seems in quite serviceable condition, though he suspects from some open panels that they tried to replace the navigation computers with ones they could use. The Warden add that they would have sold it if they could work out how to fly it, but the crew refused to assist in this regard.

Of the other two Iikens, one is a cargo configuration and is due for retirement and the other, in slightly better condition, is in the standard configuration. Of the Heros, they seem to be used for spares, though one could be made serviceable with the other.
Cyril Zotmund
Captain, 2719 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Apr 2019
at 00:17
  • msg #659

Re: Working with Dissidents

OK, Take Duke Aside.
OK,The Lightening is Priority one. We take that.
ON the Ikens... due for retirement... means it is no longer safe or that it needs a lot of work to bring it up to speed?
The other we'll take.
Ask the Pirates about their interest in the Hero or the Clapped out Iken. It might be useful as a drone.

Gaius, do you have a man who can go with one of my men and two pirates to try and get these Terrans? Keep the Guard safe or we'll leave whoever let him die in his place here as a guard.

What have we learned about the other Prisoners?
Raymond 'Duke' Vurhund
Chief Engineer, 401 posts
Chief Engineer
Tue 16 Apr 2019
at 01:48
  • msg #660

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 659):

"The Lightning looks like it was refueled, and ready to go, but did not because they could not work out the Navigation system.

Even the old Iiken is good to go, like the previous one we bought. They will fly, but may need to be molly-coddled to keep them going. I am guessing that the pirates would take both Iikens, to try to make another Bounty Hunter.
"

Of the other prisoners, there is a mix of political prisoners, murderers, rapists, major fraud folk and some plain sick individuals. There are Dishaan, Vilani and other human races, Geonee, Vegan, a few Bwap and even some Seurrat, Answerin and an Anukundu assassin they believe to be dead.
Cyril Zotmund
Captain, 2720 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Apr 2019
at 03:38
  • msg #661

Re: Working with Dissidents

Only a select few of the political prisoners may be of interest... perhaps to Gaius mostly. The Terrans are likewise to be screened.
I am not freeing evil men, just innocent and mostly silenced men. Race is irrelevant.

We'll coddle both Ikens out of here... the Lightening too obviously. Not sure why it would take two Ikens to make one Bounty Hunter...  but I'll listen. The Dissidents could use it too. Not so sure about trying to pull a Hero out given the time remaining.  Might use parts to make the Ikens reliable.
Raymond 'Duke' Vurhund
Chief Engineer, 402 posts
Chief Engineer
Tue 16 Apr 2019
at 04:27
  • msg #662

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 661):

"Possibly because the Bounty Hunters are made from a modified Iken hull, with 2 Iken engines and a Hero engine as backup to give enough speed. They would also have a large requirement for a power plant or three. If we leave both Hero's, do you mind if I take the spare Engine and Power plant from the old one?"

By who and where are the screening taking place? I assume Gaius is taking a group down into the caves, is that right?
Gaius Sattius
Security Assistant, 24 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Tue 16 Apr 2019
at 11:55
  • msg #663

Re: Working with Dissidents

Gaius will take the men down into the caves, he will take two of his men as well as two terrans, some pirates and the guard. Gaius will look through the list of political prisoners to see if there is anyone who will be able to help the dissident cause, or help out with the building of influnece in and around the Vilani systems.
PO Ivan Andropov
NPC, 6 posts
Beam Turret Gunner
Tue 16 Apr 2019
at 12:06
  • msg #664

Re: Working with Dissidents

In reply to Gaius Sattius (msg # 663):

Ivan offers to accompany you, but the Guard asks for a second Terran. Illiam is the other person who volunteers.

Unfortunately, there is no physical list. The prisoners were listed by the Warden from memory, and is of questionable reliability.

Four Pirates also offer to go with you, as well as the Guard, of course. Assuming Cyril accepts that group, they will head off. But Illiam waits for Cyrils approval first...
Cyril Zotmund
Captain, 2721 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Apr 2019
at 19:06
  • msg #665

Re: Working with Dissidents

Cyril reluctantly agrees to let Illiam go, as he is an experienced fighter.

Go ahead and take the spare engines and stuff, Duke... do try and leave a hero they could use in an emergency ... they are prisoners here too Getting the Lightening's Navigation system back to working is very important, do that before pulling spare engines.


Cyril will start looking over the ships himself... more interested in where they have been and any insight on where and how they were captured (Lightening especially) ... checking the Iken's to make sure they were not being used by the Terran Scouts. We look after our own.
Illiam Jones
NPC, 123 posts
Fighter Pilot
Tue 16 Apr 2019
at 20:23
  • msg #666

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 665):

"Great, sir. Ok Gaius, ready when you are."

The gard leads them out the fortress main gate, a very heavily armoured affair with plasma mounts protecting it. Within 100m there is a cave entrance, and they enter quickly. There is no-one seen, though shouting is heard as they enter. Progressing down, the path is unlit except for your light sources.

Illiam and Ivan both have a hyperspectral visor and small radio in his helmet, so he has and needs no light source.
Raymond 'Duke' Vurhund
Chief Engineer, 403 posts
Chief Engineer
Tue 16 Apr 2019
at 20:25
  • msg #667

Re: Working with Dissidents

In reply to Illiam Jones (msg # 666):

"The good news is, the Nav computers are working just fine. I connected them back up before coming here. The computers are working fine too, so you are welcome to join me in looking over them. Should I do that before going through the other craft for parts?"
Gaius Sattius
Security Assistant, 25 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Tue 16 Apr 2019
at 21:16
  • msg #668

Re: Working with Dissidents

Gaius and his crew have their helmets with the infrared visors so are also able to see in the dark, gesturing to his crew they start moving carefully down the tunnel, leapfrogging over each other so someone is always covering the group as it moves.

He expected the Terran's to be able to talk these people into listening long enough for him to explain he was not one of the Vilani who had imprisoned the here and then perhaps they could work out a way off of this rock for these people.
Fate
GM, 2298 posts
Roll for dodge!
Tue 16 Apr 2019
at 21:39
  • msg #669

Re: Working with Dissidents

In reply to Gaius Sattius (msg # 668):

The group heads off, and is gone for some time.

The first Gashidda is refueled and leaves, and the second one takes it's place.

Duke is able to Get the Lightning back to operational condition, before taking all valuables from the older Hero and put them in the Cargo Iiken.

Things seems to be going as planned.
Cyril Zotmund
Captain, 2722 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Apr 2019
at 21:48
  • msg #670

Re: Working with Dissidents

In reply to Raymond 'Duke' Vurhund (msg # 667):

No, I can handle that I think... just want it ready to go... has the fuel been refined?

Cyril Zotmund
Captain, 2723 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Apr 2019
at 21:50
  • msg #671

Re: Working with Dissidents

In reply to Fate (msg # 669):

If the Lightening is ready, let's get it up and off the ground... are Gaius's folk remaining capable of doing that and keeping it in orbit?
Fate
GM, 2299 posts
Roll for dodge!
Tue 16 Apr 2019
at 22:18
  • msg #672

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 671):

Gaius folk are capable of handling Vilani vessels, though the lightning does present some challenges with regards to the computers. The may want a little Terrain assistance.

There is just 200 dTons of refined fuel.....the rest is non refined, clean water. Since the Gashiddas was first, it took unrefined fuel.
Cyril Zotmund
Captain, 2724 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Apr 2019
at 22:42
  • msg #673

Re: Working with Dissidents

But you said the Lightening was fully fueled ... just want to be sure that means fueled and refined.
Providing navigational help shouldn't be difficult... and they are only getting it off the landing area so we can refuel more ships at once ... if I could throw the junker Hero over the wall, I would.
Fate
GM, 2300 posts
Roll for dodge!
Tue 16 Apr 2019
at 23:44
  • msg #674

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 673):

The Lightning does have refined fuel not included in the above detail, so it is good to go. Duke refuels the Iikens with unrefined fuel and gets them refining. But he still has some work to complete.

Once the Gashiddas and Lightening take off and one Iiken, you could land 2 Hero's and the bounty hunter.
Cyril Zotmund
Captain, 2725 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 17 Apr 2019
at 02:08
  • msg #675

Re: Working with Dissidents

Fair enough, we should have enough up to be intimidating to all but a large fleet arriving ... a concern nagging at the back of Cyril's mind...
Fate
GM, 2302 posts
Roll for dodge!
Wed 17 Apr 2019
at 02:18
  • msg #676

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 675):

The time passes as the ships refuel...with no new ships arriving.
Cyril Zotmund
Captain, 2726 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 17 Apr 2019
at 03:32
  • msg #677

Re: Working with Dissidents

Assuming all ships have refueled and are processing.... any sign of Gaius and company? Contact with Illiam?

I gather we have the Lightening and Two Ikens up and working ... Getting close to moving on.... Any more from Duke?
Any interesting info from the ships logs or other data?
Fate
GM, 2303 posts
Roll for dodge!
Wed 17 Apr 2019
at 12:12
  • msg #678

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 677):

That is about right. Just waiting on them to finish in private message really.
Fate
GM, 2306 posts
Roll for dodge!
Mon 22 Apr 2019
at 21:04
  • msg #679

Re: Working with Dissidents

In reply to Fate (msg # 678):

It is about three hours later when the group finally returns. They have about 24 of the original 27 crew, and a similar number of 'locals', some Geonee, some Vegan, some Seurat and a Bwap. One of the Geonee is injured from a Gauss rifle.

By this time, Duke is finishing the Iikens, and the Lightning is already in orbit, much to the concern of the new arrivals. All vessels would just be completing refueling.
Cyril Zotmund
Captain, 2728 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 22 Apr 2019
at 23:46
  • msg #680

Re: Working with Dissidents

OK, We want to do a quick interview of these new guys... one at a time, once interviewed, they go out to an assault shuttle. Don't want anyone providing answers, we'll start with the ships officers, ask each their version of what happened, what they were trying to do etc. and what they hope to do now.  None of them go to the Lightening until I say so ... if need be, their gear can be brought over to DASTAVKA ... we'll put Officers into cabins and crew into a bay set up in the hold.
Fate
GM, 2307 posts
Roll for dodge!
Tue 23 Apr 2019
at 01:23
  • msg #681

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 680):

Ok. Who is doing the interviews, and how many at a time?

The initial story, when you find the Captain (which is not hard) is that they flew into the system looking for a merchant run. Finding no fuel or Gas Giants, they approached the planet. As they approached the planet, they were met with 20 fighters, who ordered them to land. On landing, they were told that as they were barbarians whom the Imperial held responsible for the plague that swept Shululsish, they would be taken prisoners and held until 'such time as they were deemed safe to continue trading'. They estimated that was 10 years ago. Since then, they figured out that they were never intended to leave, so they sought the best company they could find, mainly defeated political rivals but also a few fraudsters and spoilt brats that had leaned the error of their ways, and formed a cohesive group that had plans to steal back their ship and leave.
Cyril Zotmund
Captain, 2729 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Apr 2019
at 02:41
  • msg #682

Re: Working with Dissidents

Cyril and perhaps Natalie... don't know how good she is at reading folks, but assume good.  One at a time, perhaps 5-15 minutes depending on rank and job ... Officers are more important than the floor cleaning crew.
Fate
GM, 2309 posts
Roll for dodge!
Tue 23 Apr 2019
at 02:45
  • msg #683

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 682):

Ok, so 2 of you interviewing about 50 folk, say 25 each, for an average of 10 minutes each, minimum if including changeover time. So, 250 minutes each, we are talking about at least 4.5 hours, right?
Cyril Zotmund
Captain, 2730 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Apr 2019
at 02:52
  • msg #684

Re: Working with Dissidents

Hopefully less... no, we both are interviewing one at a time to start... lets doo officers, then petty officers...we'll talk to the enlisted on Dastavka... I don't want to hold things up, but want to know who these folks are and what they know.
Fate
GM, 2310 posts
Roll for dodge!
Tue 23 Apr 2019
at 04:22
  • msg #685

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 684):

Well, there are no officers among the criminals, so that would reduce numbers to about 20 Officers and Petty Officers. Half each, so 10 each for ten minutes each, minimum 100 minutes, so about 2 hours, by the time you take travel, change-overs, etc into account, before you get off the ground. Sound about right? Then the rest from orbit.

Steps to deal with the wardens?
This message was last edited by the GM at 20:25, Tue 23 Apr 2019.
Cyril Zotmund
Captain, 2731 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Apr 2019
at 15:55
  • msg #686

Re: Working with Dissidents

That sounds about right ... do we find anything suspect?

As for the wardens, we'll let them out, but will do something to disable their weapons temporarily ...  Erase memory and Ctrl-alt-delete so they have to reload all the data off their tapes ... that should take a couple of hours... otherwise, no harm and they have their hand weapons to protect them selves and two Heros, one functional and one a hanger queen.
Fate
GM, 2312 posts
Roll for dodge!
Tue 23 Apr 2019
at 20:31
  • msg #687

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 686):

The departure from there is somewhat less hurried than had happened in the past. You move lazily to the jump point as the refiners do their job, and need just an extra hour at the jump point before leaving the system for the binary system Dileshnu. You find that among those who left with the Terran crew are a couple of murderers, but most seem to be part of organized crime. Even the Vilani criminals seem to be planned! At least, these ones do. The exceptions are two lawyers charged with fraud and 6 political prisoners who were on the loosing side of some political upheaval.

For once, your departure is not hurried as the fighters land, and stay there.
Cyril Zotmund
Captain, 2732 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Apr 2019
at 21:22
  • msg #688

Re: Working with Dissidents

Wonderful, but not unexpected.  WE'll ask the pirates if they are interested in any of them. Otherwise, we'll put them down somewhere, meanwhile we keep a guard on all of them, extracting members of the Terran crew for interviews and possible transfer back to the Lightening.
I am not returning that ship to her captain and Officers, although we may let some crew it. We will always have more of our guys on it than we do of their guys.
Natalie (with appropriate guards) can interview the Vilani criminals, some may be of use, might be wrongly incarcerated or whatever. Political Prisoners will be spoken with and we'll see if we can't find a dissident colony they can move to. Any trouble and someone takes a space walk au natural.
Fate
GM, 2313 posts
Roll for dodge!
Tue 23 Apr 2019
at 21:29
  • msg #689

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 688):

No-one is giving trouble, especially when they see the situation. They just ask not to be put down on any planet in Vilani space.

Who is crewing/captaining the Lightning then? If the prize crew, who were Vilani Dissidents commanded by Gaius, they will need some navigator familiar with Terran navigation computers before we can jump.

Also, who commands the Iikens. Do you leave them for the pirates, or again, Gaius?
Cyril Zotmund
Captain, 2733 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Apr 2019
at 21:48
  • msg #690

Re: Working with Dissidents

Gaius is captain on the Lightening ... we can provide a navigator from our crew and a couple of crew from the original crew.

We'll crew one of the Ikens and ask the Pirates to crew the other.  Duke will see to creating jump tapes for them.  Again we will use some of the Terran crew to assist, but make sure we out number them.   Have the Pirates commented or made any claims for ships?
Fate
GM, 2314 posts
Roll for dodge!
Tue 23 Apr 2019
at 23:50
  • msg #691

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 690):

The pirates also have prize crews who they gladly offer for the Iikens. The voice the belief that you should get one ship, your choice, but just one, and they get the others, because the lightning is probably more valuable than the rest put together anyway.
Cyril Zotmund
Captain, 2734 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Apr 2019
at 02:06
  • msg #692

Re: Working with Dissidents

Probably true... OK, we'll pull any crew from the Ikens... reinforce the Lightening and move on.
Fate
GM, 2315 posts
Roll for dodge!
Wed 24 Apr 2019
at 02:40
  • msg #693

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 692):

Dileshnu is a binary system, unihabited with three gas giants and 2 planets, one water world with a small moon and dense, Carbon Dioxide filled air. The charts say this system is unpopulated, and you are happy to find this is true. The large oceans offer rapid refueling, and it is not long before you are back in orbit, processing the fuel in your cargo holds.

Gaius is starting to get used to the crew. The Terrans are proving quite happy to be free, and therefore very cooperative, though when they find out you have weapons in the hold, they suggest to Gaius mounting them to make some use of them.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

7.4 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Dileshnu (Fueled)
Date: 20 June 2174
Cyril Zotmund
Captain, 2735 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Apr 2019
at 03:13
  • msg #694

Re: Working with Dissidents

we'll get everyone ready t go to Kadardiir ;  they need to understand that it will take us several days at least to scan 2411 and generate the data for everyone to jump safely. We could move ahead if they want, be think we would better stay together.
Fate
GM, 2316 posts
Roll for dodge!
Wed 24 Apr 2019
at 03:50
  • msg #695

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 694):

Whilst they do not understand the full details of the survey unit, they do understand it can take time, and they are willing to wait. After all, it has been a very long time since Vilani used such, and the Terrans would have some idea at least that exploration is a slow process.

The Jump to Kadardiir takes another week. The planet there is hostile, with a high level of Biological activity that sees it marked as dangerous according to Vilani charts. Another Binary system with just 2 Gas Giants, but over 12 large planet sized objects, it has it's risks, but is safe enough location to begin charting 2411.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

7.1 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Kadardiir (Fueled)
Date: 27 June 2174
Cyril Zotmund
Captain, 2737 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Apr 2019
at 16:38
  • msg #696

Re: Working with Dissidents

OK, no problems refueling here though? Dastavka goes through the process of scanning and plotting jump points in 2411.
We will mount such available weapons as we can procure in/on the lightening.  Originally it likely had some, when were they removed and what happened to them?  Surely the ships officers know something.

You haven't said much about them... should I assume they are just a bunch of dull drones who showed up in the wrong place at the right time?
Fate
GM, 2318 posts
Roll for dodge!
Wed 24 Apr 2019
at 17:38
  • msg #697

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 696):

The ships crew have no trouble pointing out that the weapons were removed to enter Vilani space. The hardpoints and turrets are still there.

The ships crew were basically merchants who were good at their job, but when they showed up at Narshe they had no way to refuel and the fighters caught them. Otherwise, there were capable enough as merchants, but had all their Solars taken from them when they were captured.

The Captain does want his ship back, though, but realizes he is in no position to push the point.

