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22:39, 30th April 2024 (GMT+0)

History: Working the Shadows.

Posted by Andrew KalishnakovFor group archive 0
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.
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