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Working the Spinward Worlds.

Posted by FateFor group archive 0
Fate
GM, 4489 posts
Roll for dodge!
Sun 15 Nov 2020
at 03:39
  • msg #1

Working the Spinward Worlds

The trip to Nagunishmure goes without significant ado. You do see some small craft, usually Iikens and Heros, but nothing that is definitely enemy and indeed, many seem to be from Girii, re-establishing small worlds that were abandoned in the war.

You arrive at Nagunishmure on New years day. Reports from Shuurashana suggest that there are three Shamshirs and three Gashiddas at the Colony, and two Shamshirs and a single Gashidda at the other gas giant. Relations are strained, since the blockade routinely searches any ships passing through, often unnecessarily rudely, and reports of female crew being strip searched and worse are propagated. You doubt that attacking them will make many enemies here...

01 Jan 2181, Nagunishmure 24.5/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last edited by the GM at 08:24, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3446 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 15 Nov 2020
at 17:08
  • msg #2

Working the Spinward Worlds

We make efforts to ensure we can withdraw through here as well, perhaps with some excuse like "Well there were some ships at the far GG but they jumped before we were able to get ships there" ... excuse if need be.

[Private to GM: 10:07, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 3,2,2.  Diplomacy.   by 5 ]
Fate
GM, 4494 posts
Roll for dodge!
Sun 15 Nov 2020
at 20:00
  • msg #3

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 2):

You hardly need the excuse...they will be happy to assist, albeit not officially, if you can deal with the heavy-handed blockade.

Let me know which gas giant you are jumping to...

01 Jan 2181, Nagunishmure 24.5/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last edited by the GM at 08:25, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3447 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 15 Nov 2020
at 21:28
  • msg #4

Working the Spinward Worlds

OK, so to verify, I have Kugelblitz, the Gashidda we can call an LSTS (landing ship tank-Space), three Bounty hunters and the Hero?

If so, we'll jump to the Planet and arrive fighting ... Kugelblitz will push off a few minutes before the others. Our aim is to arrive among them, so we may need to adjust the arrival slightly to be about where (within about 30K miles) the Vilani normally station their guard ships.

I am assuming that we have all our Marines and prize crews back.
Fate
GM, 4497 posts
Roll for dodge!
Mon 16 Nov 2020
at 06:00
  • msg #5

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 4):

And extra. You have a full compliment of troops. The three Bounty Hunters and the Hero however Andrew does not want to let go. He feels they would be too vulnerable in an attack, and they are too useful as patrol craft (They have just 50 dDr armour). So just KB and the LST-T (Large Stationary Target - Space?)

Vilani normally station their ships at 100 x diameter of the planet, which is where most ships drop out of hyperspace. Chance to confirm tactics before we have at it?

01 Jan 2180, Nagunishmure 24.5/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3448 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 16 Nov 2020
at 18:19
  • msg #6

Working the Spinward Worlds

Yes, given what we don't have... rethink.  The LST needs to be well back, as it is more vulnerable, but close enough for mutual support.

We both can jump back out if need be... and we are both faster than the expected enemy, but it is still 6 on 2... surprise will only be momentary.

Kugelblitz currently has 2 Heavy Fighters, 2 Bombers,  a Recovery Ball  and a Transport ball, is that correct?
Oh and the 2 AK Modular fighters.


So our ability to kill all their missiles is there but just... andwe need to close quickly. We also need the die roller to discover it has choices below 10 on a reasonably regular basis. Their small craft may be an issue ...
Fate
GM, 4499 posts
Roll for dodge!
Mon 16 Nov 2020
at 19:35
  • msg #7

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 6):

That is pretty accurate. You are also not sure if other ships have been brought in, or if some have been called away. But they are Vilani, so generally predictable.

But in a war of attrition, there is no requirement to hit the prison this time...taking the smaller number of ships back from the gas giant away from the colony will likely reduce numbers, since there are a limited number of ships Sukun has, stretched thinly already.

01 Jan 2180, Nagunishmure 24.5/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3449 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 16 Nov 2020
at 21:55
  • msg #8

Working the Spinward Worlds

So jumping the GG makes more sense, we can still try and get close and make short work of them...  The Gashidda should be able to handle his opposite number and I should be able to keep both Shamshirs fully occupied.