No problems refueling here.
Cyril Zotmund
Captain, 2738 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Apr 2019
at 18:12
  • msg #698

Re: Working with Dissidents

So he was trading through Vilani space and Narshe basically pirated his ship? Wish I had known that, as we might have recovered a few solars anyway.   I will listen to what he has to say, I can't give him the ship back, but perhaps my boss will, when we get back there, until then I will keep them as safe as I can and see about getting them set up when back in Terran Space.
Fate
GM, 2319 posts
Roll for dodge!
Wed 24 Apr 2019
at 21:28
  • msg #699

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 698):

That is pretty much it. They used the declaration of war on Terra as an excuse. He would be happy with that. He does find the original documentation for ownership aboard, hidden in a secret compartment the Wardens never found.
Cyril Zotmund
Captain, 2739 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Apr 2019
at 21:30
  • msg #700

Re: Working with Dissidents

OK, so he owned it or he worked for someone who owned it?
Fate
GM, 2320 posts
Roll for dodge!
Wed 24 Apr 2019
at 21:34
  • msg #701

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 700):

He owned it outright, but still owed 20 million on it. He does intend to keep it therefore!
Cyril Zotmund
Captain, 2740 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Apr 2019
at 22:18
  • msg #702

Re: Working with Dissidents

At the moment, that is not a choice available to him... Andrew will decide that, not Cyril.
However, it is a legal seizure due to war ... Not sure how the debt will be seen (does having an enemy seize it release him from the loan) ?
But right now it is Kalishnakov Property, seized from the Vilani ... and oh by the way, we got him out of prison too. I do understand his situation, and tend to take his side to some extent... but Andrew will be the one deciding if he has a ship or is just paid crew on a ship he used to own.
Fate
GM, 2321 posts
Roll for dodge!
Wed 24 Apr 2019
at 23:15
  • msg #703

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 702):

Understood. He will hold off on any legal discussions until they return to Terran space.

The charting the system can be done in one day with a skill roll, or four days to create extra time to assure it is done properly (No skill roll required). It is the mapping of the system from within that takes 10 days. Usually this is combined with charting the next system.

But since you are not disturbed in the next 4 days, you can chart the next system. 2411 is a single star system with 5 Gas giants.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

6.9 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Kadardiir (Fueled)
Date: 02 July 2174
Cyril Zotmund
Captain, 2741 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Apr 2019
at 16:32
  • msg #704

Re: Working with Dissidents

OK... Finally back- Wasn't able to access any pages within RPOL for the last two days or so...


We'll pass the data to all the other ships and when they are comfortable, we'll initiate the jump.
Fate
GM, 2322 posts
Roll for dodge!
Fri 26 Apr 2019
at 20:46
  • msg #705

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 704):

OOC: Nor was I...


Duke will create some jump tapes with the data and send the to the other vessels.

This is the first systems for what seems like months you leave without being seen.

Full mapping of the target system will take 10 days, during which time you can prepare to chart one other system...
Cyril Zotmund
Captain, 2742 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Apr 2019
at 21:20
  • msg #706

Re: Working with Dissidents

Which will be 2413 ... we will chart that as well.
Fate
GM, 2323 posts
Roll for dodge!
Fri 26 Apr 2019
at 21:30
  • msg #707

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 706):

Ok, Mapping 2411 gives the following report
  Single star, 5 Gas giants with 7 moons,
  Most habitable, 5,000 miles dia, 10% Water, thin, tainted, atm (Sulphur)
  Very Hot (av. temp 90 deg C), many Volcanos, rich life, but dangerous acid rain.

The pirates would like to look for a system here where they could inhabit, if possible. This one does not seem suitable.

Charting 2413 reveals a Binary system, 4 GG

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

6.1 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: 2411 (Fueled)
Date: 19 July 2174
Cyril Zotmund
Captain, 2743 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Apr 2019
at 21:41
  • msg #708

Re: Working with Dissidents

I would presume the Vilani looked at most of these and found them undesirable locales, so ignored them and passed, I will be pleasantly surprised if we find a nice habitable system anywhere close.
Fate
GM, 2324 posts
Roll for dodge!
Fri 26 Apr 2019
at 21:47
  • msg #709

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 708):

This was scanned by the Kimshigur, not the Vilani, so it is plausible they simply did not get here. Or they were not suitable.
Cyril Zotmund
Captain, 2744 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Apr 2019
at 22:05
  • msg #710

Re: Working with Dissidents

In reply to Fate (msg # 709):

No way for us to know that...
Fate
GM, 2325 posts
Roll for dodge!
Fri 26 Apr 2019
at 23:14
  • msg #711

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 710):

The pirates, your local source of information, do not know that. The other source, the Vilani warship's database, shows only what is on the web page for the Interstellar Wars period.
Cyril Zotmund
Captain, 2745 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Apr 2019
at 23:53
  • msg #712

Re: Working with Dissidents

So we don't know that anyone ever visited here. Doesn't really matter much.
Sounds like another place the Labrysians might enjoy.
Cyril Zotmund
Captain, 2746 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 27 Apr 2019
at 18:26
  • msg #713

Re: Working with Dissidents

While we are here, can we scan 2312, 2412 and 2512 for possible habitability? If it holds us up an extra day or so, no problem (to my knowledge).
Fate
GM, 2326 posts
Roll for dodge!
Sat 27 Apr 2019
at 22:28
  • msg #714

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 713):

You can chart them suitable for jumping to them immediately, taking about 4 days per system, but to determine habitability you need to actually go there.
Cyril Zotmund
Captain, 2747 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 28 Apr 2019
at 01:46
  • msg #715

Re: Working with Dissidents

So we can't get any concept of whether they would be inhospitable or potentially habitable from here?
Fate
GM, 2327 posts
Roll for dodge!
Sun 28 Apr 2019
at 10:20
  • msg #716

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 715):

Nothing meaningful. Best you could get would be whether the planet orbits in the habitable zone, but generally you are flat out detecting planets.

The only exception is advanced civilizations that emit radio signals.
Cyril Zotmund
Captain, 2748 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 28 Apr 2019
at 18:58
  • msg #717

Re: Working with Dissidents

OK, I was expecting we could detect water and perhaps plants using spectrum analysis, things we try and do today over huge distances with varying luck.
Fate
GM, 2328 posts
Roll for dodge!
Sun 28 Apr 2019
at 20:00
  • msg #718

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 717):

Yes, the varying luck part is the key. Bare in mind the Traveller universe was written no later than the 90's from what I can tell. Some detection of water may be possible, but spectrum analysis of distant systems with that much accuracy required equipment much bigger than a survey module and more time than 10 days.
Cyril Zotmund
Captain, 2749 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 28 Apr 2019
at 22:17
  • msg #719

Re: Working with Dissidents

OK, I do remember how old Traveler was... it had problems within a year or two of being published as science out paced it.
Lets just move on...
Fate
GM, 2329 posts
Roll for dodge!
Mon 29 Apr 2019
at 00:07
  • msg #720

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 719):

It works two ways. It is actually a good thing the Vilani don't have the ability to track potential planets from a distance for you guys, so they find it harder to track the breakaway groups, unless they transmit.

On to 2413, or looking at the others locations?
Cyril Zotmund
Captain, 2750 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 29 Apr 2019
at 02:38
  • msg #721

Re: Working with Dissidents

Let's plot the other locations... may need  them later. Then on to 2413. There we will survey things and scan 2314
Fate
GM, 2330 posts
Roll for dodge!
Mon 29 Apr 2019
at 02:48
  • msg #722

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 721):

OK, so which order?
Cyril Zotmund
Captain, 2751 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 29 Apr 2019
at 03:08
  • msg #723

Re: Working with Dissidents

We can start with 2312 ... you can lump them all in a single post or drag it out as you see fit ...  JEAN BART is obviously going really slow ...
Fate
GM, 2331 posts
Roll for dodge!
Mon 29 Apr 2019
at 03:52
  • msg #724

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 723):

Yeah, it seems we lost someone there.

So, 2312, 2412, 2512, 2413?
Fate
GM, 2333 posts
Roll for dodge!
Mon 29 Apr 2019
at 10:37
  • msg #725

Re: Working with Dissidents

In reply to Fate (msg # 724):

It takes over 2 months to scan the four systems and map them. But it is considered worth it, and the pirates are beginning to look more like dissident colonists by the end of it.

2312 Single Star, 4 GG, 3 moons
  Most habitable, 5000 mile dia, 60% Water, Thin atmosphere,
  Temperate, fertile

Upon finding this system, all of the Pirates request to remain here, except for one of the Gashiddas and the Smuggler Hero.

2412, Binary system, 4 GG, 8 moons
  Most Habitable, 6,000 miles dia, 60% Water, Very thin atmosphere,
  Cold (Arctic), some life

2512 Single Star, 3 GG, 3 Planets, 7 moons,
  Most habitable, 4,000 miles dia, 10% water, very thin atmosphere,
  Cold (Actic), some life forms, mainly lichens

2413  Binary system, 4 GG, 8 Moons
  Most Habitable, 8,000 miles dia, 70% Water, Dense, Tainted atmosphere (High CO2 levels)
  Warm, glasshouse planet, much life, prehistoric earth.

From here, the uninhabited but patrolled system of Zikugiaam can be jumped to. The Gashidda asks Duke to make jump tapes within these systems, and assuming he does so, the Gashidda will take them back to 2312. Only the Smuggler, with a basic crew, and the Lightning, under Gaius, intend to continue with you back to the mother ship.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

3.3 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: 2413 (Fueled)
Date: 28 September 2174
Cyril Zotmund
Captain, 2752 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 29 Apr 2019
at 22:44
  • msg #726

Re: Working with Dissidents

All that is fine so long as we have some documentation saying we didn't turn them over to the Vilani or dump them in some hopeless system.
We will provide the Jump tapes, but suggest they quickly update to Terran style computers so a captured ship doesn't have Vilani usable Tapes.

Fate
GM, 2335 posts
Roll for dodge!
Mon 29 Apr 2019
at 22:46
  • msg #727

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 726):

Their response is that they would be happy to, as soon as they can get them!

The Smuggler is your documentation, witness that you have kept your end of the deal. You just have to get them there...

Speaking of that, next steps?
Cyril Zotmund
Captain, 2753 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 29 Apr 2019
at 23:35
  • msg #728

Re: Working with Dissidents

Zikugiaam, Ankum, Adigarma and Ilukin.
Fate
GM, 2336 posts
Roll for dodge!
Tue 30 Apr 2019
at 01:58
  • msg #729

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 728):

Using the information in the database, Duke is able to make up some jump tapes for the Hero smuggler. The Lightning, of course, does not need it. You set course for the Zikugiaam system,a single star system with no gas giants but no known population. Refueling, according to the charts, can only be done at one particular planet, a frozen rock with less than comfortable atmosphere with less oxygen than humans need. Duke sets course for there, and you jump.

Coming out of hyperspace, your small fleet is greeted by a pair of Shamshirs and a pair of Gashiddas.

"Terran vessels, please stand by to be boarded for inspection."

The IFF indicated they are aligned with Lemrukiri, who compete with Shululsish in a lot of commercial aspects, but are not Kimashargur per se.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 80 Palmtops.

3.0 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Zikugiaam (unfueled)
Date: 05 October 2174
Cyril Zotmund
Captain, 2754 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 30 Apr 2019
at 03:01
  • msg #730

Re: Working with Dissidents

Cyril utters a filthy word...
For what purpose? We have done as asked by Kimashargur Leaders of this Ziru Sirka to remove some Pirates from these systems, which we have mostly done.  We have one more stop to make to have them gone. Or Perhaps you like to come and try and arrest them  ... they already have several Gashiddas they use ... a couple of Shamshirs would be a good catch for them. I assure you that your four ships stand no chance in combat with them.  So would you like the Pirates gone or are you going to undo all the work of the Schullimassai * who carefully set this diplomatic solution up.?

*We need some sort of glossary where we can find all these weird names for assorted leaders... I just don't want to have to dig through 20-50 pages to find the right word.


20:02, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,5,1.  Diplomacy. Skill is 12 ... Object is to make him think he is about to screw up something way bigger than he is, that could cost him his career.
This message was last edited by the player at 03:04, Tue 30 Apr 2019.
Vilani Patrol
NPC, 29 posts
Tue 30 Apr 2019
at 04:27
  • msg #731

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 730):

"Ah, sarriiu Eneri at Giiri did mention he had a plan to remove the pirates that some Terrans were enacting. He also mentioned that they would have suitable documentation. In that case, please let us know which vessel is carrying that documentation, so we can come aboard and confirm your identity, and then discuss your progress. It was nearly three months ago that you set out, as we understand."
Cyril Zotmund
Captain, 2755 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 30 Apr 2019
at 17:40
  • msg #732

Re: Working with Dissidents

I have that document and yes, it has been that long ... and we are not yet done, but close. You may send a small launch to my vessel, Your emissaries will obviously be accorded safety and diplomatic coverage for their visit.
Vilani Patrol
NPC, 30 posts
Tue 30 Apr 2019
at 20:22
  • msg #733

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 732):

Of the two launches that had started out from the Gashidda's, one returns and the other moves to your vessel and docks.

Four Vilani board, armed, but keeping weapons holstered. They politely ask to see the documentation.
Cyril Zotmund
Captain, 2756 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 30 Apr 2019
at 22:50
  • msg #734

Re: Working with Dissidents

We have our guards, also with weapons holstered or slung. I will present the documents. Once they have accepted the documentation, and all is well, I'll offer them a small case with 10 palmtops (so it's not bribery) ... saying that we ended up with a partial shipment we couldn't sell.
Vilani Patrol
NPC, 31 posts
Tue 30 Apr 2019
at 23:36
  • msg #735

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 734):

They are delighted, and do not inspect the cargo. However, they do ask about you progress in getting rid of the pirates, and your plans.
Cyril Zotmund
Captain, 2757 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 1 May 2019
at 02:29
  • msg #736

Re: Working with Dissidents

We have found them a home away from these systems and they have agreed to not cause further trouble here.  I still have to get the last group informed and moved on ... they said they would stop pirating while we did this mission. Have there been any reported pirate attacks in the past months?
Vilani Patrol
NPC, 32 posts
Wed 1 May 2019
at 02:55
  • msg #737

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 736):

"There have not, which has given some credence to sarriiu Eneri's request that we work with you to ensure this happens. If you are going to get them, does that mean you will be returning through this system?"
Cyril Zotmund
Captain, 2758 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 1 May 2019
at 03:38
  • msg #738

Re: Working with Dissidents

Possibly so, will you be on patrol here for the next month or so?
Vilani Patrol
NPC, 33 posts
Wed 1 May 2019
at 03:54
  • msg #739

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 738):

"We patrol several sectors in this region of space on a regular route. We may be here when you come back through. That was why I asked."
Cyril Zotmund
Captain, 2759 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 1 May 2019
at 16:24
  • msg #740

Re: Working with Dissidents

I will travel with them to this point, if not further ... if a group of ships manifest, try to contact me... if I am not among them, it is likely not a part of our diplomatic arrangement. Those with me, will not fire ... so if they shoot, feel free to fight back.
Vilani Patrol
NPC, 34 posts
Wed 1 May 2019
at 20:09
  • msg #741

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 740):

"Fair enough. Safe travels then."

They depart in good spirits. Once they return to their ships, the patrol withdraws and heads off to other planets in the system.
Cyril Zotmund
Captain, 2760 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 2 May 2019
at 03:35
  • msg #742

Re: Working with Dissidents

We process fuel and continue on to Ankum, Adigarma and Ilukin.
Fate
GM, 2339 posts
Roll for dodge!
Thu 2 May 2019
at 04:12
  • msg #743

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 742):

The trip to Ankum is gladly uneventful, with the system proving uninhabited. You refuel there, before jumping to Adigarma. There, your trip is cut short. As you refuel at a gas giant, the pirate fleet emerges from their hiding position behind a barren planetoid and hails you.
Cyril Zotmund
Captain, 2761 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 2 May 2019
at 04:46
  • msg #744

Re: Working with Dissidents

You left Ilukin ... there are patrols out and a fight could have undone all our work.  We found you a potential home world. We also plotted a better route into the other planets, your smuggler can verify all this.  We head back to Ankum  and Zikugiaam. Do not shoot if we run into a patrol... we have been able to talk our way out of things here, but had to bust some knees up near Ishisi, we'll explain. The Lightening we snatched from a Vilani prison planet and you got two Ikens.  We have the Lightening crew with us.
Fate
GM, 2340 posts
Roll for dodge!
Thu 2 May 2019
at 04:58
  • msg #745

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 744):

"You directed us not to engage in piracy, and we did not. The rest of the details are our prerogative, since there are still plenty of Vilani that would like our heads. We are well and truly ready to leave when you are, through we will confirm what you have said with our folk.

We will not attack anyone except in self defence. We can give you that.

From the sounds of things, we will need to get some new jump tapes.
"

They will be some 12 hours traveling to you, so they suggest meeting at the other side of the jump to Ankum. Their fleet consists of:
1x Sharushid Liner
1x Karl Marx Carrier
4x Bounty Hunters
2x Captured Gashidda
2x Hero (to collect goods, of course!)
1x Smuggler


This system has a single star, 3 gas giants with 2, 1 and 3 moons respectively.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 70 Palmtops.

2.4 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Adigarma (unfueled)
Date: 19 October 2174
This message was last edited by the GM at 07:36, Thu 02 May 2019.
Cyril Zotmund
Captain, 2762 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 2 May 2019
at 16:20
  • msg #746

Re: Working with Dissidents

You did not and it was noticed and did much to enable us to get past the last Vilani Patrol. The last Vilani Patrol also agreed to only fire in self defense as well. That should let us get you out of here, the smuggler has jump tapes and we will clone those for your ships.
Fate
GM, 2341 posts
Roll for dodge!
Thu 2 May 2019
at 20:31
  • msg #747

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 746):

As soon as the Lightning has finished refining fuel, you all jump to the second gas giant at Amkun, where you rendezvous with the pirate ships. As you refuel and refine your fuel, the smuggler does indeed copy the jump tapes Duke has made, and you are all able to jump to Zikugiaam together.

The Patrol has left the sector, so you refuel from the small planet since there are no gas giants here, before moving as a fleet to the jump point. As you are finishing refining, you detect a significant jump arrival. Thw large fleets, each consisting of 5 Kargash Cruisers and 5 Shamshir Escorts, arrive in the system, but not near enough to engage you, yet!

"This is Lemrukiri security. Terran Pirates, stand down and prepare to surrender or be destroyed!"

