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History: The First trip of Jean Bart.

Posted by FateFor group archive 0
Fate
GM, 1952 posts
Roll for dodge!
Sun 2 Dec 2018
at 10:13
  • msg #1

The First trip of Jean Bart

The Jean Bart, having recently arrived at Chrysolite, is fitted with turrets and weapons by 12 Apr 2172, as well as having her civilian ships boats replaced by military ones. The crates of hand weapons she had in her holds are unpacked and placed into the armoury, and crews are given their last leave in a while.

Vessel details are as follows:

Jean Bart, 800 dTon Hardrada Class raider

(3.5G/Move:3150, dDR:75, dHP:80/80, dTons of Cargo Space: 36 (53 with ships boats), SM: +10), 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)

Skills
Notes, Gunners have Skill 18. They get +2 (sAcc) +2 (Sensors)
For Point defence, -2 (Target profile) - 0 (Range modifier for point defence) + 0 (Size modifier) = 20
For Precision targeting at range 10,000 miles to 19,999 miles, -12 (Range), so Target 10, +2 for 5k to 10k, +4 for 1k to 5k, +6 < 1k (assume never more than 500 miles, speed would negate any nearer advantages), -2 out to 29,999 miles
Piloting: 17 (Dodge 9)
Navigation (Space): 17
Navigation (Hyperspace): 17
Mechanic (Jump Drive): 17
Tactics (Land Combat): 14
Intelligence Analysis: 15

Ships Boat (Military), 35.5 M Solars, 30 dTons
(4G/Move:675, dDR:27, dHP:25/30, dHP:30/30 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

Note that Jump drives require a vessel of 100 dTon or more, so no smaller craft on either side has Jump capacity.

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.

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:10†, 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

10x Limpit Mine Dispensers,

100x Limpit Mines,

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
180 x HEC (Concussion), 8d+8 x2 cr ex, 1 lb, fuse 2
195 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
95 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 may be other items...but these would be standard issue.

Nominal Mission
Scout around the fringes on Vilani space, looking for dissident worlds to entice into supporting Terra by whatever means. Offering medical aid to cure diseases is seen as a good tool. Avoid starting a war at all costs, but defend yourself.

[Private to Raymond 'Duke' Vurhund:
Actual Mission

The idea is to cause dissent amoung more distant worlds, utilizing the poorly protected links that the Jaques Cartier revealed in order to open up another front, in what is looming to be the next war, without actually triggering the war. Overt Terran involvement will trigger a war, but information gleaned by intelligence suggest that in these more outlying provinces far from Terra the Vilani have not been looking after their subjects and, due to high taxes and poor domestic policies, they are not happy about it. Combined with the Vilani thinking that they are 'safe' due to their distance from Terra, that makes them open for a little covert encouragement, which is where you come in. Avoid a war, but work with dissidents to assist them, where possible, in getting their independence, or at least in escaping from Vilani space. A large population of ex-Vilani will have a similar effect to Nusku in that it will encourage dissidents still under Vilani rule to  be more rebellious.

https://travellermap.com/?opti...6&scale=68.59375
]
This message was last edited by the GM at 02:46, Sun 11 Aug 2019.
Gloria Flake
2IC, 29 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Dec 2018
at 19:53
  • msg #2

The First trip of Jean Bart

Gloria mumbles out loud... Only 6 Missiles! Crap we need at least 3 times that if we are to fight the Vilani. All the beams are nice though...
Military Official
Sun 2 Dec 2018
at 20:00
  • msg #3

The First trip of Jean Bart

In reply to Gloria Flake (msg # 2):

"Beams are for defence against Missiles. Missiles are for offense...this is not a front line warship, so you should not be going on the offensive. Not on your own, anyway."
Gloria Flake
2IC, 30 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Dec 2018
at 20:33
  • msg #4

The First trip of Jean Bart

Good Plan if they let you run ...  sometimes you have to fight. Like snakes, they seldom come in ones.
Military Official
Sun 2 Dec 2018
at 20:59
  • msg #5

The First trip of Jean Bart

In reply to Gloria Flake (msg # 4):

"True, they usually outnumber you. That is why more beam weapons can give you a chance to run by shooting down the missiles. If you cannot shoot down their missiles, you are nothing but space debris, and the number of missiles you fire becomes irrelevant."
Gloria Flake
2IC, 31 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Dec 2018
at 22:15
  • msg #6

The First trip of Jean Bart

Yes, and if you hit with a couple of missiles, there are fewer coming and the pursuers become more cautious.
Military Official
Sun 2 Dec 2018
at 23:11
  • msg #7

The First trip of Jean Bart

In reply to Gloria Flake (msg # 6):

"But to die in order to hit with a couple of missiles..." he looks at you with some surprise...
Gloria Flake
2IC, 32 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Dec 2018
at 01:12
  • msg #8

The First trip of Jean Bart

Die? I wasn't planning on dying at all...  just putting enough stuff out there to make them duck while we leave. Beams are wonderful, but rather short ranged.
Military Official
Mon 3 Dec 2018
at 01:16
  • msg #9

The First trip of Jean Bart

In reply to Gloria Flake (msg # 8):

"Noted, but unless you plan to outrun the missiles, you might not be leaving at all unless you can use beams to shoot them down. Missiles cannot defend against the swarm the Vilani love to send as their greeting..."
Gloria Flake
2IC, 33 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Dec 2018
at 16:21
  • msg #10

The First trip of Jean Bart

We are talking in circles... I like the beams for exactly the reason you say, I'd like the ability to shoot more missile at once. They don't need to be in turrets, you can launch from hull dispensers or whatever, as the missiles can be easily programmed to turn on launch and move in a specific direction.Turrets should only hold beams and perhaps a sand caster or two.
Hawthorne Doyle
PC, 1 post
Captain of Jean Bart
Mon 3 Dec 2018
at 18:43
  • msg #11

The First trip of Jean Bart

Doyle sauntered into the room with a smile on his face and radiating an entirely casual manner, as if no troubles of the world could attack the thoughts that were causing him and only him a level of personal joy that might make others envious.