We'll go that route.
Vilani Patrol
NPC, 73 posts
Tue 17 Nov 2020
at 07:20
  • msg #9

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 8):

Cool. Rolled to see if there were variations to the patrol strength...nice roll!

If there is one thing you have to love about Vilani, it is that they are predictable! The two Shamshirs form up as you arrive just 120,000 miles away, with the Gashidda close behind them.

"Girii Vessels, stand down and prepare to be boarded...wait, are you Terran or Girrian? Send your registration papers!" You close to 50,000 miles quickly as they were moving towards you. They seem uncertain of your intentions...

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters

08 Jan 2180, Nagunishmure 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last updated by the player at 09:28, Tue 17 Nov 2020.
Cyril Zotmund
Captain, 3450 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 17 Nov 2020
at 18:54
  • msg #10

Working the Spinward Worlds

Deploy Seru Fighters ...  Surrender Immediately and no one dies. You are significantly overmatched; we are better armored, armed and faster.

I will take any fire as hostile, any deployment of fighters or attempt to turn and run as hostile, in fact just about anything except talk ... and we will then shoot. We will take on the shamshirs, Left on gets priority... Bombers deploy at 29k miles.
Vilani Patrol
NPC, 74 posts
Tue 17 Nov 2020
at 19:42
  • msg #11

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 10):

Their response is typically vilani, attempting to open up some distance while launching a full salvo of missiles.

"You have only beam weapons. We will accept YOUR surrender, Terran."

Despite their attempts to open up the range, you are still able to close the range to 32,000 miles (-15).

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+10(SM)= 13, r
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM)= 13,not launched

[Private to GM:
Shamshir precision pulse, 12xPulse: Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r12
Gashidda precision pulse, 3xPulse: Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r14
Gashidda 3xSandcasters, dDR: 90+45=135, skill 16+2(Comp)-15(Range)+10(SM)= 13, r6
]

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters
Cyril Zotmund
Captain, 3451 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 18 Nov 2020
at 02:07
  • msg #12

Working the Spinward Worlds


19:05, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 2,5,5.  LST  Group 1 - 6 beams.
19:04, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,3,5.  LST  Group 2 - 6 beams.
19:04, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 5,5,6.  LST  Group 3 - 3 beams.
19:03, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,6,3.  Seru 1.
19:03, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 3,1,4.  Seru 2.
19:02, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,6,1.  Kugelblitz Beams Group 1 (5 beams).
19:01, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,3,5.
19:01, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,3,6.  Kugelblitz Beams Group 3 (5 beams).
19:01, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 2,6,5.  Kugelblitz Beams Group 4 (6 beams).
19:01, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,2,3.  Kugelblitz Sand Casters.

Impressive - 10 rolls and only 2 below 10... die roller is still fucked. Subtract two from each roll and it's much closer to an average of 10...
Vilani Patrol
NPC, 75 posts
Wed 18 Nov 2020
at 05:37
  • msg #13

Working the Spinward Worlds

In reply to Vilani Patrol (msg # 11):

For this initial round, it seems the only effective things are sandcasters, with them performing no better. You easily shoot down their missiles, but at this range, neither side can hit the enemy ships. But really, this is just the prelude. You do succeed in closing the range in the next round to 12,000 miles (-12), dramatically increasing your chances of a dangerous hit.

"Not so close, we hardly know you." They grumble.

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r13.15.12.11
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+10(SM)= 13, r9
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r16,10,12
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r8, 13
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM)= 13,not launched

[Private to GM:
Shamshir precision pulse, 12xPulse: Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r12
Gashidda precision pulse, 3xPulse: Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r14
Gashidda 3xSandcasters, dDR: 90+45=135, skill 16+2(Comp)-15(Range)+10(SM)= 13, r6
]

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters
Cyril Zotmund
Captain, 3452 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 18 Nov 2020
at 22:37
  • msg #14

Working the Spinward Worlds

You will know me and my beam weapons real well in a few seconds.