Before you can respond, the pirate fleet engages their jump drives. As do you, so as not to be left behind! 1 Week later, you arrive at 2413.

1x Sharushid Liner
1x Karl Marx Carrier
4x Bounty Hunters
2x Captured Gashidda
2x Hero (to collect goods, of course!)
1x Smuggler

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 70 Palmtops.

1.5 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: 2413 (unfueled)
Date: 10 November 2174
This message was last edited by the GM at 21:40, Thu 02 May 2019.
Cyril Zotmund
Captain, 2763 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 2 May 2019
at 22:00
  • msg #748

Re: Working with Dissidents

Yup,  but would like to send a message before leaving...
No, and we aren't pirates either...


We'll go to 2312 with them, given the very active Pirate patrols.
after getting things settled down some, and determining if they plan to settle down or keep raiding ... getting a list of needs and wants (and funds to purchase as necessary), we will take the Lightening and go to 2213, 2012, Tralp, Uamkua and Giiri to report. we will make tapes as we go, for those  afflicted with Vilani computers, but we won't share until I say.

At Giiri, we will actively seek to sell some of our wares ... we will also ask to speak with the same authority who gave us the letter. We will ask for a letter authorizing us and the Lightening to travel to and from Giiri/ Kimashargur systems and to trade there.
I will confer with the ships old Captain and see how he'd like to trade with this area.

I will also arrange with the local Sariuu  for us to be able to come through Arsha and Seru without harassment from anti-pirate patrols, as the pirates have been sent away by Terran authorities, who threatened serious repercussions if they did not cease and desist.
Fate
GM, 2342 posts
Roll for dodge!
Fri 3 May 2019
at 00:11
  • msg #749

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 748):

We can take that a few steps at a time. To start with, the Lighting crew would be glad to work this region, but are cautious about reentering Vilani space.

Charting and mapping the systems will take some time...you will need to resupply, as it has been a very long time since you did. You will also need to spend a few days charting 2213 before you jump there.

Hunting on 2312, the planet has smaller animals and plants, as well as considerable marine life. You could use fishing for marine life or Survival (plains, mountains, jungle or forest, as you desire) for hunting, with a -2 familiarity penalty.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 70 Palmtops.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: 2312 (Fueled)
Date: 21 November 2174
This message was last edited by the GM at 02:53, Fri 03 May 2019.
Cyril Zotmund
Captain, 2764 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 3 May 2019
at 03:10
  • msg #750

Re: Working with Dissidents

We can let the crew relax a little...fishing, hunting and gathering ...  some down time is probably needed...we'll also do some needed work and link the Lightening with us to be able to pass information quickly and simply.  This will also up our fresh supples and stock our larder some.
Fate
GM, 2343 posts
Roll for dodge!
Fri 3 May 2019
at 03:13
  • msg #751

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 750):

Ok. How much time do you want to spend here? Is it time, or larder that determines when you depart?
Cyril Zotmund
Captain, 2765 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 3 May 2019
at 03:20
  • msg #752

Re: Working with Dissidents

Mostly Larder unless we find another issue that needs fixing. But if you check back, we also wanted to learn if they plan to settle down or keep raiding ... getting a list of needs and wants (and funds to purchase as necessary)...
Fate
GM, 2344 posts
Roll for dodge!
Fri 3 May 2019
at 03:51
  • msg #753

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 752):

Yes, I caught that. As usual, there is a mix. Some feel they will need to keep raiding to supplement what they can grow, but others want to settle down.

Items desired are vehicles, such as farm machinery and for mining, manufacturing and general production. Precision instruments, Terran computers and Vaccines are also interesting to them.

It would seem the time looking for supplies was highly successful. Large schools of fish, kind of like giant salmon, can be found in the oceans, and you manage to catch about 30 tons of them. Similarly, herd animals inhabit the forests that can be readily hunted, as well as large numbers of berries that they eat, and you manage to collect 25 tons of them, not only providing for your week there spent catching them, but increasing your supplies by about 4 dTons, by the time they are smoked and preserved a little.

They lack a little in funds, though they do have some, but would prefer to trade

Trade Good available    Price, $th/dTon tons/dTon  Tons Price Mods Ideal Target Planet type
Wood/Wood Products           $2            5        3       -4       Ex, In
Fruits/Nuts/Vegetables       $2.4          5        10      -2       In, Ex, Na
Meat/Fish                    $20           8        20      -2       In, Ex, Na
Textiles/Treated Skins       $30           4        10      -3       In

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 70 Palmtops.

4.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: 2312 (Fueled)
Date: 21 November 2174
Cyril Zotmund
Captain, 2766 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 3 May 2019
at 04:50
  • msg #754

Re: Working with Dissidents

I am willing to sell some of those items, butdon't need their trade goods and doubt I could sell them easily ... we would have to create a market.
Weapons for the Lighening would be worth trading for...
Fate
GM, 2345 posts
Roll for dodge!
Fri 3 May 2019
at 23:31
  • msg #755

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 754):

That may be something you can get at Giiri.

Which items are available to sell?

They really only have pulse lasers for weapons... how many do you want to buy?
This message was last edited by the GM at 23:33, Fri 03 May 2019.
Cyril Zotmund
Captain, 2767 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 4 May 2019
at 03:59
  • msg #756

Re: Working with Dissidents

Well they said they wanted some precision instruments and some Vaccines...
Pulse Lasers are vastly better than nothing... If I end up owning them , we can adjust  when we get back to Terran holdings or they can buy them. Doubt they want to be a warship... but beng able to zap incoming missiles isa valuable ability.
Fate
GM, 2346 posts
Roll for dodge!
Sat 4 May 2019
at 06:18
  • msg #757

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 756):

They figure that all of your computers, vaccines and precision instruments should earn you two weapons...
Cyril Zotmund
Captain, 2768 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 4 May 2019
at 20:07
  • msg #758

Re: Working with Dissidents

Cyril will laugh... No Deal.  But the captain has indicated his willing ness to run trade runs between Terra controlled systems and here as well as to Kimashargur systems.
Fate
GM, 2347 posts
Roll for dodge!
Sun 5 May 2019
at 09:04
  • msg #759

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 758):

In that case they are willing to offer a bounty hunter as an escort to the border, but not past...

Pulse Lasers usually sell for $500 k each, but obviously pirates have a higher demand.

What are your plans with the Lightning crew for now? Including specifically the command crew?
This message was last edited by the GM at 12:04, Sun 05 May 2019.
Cyril Zotmund
Captain, 2769 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 5 May 2019
at 21:42
  • msg #760

Re: Working with Dissidents

They come with me... Gaius captains that ship for now. We thank them for the offer, but since we are going a different route, it's not necessary.

One concern being that if seen with a pirate, we are stereotyped.
Fate
GM, 2348 posts
Roll for dodge!
Sun 5 May 2019
at 22:15
  • msg #761

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 760):

OK. So just you and the Lightning, on that route. Charting and mapping as you go.
Cyril Zotmund
Captain, 2770 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 6 May 2019
at 02:46
  • msg #762

Re: Working with Dissidents

Pretty much so... 2213, 2012, Tralp, Uamkua, Giiri.
Fate
GM, 2349 posts
Roll for dodge!
Mon 6 May 2019
at 05:00
  • msg #763

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 762):

2213  Single Star system, 4 GG, 4 moons
  Most Habitable, 4,000 miles dia, 10% water, Very Thin, Tainted atm, (Sulphur)
  Very Hot (av. temp 95 deg C), many Volcanos, minimal life, dangerous acid rain, Radiation.

2012  Single star system, 0 GG, 1 planet with 5 moons!
  No habitable planets, the best has a trace atmosphere with no water. 3000 miles in diameter, is is a very desolate place. You need to use your reserves of fuel to pass through, though the lightning struggles, spending the time you use to survey the next system to seek out fuel from asteroids and comets.

Tralp is a single star system with three gas giants, a planet and 4 moons. The atmosphere is standard, however, and with 80% of the world covered by water, there is actually a breakaway colony of 3,000 citizens there, though they do not consider themselves as members of the Ziru Sirka.

Uamkua is in your charts, though there is nothing more than a refueling station there, though with three gas giants you opt not to use it on your way to Girii.

You finally arrive at Girii on the 25th of January in 2175.

1 dTon Precision Instruments, (Cyril) paid $240
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 70 Palmtops.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Giiri (Unfueled)
Date: 25 January 2175
Cyril Zotmund
Captain, 2771 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 7 May 2019
at 00:46
  • msg #764

Re: Working with Dissidents

We will (hopefully ) land and ask to speak with the officilas again.  this time we will make it clear we have things to sell ;-)

The 1 d Ton of precision instrument were $240,000 correct? i think the little 'k' has vaporized.
Kimashargur Administrator
NPC, 17 posts
A high ranking Vilani
Kimashargur
Tue 7 May 2019
at 01:12
  • msg #765

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 764):

That is correct. You are directed to the administrators office very soon after requesting to meet with him. As usual, you are requested to leave weapons aboard the ship.

On entry to his conference room, you are all offered seats and refreshments. Seated at the table are 7 Vilani, all seemingly of considerable rank. 4 of them you recognize from your previous meeting, and the other two look to be military from their uniforms. The third new one greets you as you enter. Once you are seated, he introduces himself.

"I am Riga Eneri, Sarriiu here at Girii. I wanted to take this opportunity to thank you for the peaceful trading we have had for the last 10 months since your last visit on the 5th of March last year. Please tell me it will continue indefinitely, at least as far as those pirates are concerned."

Natalie can find buyers willing to pay up to $264 k for the 1 dTon of precision instruments, and there are buyers willing to pay $200 k for the vaccines. Checking the thread, it has actually been 10 months since you were last here!

1 dTon Precision Instruments, (Cyril) paid $240 k
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 70 Palmtops.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $41,200
Planet: Giiri (Unfueled)
Date: 26 January 2175
Cyril Zotmund
Captain, 2772 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 7 May 2019
at 03:56
  • msg #766

Re: Working with Dissidents

   I did as I was asked, the area suggested was very heavily patrolled by significant forces, so moving the pirates through there was  impossible.  I was able to find another path and a system where many of them chose to settle rather than continue pirating. I think you are safe, I wish I could guarantee it, but humans are fickle at times. I am not sure that they can establish trade with you, but perhaps it will be possible; that would be another incentive to not bite the hand you trade with.
   I took the Lightening class merchant from a group of Vilani who jus decided to keep it and imprisoned the crew. I was able to recover themas well and left those Vilani none the worse for their actions. I would like to get papers to allow Terran merchants to come to Giiri to trade without being attacked as pirates. The Lightening and myself would be two and perhaps a few others would be interested, it isa very long trade route.
My trade officer is trading, soI cannot get her inputs, but what sorts of things would you seek and what things would you trade in return? If trade is not lucrative, it will dissipate quickly of course.

Kimashargur Administrator
NPC, 18 posts
A high ranking Vilani
Kimashargur
Tue 7 May 2019
at 05:50
  • msg #767

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 766):

He listens as you speak, before answering.

"Naturally trade is interesting. We are attempting to set up considerable manufacturing here, and as such we would seek any Terran equipment for that. We also notice that your medical technology is better than the Imperial Standard. In fact, any designs you might have that could improve our position would be valuable for us. We would like to learn how to improve, but saarpuhii Eshi is opposed to anything Terran after the plagues on Shululsish a decade ago, in the previous war with you.

It would seem that our difference of opinion on how to incorporate you into the Empire brings such a sharp disagreement that he has begun to impose trade sanctions on us. Sarriiu Khazuni at Lemrukiri nominally supports us, for now, but we think there may be some plan to forcibly remove our autonomy. As such, weapons and even plans for new vessels would be considered valuable. In the meantime, we will allow any Terran vessel that wishes to trade into our systems, but to provide a letter permitting such may be grounds for Eshi starting the war he seems to desire.

Sarriiu Sharikkamur at Shakimi is using this division to further his own political agenda, actually alienating Khazuni somewhat, and he would have been responsible for what happened to your friends.
"
Cyril Zotmund
Captain, 2773 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 7 May 2019
at 17:05
  • msg #768

Re: Working with Dissidents

And as I understand it, you do not actually control Seru or Arsha? Those provide the straightest route here, but with a longer route, we could arrive without going through them. Having Sarriiu Khazuni review everything being traded could be a problem, as he could simply take whatever he wished as contraband. I do have some additional computers I could sell you, but do you have programmers who could exploit them to do new things?  With some computer knowledge they can be interconnected to act as a more powerful computer. But without some innovative thinking they are no better than what you currently have.
Kimashargur Administrator
NPC, 19 posts
A high ranking Vilani
Kimashargur
Tue 7 May 2019
at 20:27
  • msg #769

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 768):

"We do maintain patrols through Seru, Arsha and as far as Rikshaniim, but beyond that Lemrukiri are responsible for maintaining order. Lashgimaamrishuk maintain patrols over Zikugiaam, Biini and Amkun as well, and while we have good relationships with them, they do not get along so well with Khazuni, who keeps overlooking them or steamrolling them whenever he wants something.

We may not have encouraged innovation, but part of the reason we are considered Kimashargur is because we embrace change as a good thing. We have people who will be willing to learn how to adapt Terran computers if you are willing to teach us. I am sure we can come to some suitable...financial compensation.
"
Cyril Zotmund
Captain, 2774 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 7 May 2019
at 20:48
  • msg #770

Re: Working with Dissidents

We can start you on that path, but I would have to leave people for a couple of years to teach all we have learned. We can provide some programs which may help. Let me speak to my engineer before I promise more than we can provide. I can ask if there are any who would come spend the time to teach you more of what we know when I return to my base.
As for Lashgimaamrishuk, I believe we did indeed encounter one of their patrols and with your letter, we were able to prevent a fight and evacuate the remaining pirates, we will treat with them as we do with you if that meets with their approval.
Should all our trade with you come through Giiri?
We will obviously be carrying things for other systems as well when we pass through. We would ask that their trade goods not be bothered.
Hopefully you can come to terms with the ex-pirates and form a local defensive agreement. they do have some Terran technology.

Kimashargur Administrator
NPC, 20 posts
A high ranking Vilani
Kimashargur
Tue 7 May 2019
at 21:01
  • msg #771

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 770):

"We are happy for you to trade with all systems here, and we would like to come to some agreement with the pirates. Indeed, if things keep heating up with Sharikkamur and Eshi, it might be just as well.

When you say that you have trade goods for other systems, I am curious as to which ones. If they allow Terrans, then they might make good Allies, and I might need as many as I can get.
"
Cyril Zotmund
Captain, 2775 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 8 May 2019
at 02:21
  • msg #772

Re: Working with Dissidents

So far, you have suggested the Lashgimaamrishuk and I include the Pirates, who do have some potentially powerful ships even now. Other than that, we have had productive conversations with those on Dzosuoken, who wish to trade with us but must be cautious lest the Sarriu  in Kadashi or the Saarpuhii above him find out. I will make your situation known, but we may have trouble getting enough support to you soon enough ... let me see.  I would enjoy seeing their concern if we managed to get you two Labrysian cruiser hulls which aren't much affected by standard missiles.
Kimashargur Administrator
NPC, 21 posts
A high ranking Vilani
Kimashargur
Wed 8 May 2019
at 02:54
  • msg #773

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 772):

"Dzosuoken? The trade route to them is very long through Shululsish, unless you take the back way through Nagunishmure, but that is well patrolled by a Lemrukiri fleet. Do you have another way to them? That could indeed present some valuable options.

Who are these Labrysians, and what sort of hull can be resistant even to missiles? Only the largest Battleships, either the Behemoth of the Imperial  have armour that thick. No, wait, we have reports of another class, a very old design, the Kisdashi class gun cruiser, that might fit that bill too. Now that you mention it, I had a report that it was used against to attack your fleets at Proycon and Nusku in the last few years. Is that what you are referring to as the Labrysian class cruiser?
"
Cyril Zotmund
Captain, 2776 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 8 May 2019
at 03:19
  • msg #774

Re: Working with Dissidents

No, The Labrysian were another race we ran into some years back... they were having a civil war, we took sides and were able to end it favorably to most Labrysians. But their ships were impressive, shrugging off most weapons with ease do to incredibly thick armor.  They weren't fast, but they were really tough.

As for Dzosuiken, no, we use a straight route pretty much from there to Arsha. We avoid travel through Vilani territory as we are unwelcome.

Kimashargur Administrator
NPC, 22 posts
A high ranking Vilani
Kimashargur
Wed 8 May 2019
at 03:32
  • msg #775

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 774):

"Interesting. Those direct trade routes could be very useful for us. Would you be willing to sell them to us?

How did you end up dealing with those heavy cruisers then?
"
Cyril Zotmund
Captain, 2777 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 8 May 2019
at 13:59
  • msg #776

Re: Working with Dissidents

We can negotiate the sale, although it removes a potential trade route for us... as for the cruisers, we had to use nuclear weapons.


OOC - Able to post more later.
Kimashargur Administrator
NPC, 23 posts
A high ranking Vilani
Kimashargur
Wed 8 May 2019
at 20:23
  • msg #777

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 776):

"How does selling a trade route to us stop you from using it?"
This message was last edited by the player at 20:24, Wed 08 May 2019.
Cyril Zotmund
Captain, 2778 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 8 May 2019
at 20:45
  • msg #778

Re: Working with Dissidents

Well sir, why would you deal with us when your own ships can supply you?
But let us review things, as realistically we would certainly not be as efficient or as quick, given our operating distance from home.
Then again, we may be fully occupied with trade between our home and here, making us unable to even provide that supply.
Allow me to return and address this with my experts and meet again with you tomorrow if that would be acceptable.
I would also ask that my ship and the Lightening be refueled gratis in some recompense for our services.



OOC -  given where we are, how difficult would it be to fabricate an additional fuel tank for the Lightening so we could both jump twice if need be.
Kimashargur Administrator
NPC, 24 posts
A high ranking Vilani
Kimashargur
Wed 8 May 2019
at 21:09
  • msg #779

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 778):

"Of course. Perhaps information, such as new designs and automated construction such as we have heard rumours of might be just a useful as trade itself. Since long range survey equipment was banned in the Imperium a being 'exploratory equipment', hiring your services to find suitable new systems, off the Imperial 'grid' so to speak, might also be useful. We are happy to pay for each new system map $150 000, and $300,000 if it is habitable. By all means discuss with your crew, and get back to my administrator. If you will excuse me, I do have other matters to attend. We would be glad to refuel your vessels this time, and provide you with $1 million credits for your services in getting rid of the pirates as our problem, and perhaps even turning them to our benefit. That should cover any future expenses you have. Now if you will excuse me..."