Beams, missiles, explosions, bullets and lasers are all well and good and certainly worth elucidating with the condition that they ever be required for use. I intend that should such an encounter ever come upon us that we will outgun and outclass any Vilani ship in a way that would leave us no doubt as to who would walk away. Missiles or no he said cheerily.

For now, we simply need to find out which systems out here on the rim can lend us an ear enough to reveal the true and rather depraved nature of imperial forces
Military Official
Mon 3 Dec 2018
at 19:14
  • msg #12

The First trip of Jean Bart

In reply to Hawthorne Doyle (msg # 11):

"I see maam. Of course simply more weapons would be nice, but I am not a ship designer. I believe the make warships with as many weapons as they can."

On Doyle's arrival, he turns to salute, before responding.

"Yes, Sir, that I believe is the plan. You all ready to depart? The John Locke departed yesterday for Alirazin, so they may be able to offer you more supplies on the way."
Hawthorne Doyle
PC, 3 posts
Captain of Jean Bart
Mon 3 Dec 2018
at 19:17
  • msg #13

The First trip of Jean Bart

Doyle nodded and then went to sit in the captain's chair. Aye, lets make haste to Sionnach he said and then sighed with some level of relief at being able to take command of another group of forces, once again.
Military Official
Mon 3 Dec 2018
at 19:36
  • msg #14

The First trip of Jean Bart

In reply to Hawthorne Doyle (msg # 13):

"And your plans after that sir? It would be good to advise folk ahead of time of your plans so that if something goes wrong, we can respond quicker."
Hawthorne Doyle
PC, 4 posts
Captain of Jean Bart
Mon 3 Dec 2018
at 20:44
  • msg #15

The First trip of Jean Bart

We'll be making our way to the Ceti sector to see what trouble we can cause, it will take a while to get there he offered.
Military Official
Mon 3 Dec 2018
at 23:46
  • msg #16

The First trip of Jean Bart

In reply to Hawthorne Doyle (msg # 15):

"You exact route, though, sir?"
Hawthorne Doyle
PC, 5 posts
Captain of Jean Bart
Mon 3 Dec 2018
at 23:59
  • msg #17

The First trip of Jean Bart

Doyle leaned back in his chair and then cupped his chin for a moment, he glanced off to the distance for a moment, remembering something before then looking to the man.

"Sectors: 0832, 0632, 0532, 0331, 0230, 3230" he reeled off before continuing That should get us nicely to the edge of Ceti sector with a possibility of rendez-vous with some friendly ships for resupply
Military Official
Tue 4 Dec 2018
at 00:35
  • msg #18

The First trip of Jean Bart

In reply to Hawthorne Doyle (msg # 17):

"That should take approximately 6 weeks to get to Alizarin (0230), where you should resupply. From there, to 3230, and then where? It is after that that your route becomes important."
Fate
GM, 1957 posts
Roll for dodge!
Tue 4 Dec 2018
at 07:15
  • msg #19

The First trip of Jean Bart

In reply to Military Official (msg # 18):

The official leave you the name of the 'governor' of Alizarin, if it could be termed that LEUT Fogg. You depart without further ado, following the charted systems you have uploaded from the Dastavkas travels, setting out for new systems. Most of the time is spent in hyperspace, though enough time is spent skimming fuel and refining it between jumps, giving you time to run the crew through various scenarios, such as abandon ship of damage control simulations, not to mention checking sensors and practicing with them.

It is 25 May 2172 by the time you arrive at Alizarin. The planet is roughly like prehistoric Terra, with large reptiles roaming and numerous security detail beg for the chance to hunt some. There is just a single ships boat there, with a company of 5 and they are still waiting on the John Locke to arrive with the rest of the colony in a couple of weeks. Dastaka is believed to be en-route, scouting some systems on the way.

[OOC: You are about 3-4 weeks ahead of Dastavka at this point.]
This message was last edited by the GM at 18:48, Tue 04 Dec 2018.
LCDR Hawthorne Doyle
PC, 6 posts
Captain of Jean Bart
Tue 4 Dec 2018
at 18:34
  • msg #20

The First trip of Jean Bart

Six weeks, it was a long time, but would at least givehim some chance to learn about his new crew. Also see how good they were at their particular jobs and for him to figure out just what the strengths and weaknesses were

Lets organise some drills then, fleet versus marines, lets see if we can defend and assault ships well enough he suggested.
Fate
GM, 1959 posts
Roll for dodge!
Tue 4 Dec 2018
at 18:54
  • msg #21

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 20):

By setting the lasers to training mode (basically a non-harmful very low setting) you are able to train  quite well, and it does keep the crew and soldiers occupied. Of course, you cannot leave the ship while in hyperspace, but while refuelling is a different matter.

What is your intended route for the next trip from Alizarin?
LCDR Hawthorne Doyle
PC, 9 posts
Captain of Jean Bart
Wed 5 Dec 2018
at 12:30
  • msg #22

The First trip of Jean Bart

We'll be heading to sector 3230 after Alizarin, see what's there and then see if any information presents itself before moving on. Should nothing arrive by then, we'll head on to system 3030.


[Private to GM: Can I call on the intelligence agency to see what information they might have on Ceti sector? Or if indeed, they currently have any deployed agents?]
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