15:36, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,4,4.  LST  Group 3 - 3 beams.
15:36, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,4,1.  LST  Group 2 - 6 beams.
15:36, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,3,3.  LST.
15:35, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 6,2,1.  Bomber 1.
15:35, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 5,1,1.  Bomber 2.
15:35, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,3,3.  Seru 1.
15:34, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,6,3.  Seru 2.
15:34, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 3,6,1.  Kugelblitz Beams Group 1 (5 beams).
15:34, Today: Cyril Zotmund rolled 4 using 3d6 with rolls of 1,1,2.  Kugelblitz Beams Group 2 (6 beams).
15:34, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,6,2.  Kugelblitz Beams Group 3 (5 beams).
15:34, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 6,2,2.  Kugelblitz Beams Group 4 (6 beams).
15:33, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 4,1,1.  Kugelblitz Sand Casters.
Fate
GM, 4509 posts
Roll for dodge!
Thu 19 Nov 2020
at 08:13
  • msg #15

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 14):

As you approach, you launch the bombers, though they will not be ready to fire just yet. Your enemy continue to attempt precision shots on your hull, but fail to succeed. Indeed, most of your own only miss by a fraction, harmlessly hitting the armour plating for both the Kugel Blitz and the LST...just a little closer...

But not one pair of turrets. They time it just right, ripping through bridge, the communications array and two turrets (You did not specify targets, so I just applied good options to capture a ship) so effectively they disable the vessel!

"Prefer we didn't..." comes the stalwart response from the other vessel as their partner dropped out of the fight. The remaining craft launch a new salvo.

The Gashidda veers off at 90 degrees. You can select your own range for the next round. Let me know if you split up.

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r10,10,4,10
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+10(SM)= 16, r6, d14
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r9,9,9
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r15, 12
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-12(Range)+10(SM)= 15, just launched

[Private to GM:
Shamshir precision pulse, 6xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r12
Gashidda precision pulse, 3xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r14
Gashidda 3xSandcasters, dDR: 90+45=135, skill 16+2(Comp)-12(Range)+10(SM)= 16, r11, d5
]

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
-108/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters

08 Jan 2180, Nagunishmure 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last edited by the GM at 08:14, Thu 19 Nov 2020.
Cyril Zotmund
Captain, 3453 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 19 Nov 2020
at 19:15
  • msg #16

Working the Spinward Worlds

Surrender and cease any actions... do not destroy your ships and we will see you back to this planet or Nagunishmure if you prefer.
Otherwise you know how this will end.

Concentrate on combat capable ships. We close to 10k miles and do our best, The Gashidda deals with the other Gashidda.

12:14, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,2,5.  LST  Group 3 - 3 beams.
12:13, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 2,5,5.  LST  Group 2 - 6 beams.
12:13, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 3,6,2.  LST  Group 1 - 6 beams.
12:13, Today: Fate, for the NPC Volunteer with Curtain, rolled 12 using 3d6 with rolls of 3,4,5.  ST.
12:13, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 3,3,2.  Bomber 1.
12:12, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 3,4,6.  Bomber 2.
12:12, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 5,5,4.  Seru 1.
12:11, Today: Cyril Zotmund rolled 5 using 3d6 with rolls of 1,3,1.  Seru 2.
12:11, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 1,4,2.  Kugelblitz Beams Group 1 (5 beams).
12:11, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 6,4,6.  Kugelblitz Beams Group 2 (6 beams).
12:11, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 5,4,1.  Kugelblitz Beams Group 3 (5 beams).
12:10, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,4,3.  Kugelblitz Beams Group 4 (6 beams).
12:10, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,5,2.  Kugelblitz Sand Casters.
Fate
GM, 4512 posts
Roll for dodge!
Thu 19 Nov 2020
at 19:40
  • msg #17

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 16):

Ok, you close to 10,ooo miles, and the LST takes off after the Gashidda, exchanging rounds. As you shoot down the missiles easily, you are able to hit it twice, and Seru the third time, crippling the second Shamshir as the Gashidda opens the range to the Kugel Blitz to 52,000 miles, with the LST 10,000 miles behind it.

"By Interstellar law, we are entitled to destroy our ships and depart...are you suggesting you will commit a war crime?"

[Good round, Both Shamshirs down and the Gashidda running for a jump point. They will likely realise very soon it will not help...]