With that, the three smile, and get up to leave.

1 dTon Precision Instruments, (Cyril) paid $240 k
1 dTons of vaccines (Cyril) paid $100,000
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 70 Palmtops.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $127,000
Ships Cash Remaining: $1,041,200
Planet: Giiri (Unfueled)
Date: 26 January 2175
Cyril Zotmund
Captain, 2779 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 8 May 2019
at 21:25
  • msg #780

Re: Working with Dissidents

Cyril will also rise and respond, that is Most gracious of you.

Back to the ship to bounce all this off of Natalie and Duke...
Petty Officer Svebodne
NPC, 75 posts
Trading Officer
Thu 9 May 2019
at 02:43
  • msg #781

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 780):

"To give them maps for new systems might be a way to create a permanent back-door to this area, even if the guys elsewhere do crack down on them. For the Empire to suddenly have to start spanning out over every system we sell them could be a way to tie up huge resources, and this far from us, they are unlikely to conflict with our own interests. I like it."
Cyril Zotmund
Captain, 2780 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 9 May 2019
at 02:46
  • msg #782

Re: Working with Dissidents

All Valid Points Natalie, although we have been away for well over a year, we do need to report back and get paid  ... Duke?
Raymond 'Duke' Vurhund
Chief Engineer, 404 posts
Chief Engineer
Thu 9 May 2019
at 02:48
  • msg #783

Re: Working with Dissidents

In reply to Petty Officer Svebodne (msg # 781):

"While that is true, it might also force the Empire to develop exploratory equipment again, which could have very bad consequences for the outback colonies. Further, teaching them better production methods could change the way they manufacture, making them more productive."

Gaius would be here too, right?

[Private to Gaius Sattius: You know from being Vilani that any significant change, such as the one Duke is suggesting, could have empire wide ramifications, because part of the stability of the Ziru Sirka is the opposition to change at any cost. Only the Kimashargur embrace any measure of change, and for that they are outcast!]
Cyril Zotmund
Captain, 2781 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 9 May 2019
at 02:59
  • msg #784

Re: Working with Dissidents

Sure, his input would be useful...
Cyril Zotmund
Captain, 2782 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 9 May 2019
at 03:02
  • msg #785

Re: Working with Dissidents

In reply to Raymond 'Duke' Vurhund (msg # 783):

Yes, if it became known that systems were springing up just outside of their known space, that could happen. But then again... do they care? They are already having isues managing what they have. Certainly there are a few who want to control everything, but there aren't that many and they will ikely take some lumps like Kidashi did.
Petty Officer Svebodne
NPC, 76 posts
Trading Officer
Thu 9 May 2019
at 03:47
  • msg #786

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 785):

"Well if they don't care and just leave them be, all the better."
Cyril Zotmund
Captain, 2783 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 9 May 2019
at 16:51
  • msg #787

Re: Working with Dissidents

OK, so we agree to sell them the route to Dzosuiken, Duke, can you generate a set of tapes for that route. Do not provide any input on the folks who crashed on 2724, that's our trade secret for now.
We will agree to come and look for new systems to inhabit in the future.

Natalie, what all have we sold?

Petty Officer Svebodne
NPC, 77 posts
Trading Officer
Thu 9 May 2019
at 20:11
  • msg #788

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 787):

"Well, that is up to you. Could we send a representative back, such as the prize crew we brought up, to meet with Kalishnikov and take a report to him?"

quote:
Natalie can find buyers willing to pay up to $264 k for the 1 dTon of precision instruments, and there are buyers willing to pay $200 k for the vaccines. Checking the thread, it has actually been 10 months since you were last here!

This message was last edited by the GM at 20:12, Thu 09 May 2019.
Cyril Zotmund
Captain, 2784 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 9 May 2019
at 20:35
  • msg #789

Re: Working with Dissidents

I suppose we could do that. I must admit I had wished to get the crew paid, they are much in arrears, and to get the ship gone over, maintenance done and any updates installed. Duke has done a magnificent job of keeping us working, But at some point something big is going to crap out and we'll be a long way from help. I think we are due an overhaul.
Raymond 'Duke' Vurhund
Chief Engineer, 405 posts
Chief Engineer
Thu 9 May 2019
at 21:05
  • msg #790

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 789):

"I could overhaul it here. Apart from the computers and medical gear, the technology here is just fine. It will cost approximately $600,000 to do the overhail, utilizing the robofacs to make what we cannot buy, and take about 4 weeks due to the robofac being needed for certain things."
Cyril Zotmund
Captain, 2785 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 9 May 2019
at 21:54
  • msg #791

Re: Working with Dissidents

OK, what about checking the hull and armor over ... we can't x-ray the whole hull and all the joints.
Raymond 'Duke' Vurhund
Chief Engineer, 406 posts
Chief Engineer
Fri 10 May 2019
at 00:48
  • msg #792

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 791):

"As part of the overhaul procedure we check weak points with NDT. It is well documented in the 4,385 page maintenance manual, including a section on checks to be made after combat. I can send it to you if you like...

It is a good companion for the 2,453 page standard test procedures handbook.
"
This message was last edited by the GM at 01:55, Fri 10 May 2019.
Cyril Zotmund
Captain, 2786 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 10 May 2019
at 02:55
  • msg #793

Re: Working with Dissidents

Right! ...  Not sure I will have time to read it through though....
OK, Let's send the Lightening back to report.  I'm going to send Kat as My representative as Doc says she needs treatment above our ability to provide. She will have command of the operation although Gaius remains ships Captain. We'll do the overhaul here with the funds received from the Dzosuiken route.

Natalie, go ahead and sell the vaccines and the precision instruments. We'll likely need to buy supplies here too if we are going to be down for four weeks.

Petty Officer Svebodne
NPC, 78 posts
Trading Officer
Fri 10 May 2019
at 03:06
  • msg #794

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 793):

"Ok, I will get onto it right away. Anything here we should look for apart from food and supplies?"

[Private to Gaius Sattius: Looks like you get a ship of your own for now...if you want it. I will arrange for a new one when you get back!]
Gaius Sattius
Security Assistant, 27 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 10 May 2019
at 12:37
  • msg #795

Re: Working with Dissidents

[Private to GM: LOL, well that worked out well, yes I'll take that to start :D]

Gaius had been listening carefully, he waited till most of it was wrapped up to interject,"I will be most honored to make sure your crew gets there safely. Are we going to take the Captain who owns it as well? I'm sure he will want to figure things out with the person in charge of your company?"

He glanced at Duke,"Be aware, if you are considering training the Vilani or giving them capabilites beyond what the Ziru Sirka advises you are essentially asking them to commit Heresy, and they will be outcast like the Kimashargur...just so you know what kind of opposition to expect from the people you will be training."
Cyril Zotmund
Captain, 2787 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 10 May 2019
at 16:34
  • msg #796

Re: Working with Dissidents

Gaius, It is the Kimashargur we are speaking of training... They don't seem to mind be a little heretical.
Gaius Sattius
Security Assistant, 29 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 10 May 2019
at 16:37
  • msg #797

Re: Working with Dissidents

Gaius nodded,"It will result in you being even more unpopular in some circles. They will likely be on the hunt for you....not that I think that is likely to change much either."
Cyril Zotmund
Captain, 2789 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 10 May 2019
at 16:47
  • msg #798

Re: Working with Dissidents

Do you think they have the ships name? Or mine?
Gaius Sattius
Security Assistant, 30 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Fri 10 May 2019
at 16:58
  • msg #799

Re: Working with Dissidents

"We are not adaptable but that doesn't mean we haven't perfected certain things. They will have agents on this planet. I'd imagine they have at least the ships name.....possibly yours as well. I don't think they are likely to put a bounty on your name but it is a possibility."

He shrugged,"Just be cautious in Vilani space...which you are already."
Cyril Zotmund
Captain, 2790 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 10 May 2019
at 18:06
  • msg #800

Re: Working with Dissidents

That is always called for, Thanks...
Raymond 'Duke' Vurhund
Chief Engineer, 407 posts
Chief Engineer
Sun 12 May 2019
at 09:42
  • msg #801

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 800):

"So you mean we can teach these guys whatever we like, and the Ziru Sirka will not learn from it out of Stubborness?" Duke asks, a measure of disbelief evident on his face.
This message was last edited by the GM at 21:28, Sun 12 May 2019.
Gaius Sattius
Security Assistant, 31 posts
Vela Dissident Pirasishi
Ex-Shigniid Dia Ugkin
Sun 12 May 2019
at 13:46
  • msg #802

Re: Working with Dissidents

Gaius smiled, a tired smile,"More or less....there is a reason I am here and not fighting against the terrans."
Raymond 'Duke' Vurhund
Chief Engineer, 408 posts
Chief Engineer
Sun 12 May 2019
at 21:28
  • msg #803

Re: Working with Dissidents

In reply to Gaius Sattius (msg # 802):

Duke goes quiet for a while, trying to absorb that.
Tanya Weaver
NPC, 261 posts
The Navigator
Tue 14 May 2019
at 03:17
  • msg #804

Re: Working with Dissidents

In reply to Raymond 'Duke' Vurhund (msg # 803):

Tanya does calculations for the the path to Dzosuiken.

2321 is a single star system with 4 Gas Giants sharing 10 moons. The atmosphere is considered insidious, though there are only small island visible. Estimated value: $150 k.

2421 is a single star system with 4 Gas Giants and 2 planetoids, and a total of 5 moons. None of the planets have either atmosphere or water bodies. Estimated value: $150 k.

2622 is a single star system with no Gas Giants and a single Planetoid with 10 moons! With a dense atmosphere and 90% of the surface covered by water, the atmosphere has high concentrations of Oxygen requiring reducers to be worn. May be considered habitable. $300 k (Successful merchant roll)

2724 Twins. Binary system, three gas giants, 4 moons. One of the moons, a 5,000 mile diameter planet, is completely covered by water, with monster tides due to the gravitational pull of the other moon and the gas giant. The air is unbreathable, however, with excessive carbon dioxide in the air, requiring Oxygen to be worn. Estimated value: $150 k.

2924 A solitary star with three gas giants about which orbit 8 moons. The ring of the biggest gas giant has four moons that seem to stay equidistant, with the largest moon 7,000 miles in diameter being bigger than earth! The other planets are all barren and lacking in any significant atmosphere or water bodies. Despite the coverage of 80% of the planet by water, the once again huge 30 yard tides roving across the surface, the high gravity (approximately 1.2Gs) results in a dense atmosphere with dangerously high oxygen levels as the surface of the land is covered by dense jungle, with lower lying trees clearly coping quite well with the regular drowning they receive. Estimated value: $300 k.

Total route value: $1.05 M Solars.

1 dTon Precision Instruments, (Cyril) paid $240 k
1 dTons of vaccines (Cyril) paid $100,000
Sold
6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 70 Palmtops.

Updated for sales above, and $600 k paid for overhaul.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $591,000
Ships Cash Remaining: $1,491,200
Planet: Giiri (Unfueled)
Date: 27 January 2175
This message was last edited by the player at 03:18, Tue 14 May 2019.
Cyril Zotmund
Captain, 2793 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 14 May 2019
at 03:57
  • msg #805

Re: Working with Dissidents

Sounds Fair... Natalie, will you handle the financials please?
Let's get Duke's money set aside for the overhaul ad I want to pay the crew a partial salary payment now so they have cash to spend here.

Petty Officer Svebodne
NPC, 79 posts
Trading Officer
Tue 14 May 2019
at 07:43
  • msg #806

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 805):

"I can do that, Sir. One months wages is $530,040. I have paid everyone and put aside the funds for both the Fuel tank increase and the Dastavka's overhaul. Should we also overhaul the Valkryie, the other Lightning, or send them back right away when modifications are made?"


6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
   6 Desktops, 10 laptops, 70 Palmtops.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $620,400
Ships Cash Remaining: $661,160
Planet: Giiri (Unfueled)
Date: 27 January 2175 (Overhaul due for completion on 25 Feb 2175)
This message was last edited by the GM at 20:20, Tue 14 May 2019.
Cyril Zotmund
Captain, 2794 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 14 May 2019
at 17:48
  • msg #807

Re: Working with Dissidents

Well my $592k should go up a little if I was paid.    ;-)

We get working on the DASTAVKA...
The Lightening will go as she is, Natalie ... refurb will be done there. And we need to get her moving.
Petty Officer Svebodne
NPC, 80 posts
Trading Officer
Tue 14 May 2019
at 20:21
  • msg #808

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 807):

"You mean overhaul will be done there, or overhaul and fuel tank extension?"
Cyril Zotmund
Captain, 2795 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 14 May 2019
at 22:13
  • msg #809

Re: Working with Dissidents

In reply to Petty Officer Svebodne (msg # 808):

We'll do the Fuel tank here. The Overhaul, rebuild will be done there.
Petty Officer Svebodne
NPC, 81 posts
Trading Officer
Tue 14 May 2019
at 22:26
  • msg #810

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 809):

"Ah, OK. Not sure what rebuild is required, but that sounds like Gaius problem now...what resources will we give him?"
Cyril Zotmund
Captain, 2796 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 14 May 2019
at 22:46
  • msg #811

Re: Working with Dissidents

Food and fuel to start ... I am expecting that they will want to significantly up arm and perhaps up armor the ship before trading out here where things may be a bit more wild. We have certainly found it helpful to be well armed.  While you are at it... I thought we were going to sell the 6 Desk Top computers and the ten laptops ... that should bring in some additional funds too. let them know they are Terran programmed. Might give him 20 Palm Tops to use to grease any contacts he might have.
Petty Officer Svebodne
NPC, 82 posts
Trading Officer
Wed 15 May 2019
at 03:06
  • msg #812

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 811):

The computers do generate a lot o interest. They will offer the following:

$1000 per palmtop
$4000 per Desktop/laptop
$50,000 for blueprints of plamtops+laptops+desktops (These are not copyright)
$50,000 for blueprints of Mainframe ship computers. (These are IP of Kalishnikov)
$40,000 for training in programming/maintenance/manufacture over 4 weeks, per person.

When Duke lets slip about the Robofac aboard, they will offer $1 m for the blueprints which you do have as well (IP of Kalishnikov, whose policy is to provide everyone with a Robofac full blueprints of their entire vessel).

Kalishnikov, like most Terran businessmen is open to selling the rights to use blueprints for 1% of the sale price of product manufactured and sold using his IP. Vilani generally accept IP as a commodity, so they will accept this if there is no war that gets in the way. Wars are always bad for business...
Cyril Zotmund
Captain, 2797 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 15 May 2019
at 03:37
  • msg #813

Re: Working with Dissidents

Cyril ducks a little,

The mainframe and Robofac are proprietary and I do not have the right to sell them or their blueprints, but will send your request for them back with the Valkyrie.
We will sell the laptops and desktops as well as provide 4 weeks of training. We will sell up to thirty of the Palm tops as well.
As for the Blueprints on the Desktops, laptops and palmtops, we will sell them to you, but also require 1% of the gross sales price on each one manufactured, even if gifted, be provided to Kalishnakov Industries.  If that is agreeable, we have a deal.

Fate
GM, 2369 posts
Roll for dodge!
Wed 15 May 2019
at 04:24
  • msg #814

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 813):

"We will be greatful for what you can offer, and of course accept the cost of the Intellectual property. Please ask about the Ships computers and the Robotic production capacity, it looks extraordinary!

Of course, for that deal to go through, we will need you to open an office on the planet. We can get the appropriate permissions, of course, and the appropriate taxes would apply.
"

[Private to Cyril Zotmund: Unlike Military, Kalishnikov has entrusted you to make money on his behalf! You actually do have the authorization to sell any intellectual property he owns on his behalf at those rates. The smaller computers are not actually still in copyright, but if you can get the deal, what businessman would object?]
Cyril Zotmund
Captain, 2798 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 15 May 2019
at 17:50
  • msg #815

Re: Working with Dissidents

I will pass this information along, I expect he will be delighted to open an office here.

I am hesitant to provide this information on ships computers and Robofac, as Duke says, it is one of our major advantages. Furthermore, I can't staff a full time office here, although I can see some value to it.  The name of course will have to be something other than Kalishnakov as well!  The agents would happily report this back to the Vilani higher ups.  I will ask how long it might take to robofac a coupe of beam lasers for Valkyrie...
Fate
GM, 2372 posts
Roll for dodge!
Wed 15 May 2019
at 20:36
  • msg #816

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 815):

I understand your hesitation, though as Gaius pointed out, the advantage would likely remain only for the Kimashargur. It would take 6 weeks, with the right starting equipment, to use Dastavkas small robofac to manufacture a single beam weapon. (10lbs/$1000 per hour production rate.)

Of course, it only takes a single person to 'man' an office. The name could be whatever you wanted/ Simply 'KI Enterprises' or 'KI Designs' might just work. Offering designs other than Imperial Standard will get them reported soon enough...
Cyril Zotmund
Captain, 2801 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 15 May 2019
at 22:57
  • msg #817

Re: Working with Dissidents

OK, so the Beam weapon isn't feasible...  I have no one to leave behind ...  so it's basically cash and carry this time.  I am reasonably sure Kalishnakov will want to establish a trading post here... but manufacturing beyond Vilani know how.

I am assuming that the overhaul is under way?
Fate
GM, 2376 posts
Roll for dodge!
Thu 16 May 2019
at 00:50
  • msg #818

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 817):

Overhaul is well under way.You could employ a local in the interim to work for Kalishnikov...
Cyril Zotmund
Captain, 2804 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 16 May 2019
at 01:51
  • msg #819

Re: Working with Dissidents

I could, all I'd need is money to pay him or her ... besides my money ;-) ... most of what we have is committed.
Fate
GM, 2379 posts
Roll for dodge!
Thu 16 May 2019
at 02:36
  • msg #820

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 819):

As an indication, a good worker (Skill 12 in Merchant and Administration) would cost about $15,000 per month, plus $2000 per month to rent a small office (single room, really) so $204,000 per year. A years wages should be ample to get started, though finding someone trustworthy might be more of a challenge. Perhaps a crew member from the Lightning might like a safe office job after their last ordeal? Say the XO, who does not have ownership of the vessel?
Cyril Zotmund
Captain, 2805 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 16 May 2019
at 02:52
  • msg #821

Re: Working with Dissidents

We can ask, starting with the Captain, who should know his people... as to where we get 204,000 clams, I am not sure. How we ensure we don't get ripped off is also a question.
Fate
GM, 2381 posts
Roll for dodge!
Thu 16 May 2019
at 05:03
  • msg #822

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 821):

The Captain of the Lightning had trade officer who handled all trade, and he had found him most trustworthy in keeping his contract. He became ill with a chronic illness in the Vilani prison, and has already expressed a desire not to continue on a ship. He would very much recommend him for here. He ended up hooking up with a communicator aboard the ship, and though the captain is loathe to loose them, he would prefer to have them near rather than far. She has recently been found to be pregnant, on the trip back to here, it would seem. Guess they had too little to do...

As for the cash, well, technically the funds for the new systems would go to Kalishnikovs coffers. He would not need much more ongoing funds, as it could be argued that with production starting, they would start selling them and hence there would be a steady income from the sales after some time from which to take their wages.

How not to get ripped off is the million dollar question. Good contracts only work if they are policed...
Cyril Zotmund
Captain, 2806 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 16 May 2019
at 16:26
  • msg #823

Re: Working with Dissidents

Well I suppose we'll be in and out, so we can check on them... Natalie is forewarned.

So the 16 Laptops and desktops come to $640k and 30 Palmtops add another $30k. That's Cyril's money.
The Blueprints for the Computers and Training only provides $90k.

Not sure how exploitable the Robo-fac is (in terms of being enlarged and used to make bigger parts faster). I'll discuss with Duke and Natalie will be present. It may be worth selling that to the Kimashargur.  For the shipboard computers, I'd like some sort of alliance ... Not to get them in trouble with the Ziru Sirka, so maybe with just K.I. on behalf of the Other dissidents.

What's the status on the Valkyrie?
Raymond 'Duke' Vurhund
Chief Engineer, 409 posts
Chief Engineer
Thu 16 May 2019
at 20:31
  • msg #824

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 823):

It has been a week now since the Valkryie started remodeling the fuel tanks, and it is completed. The Robofac is fairly modular, and can be pretty easily enlarged to make larger Robofacs, with each 'module' costing $1 M Solars, $10,000 of which would go to K.I. Industries. Such a larger unit, while it would take some time to get started, could potentially increase the planets production capacity significantly.

They would be open to such a contract, and indeed even a little eager for it. Do you want to go over the basic contents?

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
  20 Palmtops.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $1,290,400
Ships Cash Remaining: $751,160
Planet: Giiri (Unfueled)
Date: 04 Feb 2175 (Overhaul due for completion on 25 Feb 2175)
This message was last edited by the GM at 21:24, Thu 16 May 2019.
Cyril Zotmund
Captain, 2807 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 16 May 2019
at 20:40
  • msg #825

Re: Working with Dissidents

I see ... so K.I. (Kalishnakov Industries) might well be interested in how the super robo-fac works?
Perhaps we should then sell them the basic blueprints and offer to assist them in making a larger, scaled up version.
We ask $10k for each module we help scale up and 1% of it's production?
What do you think Natalie?



Computers in Cyril's cabin should now be 20 palm tops... the rest are sold or sent with Gaius...
Petty Officer Svebodne
NPC, 83 posts
Trading Officer
Thu 16 May 2019
at 21:30
  • msg #826

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 825):

"I doubt that we could get 1% of everything to Robofacs produce...unless we also have some sort of maintenance contract whereby we provide programming or some ongoing service. All IP laws I know of simply entitle us to a percentage when our design is manufactured, not used. But certainly larger plants are what Kalishnikov has been producing on Aegir, and the plant on his base is 100 times as big as this, so I doubt he would object. He has been very busy building as many Robofacs as he can these last few years, so I doubt he will object to someone else paying to build some here as well."

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
  20 Palmtops. [How many were sent with Gaius?]

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $1,290,400
Ships Cash Remaining: $751,160
Planet: Giiri (Unfueled)
Date: 04 Feb 2175 (Overhaul due for completion on 25 Feb 2175)
Cyril Zotmund
Captain, 2808 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 16 May 2019
at 22:28
  • msg #827

Re: Working with Dissidents

Valid point, so if we allow them or help them build a Robo-fac of 25 times the size of ours?  That should refill the ships coffers some and let us pay the crew again...



Gaius got 20 palmtops, I kept 20 and sold 30...
Petty Officer Svebodne
NPC, 84 posts
Trading Officer
Thu 16 May 2019
at 22:53
  • msg #828

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 827):

Natalie laughs.

"I think one local company was talking about building one experimental factory 1000 time the size of ours! $10 million would certainly fill our coffers considerably. You might even be able to purchase some Pulse weapons, though I suspect Beam weapons are in too high a demand right now. If they are successful, they may well want more."
Cyril Zotmund
Captain, 2809 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 16 May 2019
at 23:37
  • msg #829

Re: Working with Dissidents

Holy  Chrysanthemums ... 1,000 times? what are they going to build? Battleships?
10 Mil would indeed give us a lot of working capital ...  I guess we do it and see what happens, we damn sure need to account for every red cent though.





OOC ... since each doubling of the size of what is being constructed quickly becomes gigantic ... a 1" long item is 2" at double the size and then goes up ...  so 4x, 8x, 16x, 32x, 64x, 128x, 256x, 512x, 1024x .... and that is just a 10 fold doubling in size!   I'll let you work out a 1,000 times, but 25x times is freaking HUGE!!!  1024 inches doubled 10 times is 85.33 feet! or 24.44 yards.  so at ten x size the one inch item is just short of 25 yards long.
Or are you just multiplying by 1000? That would bring it back down into the rational again. I was thinking in terms of doubling.... obviously.
This message was last edited by the player at 23:51, Thu 16 May 2019.
Petty Officer Svebodne
NPC, 85 posts
Trading Officer
Fri 17 May 2019
at 04:00
  • msg #830

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 829):

"It may be a good thing if they did, since they are friendly. But probably beam weapons and stuff they can't get due to embargo...We can collect the money now since we are here, and Duke can help them set it up while he is here."

[OOC: I am just going by the straight multiplication, since it is easier and makes more sense, really. Twice as big is not squared...it is just 2x in one dimension and 2x cost, with 2x production. Simple. Why overcomplicate it!]
Cyril Zotmund
Captain, 2811 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 17 May 2019
at 04:07
  • msg #831

Re: Working with Dissidents

Sounds like a plan, we'll go with it.




OOC- Guess it was just the way I read it ...  No Big Deal
Petty Officer Svebodne
NPC, 86 posts
Trading Officer
Sun 19 May 2019
at 23:01
  • msg #832

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 831):

It takes you the rest of the overhaul time to teach the locals how to build the Robofacs, despite you having the blueprints, and the time taken to teach them delays Duke by 5 days. The Factory will still not be done for another 5 months, during which time they request you drop by and visit to answer questions. But for now, you have quite some cash, and the crew are asking about wages for the last 17 months, during which time they have only received 1 months pay due to your location. Wages will come to $8,480,640 (16 x $530,040). Whilst this income only arrives days before your overhaul is to be finished, most people feel that they have been rather patient.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
  20 Palmtops. [How many were sent with Gaius?]

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $1,290,400
Ships Cash Remaining: $10,751,160
Planet: Giiri (Fueled)
Date: 28 Feb 2175 (Overhaul due for completion on 30 Feb 2175)
Cyril Zotmund
Captain, 2813 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 20 May 2019
at 17:54
  • msg #833

Re: Working with Dissidents

OK, all the Builds and such have been paid? The $10 Mil is free and clear?  If so, pay back wages.

The Valkyrie is on it's way?
Fate
GM, 2389 posts
Roll for dodge!
Mon 20 May 2019
at 20:22
  • msg #834

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 833):

The Valkryie left on the 04 Feb, and yes, all builds have been covered. We did not decide how much to give to the Valkryie, if any. They will want at least another dTon of supplies...already taken from the sum below. Anything else offered?

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
  20 Palmtops.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,258,520
Planet: Giiri (Fueled)
Date: 28 Feb 2175 (Overhaul due for completion on 30 Feb 2175)
Cyril Zotmund
Captain, 2814 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 20 May 2019
at 22:32
  • msg #835

Re: Working with Dissidents

We can give them enough funds to purchase supples if need be... say $80k
Fate
GM, 2392 posts
Roll for dodge!
Mon 20 May 2019
at 22:37
  • msg #836

Re: Working with Dissidents

In reply to Fate (msg # 834):

Understood. Then they would have purchased supplies out of that. Valkryie thread updated.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
  20 Palmtops.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,190,520
Planet: Giiri (Fueled)
Date: 28 Feb 2175 (Overhaul due for completion on 30 Feb 2175)
Cyril Zotmund
Captain, 2815 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 20 May 2019
at 22:46
  • msg #837

Re: Working with Dissidents

Oh My God!! ... We'll never be completed! It's NEVER 30 February!
Fate
GM, 2393 posts
Roll for dodge!
Tue 21 May 2019
at 00:25
  • msg #838

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 837):

Lol, OK. Good catch...02 March new completion date. Anything before then?
Cyril Zotmund
Captain, 2816 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 21 May 2019
at 02:46
  • msg #839

Re: Working with Dissidents

Not that occurs to me....  guess we ought to speak with the Kimashrgur navigators or historians to see what they might know about the uncharted  systems around them ... I assume they have been looking at them for years.
This message had punctuation tweaked by the player at 16:07, Tue 21 May 2019.
Fate
GM, 2394 posts
Roll for dodge!
Tue 21 May 2019
at 06:48
  • msg #840

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 839):

The overhaul is finally complete. Systems 1911, 1912, 2012, 2110 and Tralp have been mapped at a basic level, though only the last was found to be suitable for life. Scans also indicate that a ship did make it to 1808 about 250 years ago, though there has been no indication of how they are going or any attempt to male contact since then. Recordings of radio transmissions are scarce and treated like UFO conspiracy theories of the pre-space era on Terra. Perhaps it is comforting that no other signals have been detected.

By the time you finish finding this information, the overhaul is complete.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
  20 Palmtops.

1.2 dTons of supplies. (0.3 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,190,520
Planet: Giiri (Fueled)
Date: 02 Mar 2175
Cyril Zotmund
Captain, 2817 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 21 May 2019
at 16:35
  • msg #841

Re: Working with Dissidents

So 2009 and then 1808/Omni will be a decent start, but 1713 &1714 look to be a more productive path to more systems that can be more easily defended.

We'll need to restock our supplies before we leave, Natalie, you can handle that if you would. Try for as much variety as you can and we'll need 10-12 d Tons as we don't know how long we'll be away.

Petty Officer Svebodne
NPC, 87 posts
Trading Officer
Tue 21 May 2019
at 21:21
  • msg #842

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 841):

"Sir, they have generously discounted supplies to allow us to fill our holds, offering about 14 dTons for just $100,000, with a lovely variety of frozen fruits, pastries, marinated meats and various drink additives to add to water. We stuffed supplies in the Labs and all spare spaces initially, but we will use some of it before we need it. Weapons systems all free, of course."

The trip to Tralp, and then to 1911 is interesting, and you notice that there is some trade along that route. Moving on and charting 2009 from 1911, you see absolutely no-one.

1911 Single star, single Gas Giant with 8 moons. The most hospitable has a very thin atmosphere and only 10% of it's surface is water.

2009 Single Star, 5 Gas Giants, 1 planetary belt and 5 moons.The planet is a waterworld 5000 miles in diameter, normal atmosphere with a small moon. It is quite habitable.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
  20 Palmtops.

13.85 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Giiri (Fueled)
Date: 06 Apr 2175
Cyril Zotmund
Captain, 2818 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 21 May 2019
at 22:05
  • msg #843

Re: Working with Dissidents

Excellent Job Natalie, assuming we aren't in public, he'll try to give her a hug, very sensitive to any resistance.

The other worlds are dutifully noted, but he is excited at the find at 2009. That's cash in the drawer, we scan/map the habitable planet carefully, then move to scan Omni/1808.
Fate
GM, 2405 posts
Roll for dodge!
Wed 22 May 2019
at 02:58
  • msg #844

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 843):

Natalie is a bit shy about the hug, expressing that it would not be right by her friend Kat.

After the survey of 2009 and the charting of Omni, you prepare to jump.

Omni is a binary system with 2 gas giants and a planetary belt, with four moons total, one around the habitable planet. The planet is temperate, with 70% water and rich forests covering much of the surface. There are approximately 6 large towns of note, and while they do not have facilities for starships, they seem quite advanced. (TL9 mainly).

It soon becomes clear that they are Vilani, but Kimashargur who have successfully remained beyond the empire, and they are eager to keep it that way.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (We can say they are in Cyril cabin if you want!)
  20 Palmtops.

13.35 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Omni (Fueled)
Date: 23 Apr 2175
Cyril Zotmund
Captain, 2819 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 22 May 2019
at 03:45
  • msg #845

Re: Working with Dissidents

As are many of your fellows. Indeed the other Kimashargur seek places further from their friends the empire, as it has again gone to using mindless force. We agreed to assist them in finding new worlds further from known Vilani lands.  We will be glad to assist you in working with your brothers if you like.  We also ask what you know of the other systems around you?

Cyril apologizes to Natalie, I am sorry,  I just got caught up in the moment... so much has happened and this sudden windfall was unexpected and was a relief ... I am sure it makes no sense to you, but there has been so much on my mind.

Cyril is delighted to add another confirmed habitable world to the list we look at 1708, 1807 and 1907 from here.
Fate
GM, 2407 posts
Roll for dodge!
Wed 22 May 2019
at 05:03
  • msg #846

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 845):

"We have deliberately kept to ourselves, using our anonymity as our best protection, so we would prefer to remain unknown by them. That also meant no active scanning of system around us, so we can say very little."

They can, however, offer supplies at just $14,000 per dTon. Just in case the cash might come in useful in the future.

Natalie just smiles and lets it slide, saying nothing more of it.
This message was last edited by the GM at 07:22, Wed 22 May 2019.
Fate
GM, 2410 posts
Roll for dodge!
Wed 22 May 2019
at 11:40
  • msg #847

Re: Working with Dissidents

In reply to Fate (msg # 846):

Assuming you move on...as implied in your last post.

System 1708, Single star, 3 Gas Giants, 3 Planetoid belts, 7 moons. Most habitable planet 6,000 miles dia, 10% surface water, very thin. tainted atmosphere (High sulphur content due to high volcanic activity), very little life.

System 1807, Binary system, 4 Gas Giants with 11 moons, no planets. Most habitable moon, 4000 miles dia, very thin atm, 10% surface water, arctic world, much ice, little life.

System 1907, single system, 4 gas giants and 1 planet with 6 moons, planet 5000 miles dia, Thin tainted atmosphere, 10% surface 'water', hydrocarbon planet, methane atmosphere with no oxygen.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (Cyrils Cabin)
  20 Palmtops.

13.35 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Omni (Fueled)
Date: 16 Jun 2175
This message was last edited by the GM at 11:41, Wed 22 May 2019.
Cyril Zotmund
Captain, 2820 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 22 May 2019
at 17:39
  • msg #848

Re: Working with Dissidents

We record this and work on 2007 and 2008 next. Then 2009 and back to Tralp. We will leave sealed documents for conveyance to Girii there.
From there looking at 1713.

Did we get any sort of feedback from the people on Omni?  See Msg 845.
Fate
GM, 2413 posts
Roll for dodge!
Thu 23 May 2019
at 02:50
  • msg #849

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 848):

The good folk of Omni basically wanted to remain uncharted and left alone, as mentioned in #846.

System 2007, Single star, 2 Gas Giants with 7 moons.  Most habitable planet 5,000 miles dia, 10% surface water, thin. tainted atmosphere (High sulphur content due to high volcanic activity, acidic rain and seas), very little life.

System 2008, Binary star, no Gas Giants but 2 planets with 7 moons.  Most habitable planet 4,000 miles dia, 20% surface water but very thin atmosphere. Life here is very limited due to the lack of atmosphere.

System 1713 is a single star system, and seems lacking in any sort of Gas Giant or planetary orbit, making it difficult to jump there. You will have to jump straight to the star until you can map it properly.

You find a small hero bound back to Girii to give the data disk to, sealing it with your seal.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (Cyrils Cabin)
  20 Palmtops.

11.75 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Tralp (Fueled)
Date: 14 Aug 2175
Cyril Zotmund
Captain, 2821 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 23 May 2019
at 02:57
  • msg #850

Re: Working with Dissidents

Is 1714 any better? It seems to have gas Giants which mean fuel, we'll go there and then see what 1713 has from much closer. 1612 is next as we search this area for new worlds for the Kimashurgar.
Fate
GM, 2415 posts
Roll for dodge!
Thu 23 May 2019
at 04:54
  • msg #851

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 850):

1714 is a binary system in which you can detect 3 gas giants.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (Cyrils Cabin)
  20 Palmtops.

13.5 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Tralp (Fueled)
Date: 14 Aug 2175
This message was last edited by the GM at 12:32, Mon 03 June 2019.
Cyril Zotmund
Captain, 2822 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 23 May 2019
at 17:56
  • msg #852

Re: Working with Dissidents

Much better, those can provide fuel ... we will likely black ball 1713. We will check out 1612 next, we will then do a counter clockwise move around in this group of systems looking for habitable systems. 1612- 1512-1412- 1313-1212 etc. we will try to visit ever system and always keep one jumps worth of fuel in case we stumble into a dead system like 1713,

I expect it will be mostly long and boring ... I'll apply myself to Gloria for a while.
Fate
GM, 2416 posts
Roll for dodge!
Thu 23 May 2019
at 21:18
  • msg #853

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 852):

System 1714, Binary system, 3 Gas Giants with 12 moons. Most habitable planet 9,000 miles dia, with it's surface covered by water. It's Dense atmosphere could be breathable if it had more oxygen, but the plants and life are all submarine, so very little oxygen makes it to the atmosphere.

System 1612, Binary system, 1 Gas Giants with 5 moons.  Most habitable planet is a 1,000 miles dia rock with 10% of the surface covered by ice. There is not enough gravity to maintain an atmosphere.