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r9,10,16,7, d7, dam 42,28
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+10(SM)= 16, r8, d7
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-12(Range)+9(SM)= 17, r11,12,13, d9, dam 0
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r5,14, d7, dam 42
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-12(Range)+10(SM)= 15, r13,8, d7, dam 0

[Private to GM:
Shamshir precision pulse, 6xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r15
Gashidda precision pulse, 3xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r17
Gashidda 3xSandcasters, dDR: 90+45=135, skill 16+2(Comp)-12(Range)+10(SM)= 16, r9, d8
]

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
-8/100 (-bridge, comms, -2x turrets), -12/100 (-Bridge, comms, -1 turret)
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +10-1 (profile)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters

08 Jan 2180, Nagunishmure 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3454 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 20 Nov 2020
at 17:40
  • msg #18

Working the Spinward Worlds

No problem, let me help you destroy your ships and depart this life ... Your interstellar law is between warships, too bad I am not one of those.

Send one bomber & a Seru to assist the LST ...
Fate
GM, 4516 posts
Roll for dodge!
Fri 20 Nov 2020
at 22:31
  • msg #19

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 18):

"That...that is clearly a war Crime! You will be hunted as a pirate from all known space if you commit such crimes!"

You can roll diplomacy/intimidation to try to shorten the discussion...

Neither Shamshir has been destroyed yet, but small craft are clearly preparing to depart both. The Seru and the Bomber pursuing the Gashidda close to 32,000 miles from their new target. The rest stay with you and standby over the two Shamshirs.

The LST is struggling. Closing to close range to try to disable the other ship, the Gashidda appears much better at gunnery AND dodging that the LST, humiliating them and destroying one of the manoeuvre drives, and taking no damage in return!

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r-
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+10(SM)= 16, r-
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-8(Range)= 11, r11 d7
1xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r7
1xBombers Beams: Skill 17-1(sAcc)+2(Comp)-12(Range)+10(SM)= 15, out of range

[Private to GM:
Shamshir precision pulse, 6xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r-
Gashidda precision pulse, 3xPulse: Skill 16+2(sAcc)+2(Comp)-8(Range)= 12, r8, d14,
Gashidda 3xSandcasters, dDR: 90+45=135, skill 16+2(Comp)-12(Range)+10(SM)= 16, r13, d14
]

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
-8/100 (-bridge, comms, -2x turrets), -12/100 (-Bridge, comms, -1 turret)
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +10-1 (profile)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters

08 Jan 2180, Nagunishmure 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3455 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 21 Nov 2020
at 02:45
  • msg #20

Working the Spinward Worlds


19:39, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,1,5.  Diplomacy.   [Private to GM: Made by one]
Not interested in your vilani laws, save your crews and do as I say, blow your ships up and pay dearly for your stupidity.

19:40, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 1,6,6.  LST  Group 3 - 3 beams.
19:40, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 2,5,5.  LST  Group 2 - 6 beams.
19:40, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 1,4,6.  LST  Group 1 - 6 beams.

The LST continues to struggle

The Heavy fighter does a bit better...

19:41, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 3,1,4.  Seru 2.

Both continue to close as the LST continues to do what it can
Vilani Patrol
NPC, 76 posts
Sat 21 Nov 2020
at 02:59
  • msg #21

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 20):

There is some uncertainty, but all small craft depart, 6 ships boats in total, and the Shamshirs do not seem to suffer further damage.

The LST falls back to 16,000 miles due to the engine damage, but the Seru and the Bomber close to 12,000 miles. This time, the Gashidda misjudges, and all hit, tearing the small craft apart in seconds as it breaks up and explodes, all pretty much simultaneously.

The radio waves fall silent as the last ships boat departs the Shamshirs.

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
-8/100 (-bridge, comms, -2x turrets), -12/100 (-Bridge, comms, -1 turret)
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +10-1 (profile)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
dest
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters

08 Jan 2180, Nagunishmure 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3456 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 21 Nov 2020
at 03:07
  • msg #22

Working the Spinward Worlds

BTW, we are at Shuurashana ...

The LST, Seru and Bomber are recalled.

We put two search crews aboard the Ball Transport and put one on each Shamshir ... then have the Ball Transport  come back for prize crews.
The Repair ball heads for the LST to see what has to be done to repair it.

Stand by, it is a long slow ride back in a ships boat...
Fate
GM, 4522 posts
Roll for dodge!
Sat 21 Nov 2020
at 03:25
  • msg #23

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 22):

Indeed, you are!