System 1512, Single star, no Gas Giants with 4 moons.  Most habitable planet 4,000 miles dia, 10% surface water, very thin atmosphere, and hence very little life. Almost a Desert planet, but ony source of fuel in the system.

System 1412, Single star, 3 Gas Giants and 2 planets with 9 moons combined. Most habitable planet 9,000 miles dia, with it's surface covered by water. It's Dense atmosphere could be breathable if it had more oxygen, but the plants and life are all submarine, so very little oxygen makes it to the atmosphere. This is similar to the planet in 1713.

System 1313, Single star, 3 Gas Giants and 2 Planets with 7 moons.  Most habitable planet 5,000 miles dia with it's surface covered by water. It's Dense atmosphere could be breathable if it had more oxygen, but the plants and life are all submarine, so very little oxygen makes it to the atmosphere. This is similar to the planet in 1713 and 1412.

System 1212, Single star, 3 Gas Giants and 2 planets with 3 moons.  Most habitable planet 5,000 miles dia, 30% surface water, thin. tainted atmosphere (High Carbon content means high carbon monoxide, low Oxygen), some primitive life, mainly plant life, some mobile!

Three of these planets are water worlds and have extensive marine life, but little air breathing or plants that might support air breathers. Hence, no whales or dolphins!

Let me know what systems you would stop at, get supplies, etc.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (Cyrils Cabin)
  20 Palmtops.

8.8 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: 1212 (Fueled)
Date: 26 Nov 2175
This message was last edited by the GM at 20:53, Mon 03 June 2019.
Fate
GM, 2452 posts
Roll for dodge!
Sun 2 Jun 2019
at 21:01
  • msg #854

Re: Working with Dissidents

Did I have a list of systems after this one?
Cyril Zotmund
Captain, 2824 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 Jun 2019
at 23:33
  • msg #855

Re: Working with Dissidents

No, that was it... we have adequate supplies, doubt we have fired anything, so we are still surveying ... 1114, 1214, 1314, 1413, 1513, 1713, Tralp and back to Giiri with what we have found.
Fate
GM, 2457 posts
Roll for dodge!
Mon 3 Jun 2019
at 06:04
  • msg #856

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 855):

System 1114: Binary system, 4 Gas Giants with 9 moons. Most habitable planet 7,000 miles dia, with 80% of it's surface covered by water. It's atmosphere is breathable.

System 1214: Single star system, 3 Gas Giants with 12 moons. Most habitable planet 5,000 miles dia, with half it's surface covered by water. It's thin atmosphere is also breathable.

System 1314: Single Star system, 3 Gas Giants with 6 moons. Most habitable planet 3,000 miles dia, with neither atmosphere or surface water.

System 1413: Binary system, 1 planet with 7 moons. Most habitable planet 5,000 miles dia, with no surface water. It's thin atmosphere is breathable, however. With water, it could be habitable.

System 1513: Single Star system, 2 Gas Giants with 3 moons. Most habitable planet 1,000 miles dia, with 10% of it's surface covered by water. It lacks any atmosphere, however.

System 1713: Single Star system, no Gas Giants or planets but 5 small moon-like rocks. Most habitable planet 3,000 miles dia, with no surface water. It lacks any atmosphere, however.

The trip back is long, with seemingly an eternity in hyperspace. On your return, you are greeted by a large contingent from Kalishnikov, who returned to set up an official Vilani office with Gaius, who is now a fellow employee. A pair of small flash drives are handed to you.

[Private to Cyril Zotmund: Information on Flash Drives: Congratulations on setting up such a business opportunity on Girii. You and you crew are to be given a bonus of $2 Million to share at your discretion. I have sent a delegation to open a proper office to register our company as a legitimate Vilani company, in order to give us legal right of operation in Vilani space. This of course depends upon Girii being accepted as part of the Ziru Sirka. As such, you should give them whatever support you can. From your correspondence, it sounds like they may be in rebellion against some who oppose Terra. Therefore I have sent many of my best designs along with folk who can help them build them.

However, we also need to consider the ramifications of their defeat. There are likely to e a lot of refugees. As such, I would like you to pick the best system for us to colonize, both from a trade point of view, as well as a habitability point of view. Please refrain from passing information regarding this system on to Girii: instead, please give it to the new vessel that bring you this message, the crew of which I have hired to work for me. They should then be sent directly back to me at Alizarin, via Union and Ceti-Command in case I move. I have constructed a colony seeder to establish our claim to this planet. Once our claim has been established, we can inform Girii so that refugees can flee there if they need to.
]

Amoung other news, Nusku has now been attacked twice, 'with great losses to the Terran Navy'. There are little details, but some spectacular footage of heavy fighter battles are shown, with a couple of Terran ships that appear to be Corvettes or Destroyers blowing up in the background.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (Cyrils Cabin)
  20 Palmtops.

5.2 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Girii (Fueled)
Date: 29 Mar 2176
This message was last edited by the GM at 05:58, Wed 26 June 2019.
Cyril Zotmund
Captain, 2825 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 3 Jun 2019
at 17:02
  • msg #857

Re: Working with Dissidents

OOC - OK, 1713 does not match in Msg 853 & 856 !!   What is the opposite of Coreward?


I presume that Gaius will tell me of the world he found...we'll use that as the AK world. I'll give him the data we are giving the folks at Giiri on habitable worlds in the uncharted areas about half way between spinward and coreward. I will also tell him about the other worlds around Omni and 2009.   (I'll let you or Natalie figure out what they owe us.)

The extra $2 million is appreciated, but we'd like to go some time to spend it ...  It will be spread around in the same percentages as pay bonuses are: 2x to Officers, 1.5 x to POs and 1x to  Listings. I get 45 total shares so $44,445.00 to listings (actually 44,444.44 but Cyril will cover the small change difference); 66,667.00 (again Cyril will chip in the small change to make it come out even) and $88,888.88 for Officers, make it $888889.00 for them... a whopping total of $13.68  out of Cyril pocket to even things out.

Gaius and Cyril will take an evening to transfer information, knowledge and data.  I'll ask Jennifer Armstrong if she can put together a nice dinner with the things available in the Markets of Giiri ... I'll give her a small fund to buy with and to pay her for her time say $200?
Fate
GM, 2461 posts
Roll for dodge!
Mon 3 Jun 2019
at 21:03
  • msg #858

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 857):

OOC: In the first message it should have been 1714, as you previously mentioned that was the system you were headed to. Sorry for the typo.

The folk in the office are as follows:

Dr Henry Wong, specialist in Infectious diseases.
Dr Jennifer Wong, Intensive care nurse, Medical Technology Engineer
Mr James Hanley, Automation Engineer.
Captain James Kirk, Military advisor (Ex-Scout captain)
Mrs Herietta Koon, Accountant.
Mr Chan Koon, Lawyer, specialist in Vilani Corporate Law
Mrs Loretta Payne, Starship designer.
Mr Robert Payne, Lawyer, Intellectual Property
Mr Checkov Smirnov, Associate director and head of the new venture
Mrs Julia Smirnov, Corporate strategist and Programmer

Mr Smirnov will collect payments for planets you found and in turn use them for your wages, so you and the crew will be paid whenever you visit Girii. He will also inform you of all planets found by Gaius when he arrived on the 25th Jan this year.

Distribution noted...how much did Cyril get?

$200 should buy plenty of nice things for dinner on such a populated planet.

6 Grav Bikes (Some of them privately owned)
120 Missiles (4 dTon)
0.04 dTon of Computers! (Cyrils Cabin)
  20 Palmtops.

5.2 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Girii (Fueled)
Date: 29 Mar 2176
Cyril Zotmund
Captain, 2826 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 3 Jun 2019
at 22:09
  • msg #859

Re: Working with Dissidents

Cyril got $88,8875 roughly.
He'll plan a separate dinner for the various AK Industry members and Gaius, Natalie and such others as Giaus or Natalie may suggest.  The Plan is to get to know people a little.  Cyril wants to get to know Gaius better than that as they may well be working in concert if not together. i assume the Two we put in place  many months ago are still employed too?

Any word on Kat and child?
Fate
GM, 2464 posts
Roll for dodge!
Mon 3 Jun 2019
at 22:27
  • msg #860

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 859):

Kat and the child are now doing fine, and she may be able to return to work now that the appropriate paperwork has been filled out. Of course, that is assuming that she wants to...she has a very long break due to several years of accumulated leave that Kalishnikov is allowing her to take to enjoy motherhood...
Cyril Zotmund
Captain, 2828 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 3 Jun 2019
at 23:14
  • msg #861

Re: Working with Dissidents

What's this Leave stuff?
Checkov Smirnov
Tue 4 Jun 2019
at 02:23
  • msg #862

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 861):

"You are entitled to a few months off if you like. You and the ships crew..."
Cyril Zotmund
Captain, 2829 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 4 Jun 2019
at 02:36
  • msg #863

Re: Working with Dissidents

What would we do? who would watch my ship?
Checkov Smirnov
Tue 4 Jun 2019
at 02:50
  • msg #864

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 863):

"Well now we are officially registered here, we could watch over it."
Cyril Zotmund
Captain, 2830 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 5 Jun 2019
at 17:29
  • msg #865

Re: Working with Dissidents

Cyril and the crew will take some down time, check the ship over and grant liberal leave. there will be a ships Officer and some crew aboard at all times.
Fate
GM, 2514 posts
Roll for dodge!
Sat 15 Jun 2019
at 11:00
  • msg #866

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 865):

It is barely 2 weeks before the new Kalishnikov vessel, the Scutum, arrives in system, and the Captain wishes to meet with you.

Please feel free to post in their thread for now.

Planet: Girii (Fueled)
Date: 14 Apr 2176
Cyril Zotmund
Captain, 2842 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 19 Jun 2019
at 23:52
  • msg #867

Re: Working with Dissidents

Cyril starts pulling the crew back in and getting prepared to travel ... How much did we make for the survey we did?
Fate
GM, 2539 posts
Roll for dodge!
Thu 20 Jun 2019
at 02:43
  • msg #868

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 867):

The survey work returned $2.85 million, which was taken by the office on Girii, in return for 3 months wages payment (totaling $1,590,120 (until 27 Apr 2176).

The news about Omni and system 1114 are particularly well received, and groups immediately begin making plans to move a massive manufacturing base to the latter planet. You are asked to keep this location from the mainstream Ziru Sirka.

Planet: Girii (Fueled)
Date: 15 Apr 2176
Cyril Zotmund
Captain, 2843 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 20 Jun 2019
at 03:29
  • msg #869

Re: Working with Dissidents

That shouldn't be an issue as I don't work with or enjoy dealing with most of the Ziru Sirka.

Assuming that there is no input from the Giiri office or  anyone else, we'll move out on our planned route.  I'm planning on scanning  2422, 2523, 2423, 2223, 2124, 2126, 2127, 2128, 2229, 2231, 2232, 2234, 2534, 2633,  then on to 2631, Faith, Clarmeer, and Ceti Command … If Andrew hasn’t moved yet, I’ll go to Alizarin. My concern is that right now we have to go through 2724 which is a choke point only two hops from Vilani control…
Fate
GM, 2541 posts
Roll for dodge!
Thu 20 Jun 2019
at 08:50
  • msg #870

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 869):

It takes just over 4 weeks to get to 2422, the planet found by the Scutum, before jumping to 2523, which the Scutum had also charted. From there, you begin exploring new systems.

System 2423, 4 Gas Giants, 4 Moons,
   5,000 m dia, 20% surface water, Very Thin Atmosphere tainted by Chlorine.

System 2223, 4 Gas Giants, 8 Moons,
   5,000 m dia, 40% surface water, Thin Atmosphere, Arid planet, warm, but habitable.

System 2124, 3 Gas Giants, 4 Moons,
   7,000 m dia, 40% surface methane, Standard Methane Atmosphere

System 2126, 2 Gas Giants, 9 Moons,
   4,000 m dia, No surface water, Very Thin Atmosphere tainted by Ammonia.

Binary System 2127, 3 nonlinear orbiting planetoids
   5,000 m dia, No Surface Water, Very Thin Atmosphere

System 2128, 4 Gas Giants, 1 Planet, 8 Moons,
   5,000 m dia, 50% surface water, Thin Atmosphere, habitable. This planet has quite some life.

Binary System 2229, 2 Planets, 6 Moons,
   6,000 m dia, 70% surface water, Standard Atmosphere, habitable. Incredibly, there appear to be humans living here, approximately TL6 (Think Earth 1940, and yes, there does appear o be a war happening!) A more detailed study will be needed to determine further details, or make contact with them.

I stopped at this point in case further investigation is desired.

10 dTons of supplies (0.2 dTons per week) (You reloaded a lot at Girii, thanks to the office there.)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: 2229 (Fueled)
Date: 12 Sep 2176
Cyril Zotmund
Captain, 2844 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 20 Jun 2019
at 17:16
  • msg #871

Re: Working with Dissidents

OK, Sensors up... lets see if we can listen in and determine anything about what the fight is over.
Gather as much information as we can quickly before taking any action.
Fate
GM, 2548 posts
Roll for dodge!
Thu 20 Jun 2019
at 21:33
  • msg #872

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 871):

The good thing about a war at this tech level is that there is a constant barrage of radio transmission to record. The problem is that there are numerous languages. It is likely that it will take months to separate them and comprehend them to get even broken level of communication. This is needed before any attempt at determining what the war is about can be done.
Cyril Zotmund
Captain, 2846 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 20 Jun 2019
at 21:52
  • msg #873

Re: Working with Dissidents

Sigh... OK, so who seems to be winning?  I thought our computers could listen and translate languages almost on the fly...

My Computer has -  Complexity 5. 100TB. 2C/20hr or external power. Tech Ref Weapons +2; Interpreter Translation Comp 5 Native lvl; Internal System Security Monitor & Alert Comp 6.
Fate
GM, 2550 posts
Roll for dodge!
Thu 20 Jun 2019
at 22:48
  • msg #874

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 873):

Apparently I was a little off on the previous ones. This time I actually looked it up in G: ISW. It requires about 150 hours of sampling per languages, just to get broken, and there are at least 6 to 8 languages involved here. I am guessing the Traveller nerfed the UltraTech a little, in line with nerfing computers.

Massive battleships ply the seas and engage each other. Submarines engage merchantmen, and aircraft carriers can be seen to be just making an appearance. Fleets of bombers devastate each others cities, and fighters attack them and each other in massive swarms. Tanks and troops swarm against each other as well. But until you can determine who is on whos side, it is hard to work out who is winning...there seems to be at least 4 fronts.
Cyril Zotmund
Captain, 2847 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 21 Jun 2019
at 04:10
  • msg #875

Re: Working with Dissidents

And we have no way of communicating ... excepting sign language, which is hard to do from space.
Doing a fly over at speed serves little purpose, but might scare them a bit... we just don't know enough to do a damn thing... so I guess we spend 150 hours ... can we attempt more than one language with the computers aboard? We can set up 24 hour shifts, since the ship works those anyway... just over six days to sort out anything...
Fate
GM, 2553 posts
Roll for dodge!
Fri 21 Jun 2019
at 04:48
  • msg #876

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 875):

Lets see. I would say you could do it concurrently. Dastaka has 3 Complexity 7 systems and 5 complexity 6 systems, but you would want at least 3 running bridge systems at all times, including comms, navigation and ship controls. That leaves considerable computing power to separate and attempt translation.

Given that they would not be communicating in all languages all the time. Lets say that 2 weeks recording all languages is enough to get broken fluency in all 8 languages sufficiently to analyze what is going on, and to try to analyze the geopolitical situation there. I have included factors to account for poor quality recordings, scrambled recordings, codes and other complications.

So you spend the next two weeks trying to work out what is going on. You manage to narrow most communications down to 8 predominant languages, and you go over the recordings to determine what seems to be happening. There appear to be 5 sides in what is clearly a very complicated war over control, religions, politics and rulership styles. From what you can tell of the factions:

Faction 1: Ruled by a Monarch, very Patriarchal, traditional, but treats most subjects fairly. Large army with many tanks, significant but dated navy, few aircraft. Share a continent with Faction 2 unwillingly.

Faction 2: Ruled by a Theocracy, very Matriarchal, men fight, women make decisions. Has a commune style of rulership. Large army, less tanks than Faction 1 but more than any other faction, many dated aircraft, moderate Navy, but dated.

Faction 3: Ruled by a President, may be democratic, but very nationalistic. Mainly on a large continent connected to the other main continent by a small isthmus. Small army but advanced tanks, Moderate aircraft and ship numbers but they are reasonably advanced. Few submarines, but growing fleet of them.

Faction 4: Ruled by a high council that is elected by the church. Democratic religion? You find it very hard to understand the structure here. They have many aircraft, it seems, but fewer troops. Have significant numbers subs, few but effective ships, and are largely island based. Seem most Technologically advanced.

Faction 5: Not really ruled, but separatists from all other factions that have banded together to survive. Many seem to advocate no law at all...Few aircraft or ships, many hidden bases and unconventional methods.

They seem to refer to their planet a Fatagin.

9.6 dTons of supplies (0.2 dTons per week) (You reloaded a lot at Girii, thanks to the office there.)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: 2229 (Fueled)
Date: 26 Sep 2176
This message was last edited by the GM at 10:13, Fri 21 June 2019.
Cyril Zotmund
Captain, 2848 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 21 Jun 2019
at 14:35
  • msg #877

Re: Working with Dissidents

And no apparent meetings to resolve their differences?
If, not, makes me wonder if we should even show ourselves. Doubt our opinion matters at all.
Or perhaps tell them that when they quit their squabbling, contact with other humans is available.
Perhaps we could ultimately put each faction on it's own little world somewhere down the line...
Fate
GM, 2556 posts
Roll for dodge!
Fri 21 Jun 2019
at 21:31
  • msg #878

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 877):

It would seem the war has ground on for some time, though the intensity varies. If there have been talks, they have been fruitless, and not since you have been here.

Understand your thinking...any actions as a result? Covert contact, or overt contact? Nuke em all and let God sort it out?
Cyril Zotmund
Captain, 2849 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 21 Jun 2019
at 22:25
  • msg #879

Re: Working with Dissidents

I suspect God is busy enough here without such help ...
From your descriptions, none seem perfect, but perhaps the Benevolent monarchy would be closest to our values?
Fate
GM, 2557 posts
Roll for dodge!
Sat 22 Jun 2019
at 02:16
  • msg #880

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 879):

Without considerably more observation, it is hard to tell. All have good aspects, yet all have aspects that make you go 'hmmmm, maybe not'.
Cyril Zotmund
Captain, 2850 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 22 Jun 2019
at 03:28
  • msg #881

Re: Working with Dissidents

Screw it, we move on, we'll pass the information on and let someone else deal with it.
Fate
GM, 2560 posts
Roll for dodge!
Sat 22 Jun 2019
at 06:41
  • msg #882

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 881):

Ok. You move away from the planet. As you do, there is a signal that catches your attention in one of the languages. It translates as

"... vessel in orbit, speak with us you should."