"Don't worry, we have friends coming to get us. You will not get away with your piracy."

They do have four Shamshirs on the way to you, with several Gashiddas remaining at the colony. They will be about 6 days before they get here though. Search crews indicate that charges were placed, but neither hidden nor set were they set to go off. Seems they changed their minds at the last minute.

Looking over the damages ships, the LST has a badly damaged manoeuvre drive that could be repaired with parts from one of the Shamshirs manoeuvre drives (they have 2 each), in about 3 days.

Of the Shamshirs, both bridges and Comms systems have been destroyed, as well as three turrets and considerable internal damage, but they are pretty good except for the glaring problem: there are no computers left on either vessel, and therefore jumping is unlikely. Capture of some of those coming could resolve that, of course, but otherwise it will probably take weeks to build a new Nav computer. Removing backup computers from LST and KB is possible but not at all recommended...a single computer failure could see you stranded on your next jump!

08 Jan 2181, Shuurashana 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last edited by the GM at 08:26, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3457 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 21 Nov 2020
at 03:34
  • msg #24

Working the Spinward Worlds

How wonderful ... We send the repair ball to survey the junk from the Gashidda to see if any of it will help us...  we put prize crews aboard both Shamshirs with enough Marines to deter any attempt to take on back over... look through back up Bridges and safe, etc for information and possible things of value.
Will any or our lap tops or other computers on board function for the jump to Nagunishmure?
Fate
GM, 4524 posts
Roll for dodge!
Sat 21 Nov 2020
at 04:34
  • msg #25

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 24):

Navigational computers are serious computers, much bigger than any Terran (or Vilani) laptop.

The bridges have been well hit, and are pretty trashed. Even one of the safes is blown open and lays empty, with bodies strewn around. The other safe is still intact, but badly damaged and will probably need to be opened by force. Any small valuables were taken.

08 Jan 2181, Shuurashana 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last edited by the GM at 08:26, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3458 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 21 Nov 2020
at 18:17
  • msg #26

Working the Spinward Worlds

And the back up Bridge has no backup computer? Incredible...

Can the repair ball find anything of value on the destroyed Gashidda for repairs on these ships?
Fate
GM, 4525 posts
Roll for dodge!
Sat 21 Nov 2020
at 21:53
  • msg #27

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 26):

The bridge of the destroyed Gashidda was not far from the fusion power plant that went unstable and blew up. One of the manoeuvre drives has parts to assist the LST, getting some power back (up to 4G), but the rest is not so useful. To get full power back, you are going to need to take a drive from a Shamshir...

09 Jan 2180, Shuurashana 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3459 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 21 Nov 2020
at 22:16
  • msg #28

Working the Spinward Worlds

So I may as well blow both of these Shamshirs to crap and go back to Nagunishmure ... I'm so thrilled to get nothing much out of this... LST can move and jump now...  we'll be right behind after we pull maneuver drive(s) and anything else of value; actually maybe it should wait until we are sure we have room for all this stuff.

We'll blow the safe... grab anything of value and wreck the two ships thoroughly.
Fate
GM, 4528 posts
Roll for dodge!
Sat 21 Nov 2020
at 22:29
  • msg #29

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 28):

Most of the crew reckon they can take the 4 Shamsirs, and that would give six hulls to get a lot from. 60 missiles vs even just KBs 22 Beams, or fix the LST at the expense of a Shamshir, but your call...

Blowing the safe does provide some valuables, and one working backup hard drive. You are grateful for Rugged Vilani backups as you peruse the files...Names and details of crew of the Shamshirs. None are local, coming from Apishlun and Shikasu. You find also prisoner records with photo IDs for Unsharlur, intended for checking vessels leaving the sector to equip searchers to ensure that  they can catch any trying to leave.

If wrecking the ships, the LST commander asks if he can have the manoeuvre drive from one to repair his own.

09 Jan 2180, Shuurashana 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3460 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 22 Nov 2020
at 03:13
  • msg #30

Working the Spinward Worlds

Yes, we have the Repair Ball remove the Maneuver drive from on and  take it to the LST...

We take as many parts and systems as we can store, that might be salable.
I see no reason to fight 4 Shamshirs when they may soon be required to split up and I can take them two by two...
These two ships will never be able to acquire computers unless some other ship is destroyed by killing Maneuver and Jump drives, not systems we normally target as they tend to be hidden behind other parts of the ship.