Checking your route, was it intended to be 2231, 2133, 2234, 2434, 2633, then on to Faith? The original path had some 3 parsec gaps...
Cyril Zotmund
Captain, 2851 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 22 Jun 2019
at 22:12
  • msg #883

Re: Working with Dissidents

We hold up ... And whom are you and why should we speak? We have watched your war and are disinterested in becoming involved.

I have Guns tell me what language it was and which contestant it is from.
PO Gun Da-bin
NPC, 169 posts
SIGINT
Sat 22 Jun 2019
at 22:54
  • msg #884

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 883):

It appears to be coming from a highly contested region. The language is one of the lesser used ones, and ou surmise that it is either a member of Faction 4 or 5. Of all of them, these seem to have the quietest borders, though that might just be due to the unconventional tactics of Faction 5.

"Some of us also of war are wheeled. Maybe technology closes war?"
Cyril Zotmund
Captain, 2852 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 22 Jun 2019
at 23:54
  • msg #885

Re: Working with Dissidents

We will not fight anyone willingly, but will intercede peacefully if that will help... can you explain what the war is about?
Petty Officer Svebodne
NPC, 88 posts
Trading Officer
Sun 23 Jun 2019
at 01:22
  • msg #886

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 885):

It takes a few goes to clarify the messages, but after a bit, the conversation could be summarized as follows:

"Well, there are primarily just 5 groups left. Sort of. We are actually all that is left of 3 smaller states that just wanted to be left alone. We still do. We hold that power currupts, and therefore do not trust anyone who wields it.

The concilators hold a similar view, but believe that we need to work together, so they have a high council that wields the power, and use a monotheistic religion to control the masses, which we think is just a nasty vaneer. We try to free some from their power, but they are still better than the others.

The Fahids cannot tolerate religion telling government what to do, and do not trust democracy as that just hands control to those who control media.

The queenhoods believe all men are violent and therefore unfit to rule, and instead demand that all the world worship Baha, who teaches reincarnation and moderation.

Finally, the republicans believe that all other races are inferiour and should serve them. Arrogant assholes. The concept that we may run out of oils soon has sparked off a lot of conflicts, but they never really got along anyhow. But if you have a power source that could make oil redundant, that might go some way to reducing the tensions.
"
Cyril Zotmund
Captain, 2853 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 23 Jun 2019
at 02:44
  • msg #887

Re: Working with Dissidents

There are such power sources, including wind, sunlight turning into electricity and water power from stream and rivers...as well as tides.
All have good and bad points.  There is another source as well, nuclear Power, but it to comes with many dangers, including weapons made with it that can devastate cities with a single bomb.

You obviously have somesort of ability to scan space to see us... what method do you use?

Petty Officer Svebodne
NPC, 89 posts
Trading Officer
Sun 23 Jun 2019
at 03:06
  • msg #888

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 887):

"We have recently developed radio detection and ranging devices for our ships, and we were experimenting with using it for finding aircraft when we saw something odd in space. The republicans and the concilators have similar toys. We believe that the concilators are developing a new weapon using 'yellow dirt' (This term translates very loosely) but we do not know of any new-clear-power, but it sounds like something so horrible it might make war so terrible we would all avoid it."
Cyril Zotmund
Captain, 2854 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 23 Jun 2019
at 04:09
  • msg #889

Re: Working with Dissidents

It has not, but should have...  you say that they are making weapons with yellow dirt? That concerns us, as that may be what they hope to build. It's effects can last decades or centuries if care is not taken.
Petty Officer Svebodne
NPC, 90 posts
Trading Officer
Sun 23 Jun 2019
at 04:29
  • msg #890

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 889):

"This war will likely have repercussions that last much longer if anyone wins it. Well except us, they all want to make the whole [you find it hard to translate this word] world them like. You them use stop regardless need."
Cyril Zotmund
Captain, 2855 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 23 Jun 2019
at 20:03
  • msg #891

Re: Working with Dissidents

And just how would you have us do that? We do not want to fight.  It does sound wholly demented that everyone wants their view and no other.
Petty Officer Svebodne
NPC, 91 posts
Trading Officer
Sun 23 Jun 2019
at 20:25
  • msg #892

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 891):

There is a pause.

"Idea none. Perhaps us remove to other place?"
Cyril Zotmund
Captain, 2856 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 23 Jun 2019
at 20:35
  • msg #893

Re: Working with Dissidents

That is doable... but it will take a while... months, to be able to accomplish. Can you hold out that long?

Hopefully Months means roughly what it does to us...
Petty Officer Svebodne
NPC, 91 posts
Trading Officer
Mon 24 Jun 2019
at 07:06
  • msg #894

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 893):

"Moths? Oh, long time. We have held out for many orbits, we can hopefully hold out for more..."

The planet had a 400 earth day orbit of it's sun, as it is smaller and has less gravitational pull.
This message was last updated by the GM at 07:06, Mon 24 June 2019.
Cyril Zotmund
Captain, 2857 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 24 Jun 2019
at 02:51
  • msg #895

Re: Working with Dissidents

Very well, about how many people will we need to move?

Petty Officer Svebodne
NPC, 92 posts
Trading Officer
Mon 24 Jun 2019
at 07:08
  • msg #896

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 895):

"well, 35 million in our group, plus 25 million and 20 million in our two allies. How big ship?"
Cyril Zotmund
Captain, 2858 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 24 Jun 2019
at 22:18
  • msg #897

Re: Working with Dissidents

I see... a big ship carries perhaps 2500 ... not sure we have found a good answer.
Petty Officer Svebodne
NPC, 93 posts
Trading Officer
Mon 24 Jun 2019
at 22:23
  • msg #898

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 897):

"Oh. If you can make 1,000 of them, that would be 32 trips, or so. Perhaps you can teach us how to make them?"
Cyril Zotmund
Captain, 2859 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 24 Jun 2019
at 22:27
  • msg #899

Re: Working with Dissidents

That may be possible... I will explore that and someone will get back with you.
Petty Officer Svebodne
NPC, 94 posts
Trading Officer
Tue 25 Jun 2019
at 00:25
  • msg #900

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 899):

"Can you give us anything to help us survive until then? Or something to make it easier for you to find us when you return?"
Cyril Zotmund
Captain, 2860 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 25 Jun 2019
at 02:19
  • msg #901

Re: Working with Dissidents

Cyril looks at the other Officers ... I can't think of anything ... Duke, You have any ideas? Anybody else have any ideas?

Raymond 'Duke' Vurhund
Chief Engineer, 410 posts
Chief Engineer
Tue 25 Jun 2019
at 07:20
  • msg #902

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 901):

"History has shown us that any technology given usually just makes war more bloody. I got no idea how to end it...we still can't end wars with all our tech..."
Petty Officer Svebodne
NPC, 95 posts
Trading Officer
Tue 25 Jun 2019
at 07:23
  • msg #903

Re: Working with Dissidents

In reply to Raymond 'Duke' Vurhund (msg # 902):

Turning off the microphone, Natalie suggests

"Maybe Technology is not what the need. Maybe they need a common enemy. What would be really cool is a Vilani battlecruiser telling them all to submit or die...heh, I never thought I would see the day I WANTED to see an angry Deraanasa or Erasharshi!"
Cyril Zotmund
Captain, 2861 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 25 Jun 2019
at 17:30
  • msg #904

Re: Working with Dissidents

Cyril laughs and shakes his head . You are probably quite right Natalie... but I am just short one manned Vilani battle cruiser ...  But we can tell them they are coming... and send it in every language.  They need to form a world council with each group getting one vote, regardless of size or power ... and it plans how to prepare to deal with an arrogant enemy that is many TLs in front of them.
PO Gun Da-bin
NPC, 170 posts
SIGINT
Tue 25 Jun 2019
at 21:11
  • msg #905

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 904):

"That would probably involve giving them evidence of a direct and impending threat, though. How would you plan to do that, without the ship?"
Cyril Zotmund
Captain, 2862 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 26 Jun 2019
at 03:05
  • msg #906

Re: Working with Dissidents

A fine Question...  I suppose we could do a low level fast flight through the place...  give everyone a scare.
Fate
GM, 2588 posts
Roll for dodge!
Thu 27 Jun 2019
at 01:35
  • msg #907

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 906):

There is currently a significant sea battle just initiating with nearly 25 battleships and 50 cruisers from three sides, plus two aircraft carriers. This probably represents about 1/3 of the global fleets, and three factions can be seen there, though the majority are from Factions 1 and 2. The carriers belong to faction 3.
Cyril Zotmund
Captain, 2863 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 27 Jun 2019
at 03:16
  • msg #908

Re: Working with Dissidents

and we have been talking with Faction?  4 wasn't it?


I'm not interested in fighting anyone... but a 2500 MPH pass over head should leave a huge sonic boom and let them know they have a new problem.  Then we can tell each government that they are likely to be taken over by a superior technological race that will resolve all their leadership issues by dictating to all of them... in the new advanced races favor.
This message was last edited by the player at 03:23, Thu 27 June 2019.
Fate
GM, 2590 posts
Roll for dodge!
Thu 27 Jun 2019
at 07:56
  • msg #909

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 908):

You have been talking to faction 5.

The low pass over the battlefield does briefly get their attention, but the battle continues...for now.

Having seen you, several others inform you, in their own languages, that they do not have any leadership issues, with some telling you to mind your own business but most asking who you are.
Cyril Zotmund
Captain, 2864 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 27 Jun 2019
at 16:10
  • msg #910

Re: Working with Dissidents

Those those telling us to mind our own business... Tell the Vilani that when they conquer you.
To the others... a passing ship, telling you what is coming, sooner or later, work together or hang separately. we will return soon as we can with help for those working together.


And we are off...
Fate
GM, 2592 posts
Roll for dodge!
Thu 27 Jun 2019
at 20:24
  • msg #911

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 910):

You move to the jump point and depart. From the communications, you have stirred a hornets nest, with questions such as "Who are the Vilani." and "Who are you really?"

Binary System 2231, 3 Gas Giants, 1 Planet, 4 Moons,
   8,000 m dia, 60% surface water, Standard Atmosphere, habitable. Again, humans seem to be living here, but much lower tech (TL4). Pop: 20 Mil

System 2133, 3 Gas Giants, 2 Planet, 6 Moons,
   5,000 m dia, 10% surface water, Very Thin Atmosphere.

System 2234, 4 Gas Giants, 10 Moons,
   5,000 m dia, 40% surface water, Thin Atmosphere, habitable.

System 2434, 3 Gas Giants, 8 Moons,
   5,000 m dia, 40% surface water, Thin Atmosphere, habitable.

Before returning via the mapped system 2633, then on to Faith. On your return, you are told about the fall of Nusku and the Armistice.

7.6 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: 2229 (Fueled)
Date: 04 Dec 2176
This message was last edited by the GM at 20:24, Thu 27 June 2019.
Cyril Zotmund
Captain, 2865 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 Jun 2019
at 00:50
  • msg #912

Re: Working with Dissidents

Cyril swears... then passes along what he has found, especially the TL 6 world at war.  He has found multiple livable worlds, we outside current Vilani control.

We have the ship looked over so we don't pass up a yard visit when available...
Fate
GM, 2594 posts
Roll for dodge!
Fri 28 Jun 2019
at 02:32
  • msg #913

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 912):

The ship seems in reasonable condition, but there is no yard here. You are told that a lot of Terrans have moved into Ceti-Command, which has officially been ceded to the Terrans now.
Cyril Zotmund
Captain, 2866 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 Jun 2019
at 03:25
  • msg #914

Re: Working with Dissidents

In reply to Fate (msg # 913):

OK, I thought we ere at Kalishnakov's shipyard and offices...
Fate
GM, 2596 posts
Roll for dodge!
Fri 28 Jun 2019
at 03:40
  • msg #915

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 914):

Sorry, still at Faith. I can presume you move to Ceti-Command once thus informed if you want though.
Cyril Zotmund
Captain, 2867 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 Jun 2019
at 04:09
  • msg #916

Re: Working with Dissidents

Yes, we move on to Ceti-Command.
Fate
GM, 2598 posts
Roll for dodge!
Fri 28 Jun 2019
at 05:36
  • msg #917

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 916):

Ok. From here it is easier to have the vessel checked over and to ascertain what has happened in the war.

Apart from the information at

link to a message in this game

You are told that the new ships constructed especially by Sharik Yangila that were used at Procyon and Yenesei were the same design used at Nusku. However, this has upset many traditionalists as these new designs have not been part of traditional fleets for centuries.

Your news of numerous habitable planets and indeed another planet inhabited by humans is greeted with considerable astonishment. There is considerable discussion, and talk of establishing several nearby colonies is stifled by discussions on how to do so peacefully. In the end, it is decided to send the new transporter to the planet.

What you are next to do is also a matter for considerable discussion. The local Military commander, Commodore Von Huckster, wants to send you to assist in the situation at Girii. He argues that your combat experience with the Labrysians, combined with the legal links you have with Girii due to the Kalishnikov company, now a legitimate company there, makes you perfectly suited to be sent as a military advisor there.

On the other hand, the leader of Kalishnoikov's expansion arm points out that our vessel was the first to discover the new human planet. At a relatively high tech level, their members could be easily incorporated to bolster population numbers in the colonies, a matter that would significantly increase the strength of the Terran position locally.

Kalishnikov looks at you. "I guess we should ask where you feel you can contribute?"

7.2 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Ceti-Command (Fueled)
Date: 18 Dec 2176
Cyril Zotmund
Captain, 2868 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 Jun 2019
at 17:01
  • msg #918

Re: Working with Dissidents

There are many who have all the combat experience I have, who would make useful advisors to Girii, assuming you pick someone with strong diplomatic skills. DASTAVKA is not a warship, so should avoid combat where possible, but we are an expensive and capable survey ship and have established some contact with these more advanced peoples, so feel we could be of more use there. There are also some systems where the Labrysians could establish colonies as well, since they are our allies now, and they have a very capable military and powerful ships, they would be good to have interspersed among our colonies.


Cyril will also ask after Kat and his son ...
Andrew Kalishnakov
GM, 93 posts
Eccentric Entrepreneur
Fri 28 Jun 2019
at 22:22
  • msg #919

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 918):

"I tend to agree. We have a lot of military commanders after the last war who are highly capable. What we do not have are ships and crews with experience of meting new races or planets and making allies of them. I would prefer to see them head back with the new transport vessel capable of carrying 1000 people in low berths, berths the Vilani do not lie to use, and gather some of th lower population folk to bolster our own colonies and therefore our own strength."

It is agreed, then that you are to head back to do that, perhaps surveying new systems on the way.

Inquiries regarding Kat and her son go well. They have moved to Ceti-Command, where she continues to assist Kalishnikov flying small miniminers as a day job. [OOC: did you have a name preference for your son?]
Cyril Zotmund
Captain, 2869 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 Jun 2019
at 22:44
  • msg #920

Re: Working with Dissidents

Oh, let's call him Seamus ...  (or Shamus for the ignorant) .

After a pleasant conjugal break, Cyril Takes his ship back to the TL 6 Planet and contacts group 5 with the offer to start moving them to a new planet. Wholly voluntary, no one will be forced to go.  We also explain low berths and the boredom of space travel if you have no job, and often even if you do.
Fate
GM, 2601 posts
Roll for dodge!
Fri 28 Jun 2019
at 23:04
  • msg #921

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 920):

It takes 10 weeks to escort the Transporter back to the planet. The situation has changes somewhat since you left. For revision, the factions were:

Faction 1: Ruled by a Monarch, very Patriarchal, traditional, but treats most subjects fairly. Large army with many tanks, significant but dated navy, few aircraft. Share a continent with Faction 2 unwillingly.

Faction 2: Ruled by a Theocracy, very Matriarchal, men fight, women make decisions. Has a commune style of rulership. Large army, less tanks than Faction 1 but more than any other faction, many dated aircraft, moderate Navy, but dated.

Faction 3: Ruled by a President, may be democratic, but very nationalistic. Mainly on a large continent connected to the other main continent by a small isthmus. Small army but advanced tanks, Moderate aircraft and ship numbers but they are reasonably advanced. Few submarines, but growing fleet of them.

Faction 4: Ruled by a high council that is elected by the church. Democratic religion? You find it very hard to understand the structure here. They have many aircraft, it seems, but fewer troops. Have significant numbers of subs, few but effective ships, and are largely island based. Seem most Technologically advanced.

Faction 5: Not really ruled, but separatists from all other factions that have banded together to survive. Many seem to advocate no law at all...Few aircraft or ships, many hidden bases and unconventional methods.

Faction 5 has allied with Factions 2 and 4, after Faction 2 lost significant ground to the combined forces of Factions 1 and 3. Faction 1 and 3 have therefore joined forces. There have been significant battles, but the use of  nukes by Faction 4 seems to have brought the war to a standstill.

Just thought the changes may effect your plans...

The Transporter awaits your orders.

12.8 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Ceti-Command (Fueled)
Date: 27 Feb 2177
This message was last edited by the GM at 06:52, Sat 29 June 2019.
Cyril Zotmund
Captain, 2870 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 Jun 2019
at 23:36
  • msg #922

Re: Working with Dissidents

To Faction 5 - So you have seen the power and disaster of nuclear weapons...  and joined with those who used them... we are disappointed.

To all factions - You have regrettably seen the power of the nuclear blast at a very low power.  Consider those that are 100,000 times more powerful and what horrors they can bring. Such is what the Vilani will shower you with until you surrender to them, and then you will do everything as they say. Small rewards will go to those who roll over and lick their new masters fingers. We came to offer transport to a thousand souls to a new planet, but now we are displeased by how you all insist on your way and never compromise with those just like you. You are indeed pitiful beings.
Fate
GM, 2602 posts
Roll for dodge!
Fri 28 Jun 2019
at 23:53
  • msg #923

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 922):

The response, or should I say responses, come all at once.

Faction 1: "Easy for you to say. We sure you had progressive idiots in your history who wanted much change fast, and who wanted change all. Unless offer shut up."

Faction 3: "Peace only through one government. Different government, different agendas. Nukes not used by us, look at Religious nuts for that. Who you anyway, and why talk Vilani? We not nuked by them yet, not even seen."

Faction 2: "Aggression needed stopping. Friends stopped it. Nukes stopped fighting...you want war?"

Faction 4: "Nukes used to end fighting to good effect. Allowed Alliances to form. Not all fight all now. If Vilani use nukes against us, we need. You help them or us?"

Faction 5: "So, us tell how got them you then? If know so much about them you, then must have used them you. Makes as pitiful you as us...consider our survival more important we than pleasure you. Sound about as bad as the Vilani you, and have not even met them we."

Faction 5 managed to use English, if poorly.
Cyril Zotmund
Captain, 2871 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 29 Jun 2019
at 03:07
  • msg #924

Re: Working with Dissidents

Yes, we invented them too ... a millennia  or so ago, and yes, we blew cities away, and then learned the long term effects of these weapons.  Birth defects, ground you can't live on even hundreds of years later, animals that mutated into strange forms, these weapons are horrific.
Are they still used? yes, unfortunately they are... the Vilani just exterminated one of our systems for resisting. We still resist. We had indeed come to assist you in surviving their embrace, but you will all need to work together. If we help you, advances will come at a mind boggling rate.  It doesn't mean you have to throw out all your norms, but it does mean you will have to adapt and be both flexible and understanding of others. Some will always want to go faster and others will always wish to take it slower.  Like everything, Technology brings benefits and problems. If you will form a world council of Nations, we will deal with that group and try to help your world avoid the pitfalls we discovered the hard way. And you as a group of nations representing all your people, will need to decide how fast and in what directions you lead your world.

Fate
GM, 2606 posts
Roll for dodge!
Sat 29 Jun 2019
at 03:10
  • msg #925

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 924):

What Language do you use?

Probably also time for a Diplomacy roll, with -4 (Total) for unfamiliarity with Culture and Language.
This message was last edited by the GM at 03:13, Sat 29 June 2019.
Cyril Zotmund
Captain, 2872 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 29 Jun 2019
at 03:26
  • msg #926

Re: Working with Dissidents

We try to use all the languages we have some ability in ...
20:24, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,2,6.  Diplomacy.   which is my skill ... But since Natalie is involved, maybe she can soften my tone.
Fate
GM, 2607 posts
Roll for dodge!
Sat 29 Jun 2019
at 03:45
  • msg #927

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 926):

If you allow her to word it, I can use her diplomacy skill. Which I think is what you were trying to suggest in the previous post, so I will go with that. Her Diplomacy is 16, and with language talent, she halves the language penalty, but that is already assumed. (-4 penalty to language for broken level alone)

Faction 3 is the first to respond.

"So you are suggesting we adopt a ridiculous system of governance like Bosnian High Council [faction 4], but with each faction having a representative? The Coalition of free Nations [Faction 5] would want one member each for all 5 of their tiny nations, whilst the Teutonic Monarchy [Faction 1] and us would only get one member each as well. Absolutely preposterous!"
Cyril Zotmund
Captain, 2873 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 29 Jun 2019
at 04:03
  • msg #928

Re: Working with Dissidents

It's not a function of ruling, it is a function of guiding... and no, every tiny group may not send a representative. There are five factions as best we can tell, each gets one representative.  Preposterous? ... perhaps, but we have used to it to good effect in our worlds.  Governments will argue, but the council is trying to guide the whole world, not just parts of it.  Natalie, massage it as best you can...
Petty Officer Svebodne
NPC, 96 posts
Trading Officer
Sat 29 Jun 2019
at 04:12
  • msg #929

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 928):

Natalie describes the Unitied Nations, and how it works on Terra to avoid not only the Terrans fighting each other, but also to make them strong enough to face the Vilani, a vast empire that has assimilated thousands of worlds. The discussion goes on for some time, but in the end, they agree to think about how that might be implemented.

You start to get the impression that underneath, most are sick of the fighting. But it will take time...it is a new idea.
Cyril Zotmund
Captain, 2874 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 29 Jun 2019
at 17:35
  • msg #930

Re: Working with Dissidents

OK, so we are not interested in orbiting while they think ... with no invitation to land, we'll take the ship and go look at the primitive planet, it supposedly only takes a generation to bring someone into the modern age...  we can come back here after a month or so.
PO Svebodne
NPC, 97 posts
Trading Officer
Sat 29 Jun 2019
at 22:11
  • msg #931

Re: Working with Dissidents

In reply to Petty Officer Svebodne (msg # 929):

Whilst that is probably a good idea, they will obviously take a lot less time if someone can adjudicate things, a third party so to speak.

Of course, the best person for the job is also the best person to help with learning the new languages of the lower tech groups as well, since you will not have the advantage of radio to get your initial speech samples there. Same principals will apply to learning the new languages, but now you will have to deal with lower tech, which means getting Audio recordings a lot closer up.
Cyril Zotmund
Captain, 2875 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 30 Jun 2019
at 03:38
  • msg #932

Re: Working with Dissidents

Does this mean you are volunteering?  We could put the ship down somewhere.

Fate
GM, 2616 posts
Roll for dodge!
Sun 30 Jun 2019
at 03:57
  • msg #933

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 932):

"For which mission sir? The establishment of a planetary body on Fatagin, or establishing the contact with then new species on the new planet? Happy to do either."
Cyril Zotmund
Captain, 2876 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 30 Jun 2019
at 04:17
  • msg #934

Re: Working with Dissidents

OK, I am confused, I thought you weresuggesting we guide these folks on Fatagin in their efforts to unite.
If we do that, we'll skip the prehistoric folks for a while.

PO Svebodne
NPC, 98 posts
Trading Officer
Sun 30 Jun 2019
at 04:52
  • msg #935

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 934):

"I was suggesting doing that here. However, this will take some time, and during that time I thought you were considering learning about the lower technology planet nearby. They are TL4, with tall ships and muskets, so not exactly prehistoric..."
Cyril Zotmund
Captain, 2877 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 30 Jun 2019
at 20:59
  • msg #936

Re: Working with Dissidents

In reply to PO Svebodne (msg # 935):

Oh, I seem to remember them as being reported as Cavemen level ...  TL 4 is going to be somewhat easier to deal with.
Let's get this working here so I am comfortable leaving folks here to help.

PO Svebodne
NPC, 99 posts
Trading Officer
Sun 30 Jun 2019
at 22:59
  • msg #937

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 936):

"Like I said, this will take some time...likely a few months. First, I need to explain to the governments how such a system would work. They will have some objections, and want to make some changes, some of which will be appropriate, and some not. Then once the system is agreed upon, we will need to sell it to the populations. In the meantime, should we just leave an away team and you continue on to the next system?"
Cyril Zotmund
Captain, 2878 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Jul 2019
at 03:27
  • msg #938

Re: Working with Dissidents

Well the only thing DASTAVKA could leave here is the ships boat, which we may need, let me see what the Transporter has, perhaps they can be the support vessel. And we'll need to pick our diplomacy team.  Wonder who the have on the Transporter, as I may need you with me.
Fate
GM, 2623 posts
Roll for dodge!
Mon 1 Jul 2019
at 06:27
  • msg #939

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 938):

The Transporter has a small number of 50 highly trained individuals, teachers and linguists, but not diplomats, ready to start a colony, once you direct them to do so. They have a mining vehicle, but no armored ones. They are primarily ready to set up a new colony to move many of these individuals to, as was initially planned.
Cyril Zotmund
Captain, 2879 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Jul 2019
at 17:59
  • msg #940

Re: Working with Dissidents

OK ... so first... ask these nations if they have anyone interested in starting a new colony elsewhere. We can take up to 1,000 sould this trip and can come back for more if there is interest.
Second, we'll stay and try to assist in getting some sort of world wide body together to guide each of the governments decisions, so the world as a whole benefits from the abilities of each of the nation members.


We will save the TL 4 world for another time...
I assume the Colony ship can navigate safely on it own?
Fate
GM, 2625 posts
Roll for dodge!
Mon 1 Jul 2019
at 20:23
  • msg #941

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 940):

The colony ship can, but want your advice as to where to go to, as you have actually seen the planets. It will return by the time you have finished here, but the arguments about who can go are only resolved when you insist on taking 190 from each faction. Even then, there is much debate, with some volunteering eagerly and some being voluntold.

It takes about 16 weeks just to come up with a system of governance acceptable by all, and to turn the temporary ceasefire into one more permanent, with considerably diplomatic work by Natalies, some more effective than others.

The peace that is finally agreed upon is uneasy at best.

9.6 dTons of supplies (0.2 dTons per week)
Cyrils Cash: $1,666,720
Ships Cash Remaining: $2,090,520
Planet: Fatagin (2229) (Fueled)
Date: 18 Jun 2177
This message was last edited by the GM at 20:23, Mon 01 July 2019.
Cyril Zotmund
Captain, 2880 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 1 Jul 2019
at 21:29
  • msg #942

Re: Working with Dissidents

OK, so we have peace, now let's get rid of old ships and equipment, the funds saved will allow some development  of infrastructure and this new government body can start learning about new technology and building it in each signatories holdings. We won't build warships, but will build ships that can defend themselves. and this system... more advanced ships will be built as your technology advances.
PO Svebodne
NPC, 100 posts
Trading Officer
Tue 2 Jul 2019
at 02:19
  • msg #943

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 942):

The people are unwilling to get rid of their combat gear, especially if there is another powerful hostile alien race around. It will probably take a few years of peaceful trading before they can really trust this new governing body, but in the meantime, they begin to formulate regulations for deciding who can leave the planet and who stays.

They do all agree that any new technology offered should be offered to all factions, and they are quite keen to learn.

The Colony ship is still awaiting a destination...
Cyril Zotmund
Captain, 2881 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Jul 2019
at 02:43
  • msg #944

Re: Working with Dissidents

Well their old weapons will be useless and will cost them a lot of men as they are destroyed easily.  Better they prepare to build new things and melt the old stuff down as raw material ... do we need to demonstrate a laser from space?
PO Svebodne
NPC, 101 posts
Trading Officer
Tue 2 Jul 2019
at 02:46
  • msg #945

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 944):

"That may help, but their old weapons are still the best they have until we replace them with new weapons. Nonetheless, they do offer some old warships for you to demonstrate the weapons on, so they know what to expect..."
Cyril Zotmund
Captain, 2882 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Jul 2019
at 03:00
  • msg #946

Re: Working with Dissidents

OK, I hate to waste a large ship, that is a lot of useful material ... perhaps if it is in shallow water where it can be recovered and broken up?
Fate
GM, 2634 posts
Roll for dodge!
Tue 2 Jul 2019
at 06:57
  • msg #947

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 946):

The position it in a place where it will form an artificial reef to offer protection to a small harbour, and anchor it in place. Then they get back and watch.

It is similar to the vessels that the Japanese sunk in Pearl Harbour. Estimated armour is about 80 dDR...
Cyril Zotmund
Captain, 2883 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Jul 2019
at 17:26
  • msg #948

Re: Working with Dissidents

OK, we'll try out our Beam Lasers from a low orbit and see how we do...  a missile or two may follow for emphasis, although 80 Dr is fairly thick.
Fate
GM, 2637 posts
Roll for dodge!
Tue 2 Jul 2019
at 20:24
  • msg #949

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 948):

80 dDr is thicker, (800 DR), but from orbit your beam weapon does 7d/2 dHP damage, but has an armour divisor of 5, redcing the effective dDR to 16. Roll damage then...I will assume your gunners can hit a stationary target that size!
Cyril Zotmund
Captain, 2884 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Jul 2019
at 20:30
  • msg #950

Re: Working with Dissidents


13:28, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 5,3,6.  Turret 6.
13:28, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,4,4.  Turret 5.
13:28, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 5,2,3.  Turret 4.
13:28, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 1,4,1.  Turret 3.
13:27, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,6,3.  Turret 2.
13:27, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 6,6,4.  Turret 1.


Obviously Turrets 1, 2 & 6 need more exercises.
Fate
GM, 2642 posts
Roll for dodge!
Tue 2 Jul 2019
at 21:55
  • msg #951

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 950):

Cool. With the computer, all hit. Roll damage...
Cyril Zotmund
Captain, 2885 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Jul 2019
at 22:10
  • msg #952

Re: Working with Dissidents

Damage-
15:08, Today: Cyril Zotmund rolled 29 using 7d6 with rolls of 5,3,6,3,3,3,6.  Turret 6.
15:07, Today: Cyril Zotmund rolled 34 using 7d6 with rolls of 2,6,5,5,5,5,6.  Turret 5.
15:07, Today: Cyril Zotmund rolled 21 using 7d6 with rolls of 2,4,6,4,1,2,2.  Turret 4.
15:07, Today: Cyril Zotmund rolled 24 using 7d6 with rolls of 3,1,5,2,5,6,2.  Turret 3.
15:07, Today: Cyril Zotmund rolled 25 using 7d6 with rolls of 2,5,6,5,4,2,1.  Turret 2.
15:06, Today: Cyril Zotmund rolled 26 using 7d6 with rolls of 2,4,5,5,3,2,5.  Turret 1.

159 points ... just a bit better than average.
Fate
GM, 2643 posts
Roll for dodge!
Wed 3 Jul 2019
at 08:59
  • msg #953

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 952):

The atmosphere interferes with the rounds and severely reduces the damage, such that the rounds largely bounce off the hull! Only minor damage is observed.

[Private to Cyril Zotmund: Firing through the atmosphere reduced all beam and plasma to half damage. You would have last done that in the Labrysian war or when freeing the Talz, so as likely the player forgot as the character! At 16 dDr and halving the damage below, only one penetrated, with limited success. A fighter that enters the atmosphere does not have the same problem...it is the air/space boundary that has always had that effect, which has helped you before as well.]
Cyril Zotmund
Captain, 2886 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Jul 2019
at 18:27
  • msg #954

Re: Working with Dissidents

I had wondered and came down to low orbit ... but we'll swoop in a bit lower yet ... say 60,000 feet and give it a second go...

I presume you want all these rolls done again?
Firing
11:24, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 2,2,2.  Turret 6.
11:24, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,3,5.  Turret 5.
11:24, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 1,6,3.  Turret 4.
11:23, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,5,3.  Turret 3.
11:23, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 2,5,6.  Turret 2.
11:23, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 3,4,6.  Turret 1.

Damage

11:27, Today: Cyril Zotmund rolled 33 using 7d6 with rolls of 5,2,5,6,3,6,6.  Turret 6.
11:27, Today: Cyril Zotmund rolled 28 using 7d6 with rolls of 3,5,5,1,4,5,5.  Turret 5.
11:26, Today: Cyril Zotmund rolled 24 using 7d6 with rolls of 2,5,4,6,1,2,4.  Turret 4.
11:26, Today: Cyril Zotmund rolled 24 using 7d6 with rolls of 3,4,4,3,1,3,6.  Turret 3.
11:26, Today: Cyril Zotmund rolled 30 using 7d6 with rolls of 2,6,6,5,4,4,3.  Turret 2.
11:25, Today: Cyril Zotmund rolled 21 using 7d6 with rolls of 4,1,3,5,6,1,1.  Turret 1
Fate
GM, 2645 posts
Roll for dodge!
Wed 3 Jul 2019
at 20:05
  • msg #955

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 954):

The Dastavka drops down further as many of the locals were beginning to find this amusing. The second assault however lights the ship up, the beams no longer dissipated by the atmosphere light up the aging vessel. The removal of much of the munitions means there are no significant secondary explosions, but the beams themselves are enough to destroy the bridge, the engineroom and most of the ships systems, so that when one beam does create a large hole forward of midships, the flooding becomes uncontrolled and the vessel sinks within 30 minutes.

Having observes the power of your weapons and the requirement of your ship to enter the atmosphere, they naturally are impressed, but many argue that if their warships could include your weapons systems, they would be very capable of holding off, or at least making very costly, any attempt at interstellar invasion.
Cyril Zotmund
Captain, 2887 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Jul 2019
at 21:07
  • msg #956

Re: Working with Dissidents

After we land, we will confirm that... and tell them the solution, the nuclear weapon, the Vilani will have it their way or there will be no way. The requirement then is to meet them with more force than they can muster, some thing very hard to do. But with allies, it can be done.
Fate
GM, 2649 posts
Roll for dodge!
Wed 3 Jul 2019
at 21:09
  • msg #957

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 956):

They understand the concept, but believe they need to get the technology to do that now in order to start construction immediately.
Cyril Zotmund
Captain, 2888 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Jul 2019
at 21:14
  • msg #958

Re: Working with Dissidents

Likely so... I don't have the ability to provide that, I am a small cruiser in their terms, but they can start building the buildings to house such construction.  We will have to contact the organization able to help, and they will be interested in what these folks have to trade in return.


I assume Transporter is away doing it's thing and can return here on it's own?
Fate
GM, 2650 posts
Roll for dodge!
Thu 4 Jul 2019
at 01:18
  • msg #959

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 958):

Did you send the transporter somewhere?
Cyril Zotmund
Captain, 2889 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 4 Jul 2019
at 04:04
  • msg #960

Re: Working with Dissidents

I thought it took a Group from here to 2422 or where ever... In msg 940 I asked if it go go ahead on it's own... maybe it's still here.
Fate
GM, 2653 posts
Roll for dodge!
Thu 4 Jul 2019
at 04:07
  • msg #961

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 960):

You did, but you did not say where. In message #941 I asked where, but did not receive an answer...
Cyril Zotmund
Captain, 2890 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 4 Jul 2019
at 04:22
  • msg #962

Re: Working with Dissidents

OK... thought I had said where... If I understand things, it should go to 2422, set these folks down and get things working, as soon as they feel they can leave safely, they can return here and see if more folks wouldn't like to go... video nad comments by the previous group may help.
Fate
GM, 2654 posts
Roll for dodge!
Thu 4 Jul 2019
at 04:38
  • msg #963

Re: Working with Dissidents

In reply to Cyril Zotmund (msg # 962):

The guys on there are picked to start a new colony. Places such as 2223, 2128, 2234 or 2434 would be more suitable for the initial group, with 2422 better suited for later groups.

Videos by previous groups can certainly be used.
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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