We recover the heavy fighters, but watch the shuttles the enemy crew is in... I assume heading toward the 4 Shamshirs coming in?
Fate
GM, 4531 posts
Roll for dodge!
Sun 22 Nov 2020
at 03:21
  • msg #31

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 30):

Yes, the shuttles are moving for the others at full speed. It will take about 4 days to change out the drive and test the LST. It is back to full strength at the end though.

They may split up, or are more likely just to call in a whole lot of Gashiddas as backup. Lower value targets for raiding...so jump to the prison planet or back out again? If taking items, which items are you taking?

12 Jan 2180, Shuurashana 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3461 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 22 Nov 2020
at 03:24
  • msg #32

Working the Spinward Worlds

Status of whatever is coming our way?
Fate
GM, 4532 posts
Roll for dodge!
Sun 22 Nov 2020
at 03:32
  • msg #33

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 32):

Four Shamshirs at full speed, about 40 hours away in formation...

12 Jan 2180, Shuurashana 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3462 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 22 Nov 2020
at 19:44
  • msg #34

Working the Spinward Worlds

OK, and the LST is fully functional? Are they slowing to pick up their friends? I know they can't do 4+ gs in those shuttles (in this game).
Fate
GM, 4534 posts
Roll for dodge!
Sun 22 Nov 2020
at 20:20
  • msg #35

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 34):

They do not, promising to pick them up on the way back. But they are still 40 hours away when the LST is tested and proves to be once again fully functional.

12 Jan 2180, Shuurashana 23.8/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3463 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 22 Nov 2020
at 22:03
  • msg #36

Working the Spinward Worlds

We recover all crews from the two damaged Shamshirs Much as he'd like to leave and come back to smaller odds, he does not wish to let these dorks think he is scared off... he waits to see what they do as they close.
Imperial Shamshir
NPC, 9 posts
Sun 22 Nov 2020
at 22:07
  • msg #37

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 36):

The warships form up into a close formation and close to 200,000 miles as per standard Vilani Military doctrine, if you let them, before stopping.

"You are badly outnumbered now Terran Pirate. Surrender, and your justice will be more merciful. If we have to start fighting, we will destroy you. You have been warned."

14 Jan 2180, Shuurashana 23.1/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last edited by the player at 22:07, Sun 22 Nov 2020.
Cyril Zotmund
Captain, 3464 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 22 Nov 2020
at 22:20
  • msg #38

Working the Spinward Worlds

Nah, we accelerate to full speed towards them before they stop, closing quickly ... Get your shuttles ready, you will need them soon.

Seru out when we get with in beam range, Bombers as we close to Plasma range. LST stays behinds us some and assists in killing missiles.
Imperial Shamshir
NPC, 10 posts
Sun 22 Nov 2020
at 22:54
  • msg #39

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 38):

"We were kind of hoping you would pick the hard way! We carry fewer shuttles. It is more incentive not to loose..."

They launch three fighters each...all Beam Fighters! A full salvo of missiles is also launched as they allow you to approach to 80,000 miles while they launch all.

"A challenge at last..." Comments your first officer.

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM)= 10, r
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+5(SM)= 7, r
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-16(Range)+5(SM)= 10, r
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM)= 10, not launched
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM)= 13, not launched

[Private to GM:
Shamshir precision pulse, 12xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)+6(SM)= 10
Fighter precision Beam, 12 Beam: Skill 16+2(sAcc)+2(Comp)-16(Range)+6(SM)= 10
]

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
12@25/25
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1), Weapons:1xBeam Weapon

14 Jan 2180, Shuurashana 23.1/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3465 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 23 Nov 2020
at 03:23
  • msg #40

Working the Spinward Worlds

We will kill the missiles and as many fighters as we can as we close ... Seru deploy as we approach their effective range.


20:21, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,5,1.  Kugelblitz Beams Group 1 (5 beams).
20:21, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,6,1.  Kugelblitz Beams Group 2 (6 beams).
20:21, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 4,2,2.  Kugelblitz Beams Group 3 (5 beams).
20:21, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,5,3.  Kugelblitz Beams Group 4 (6 beams).
20:20, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 3,4,5.  Kugelblitz Sand Casters.


20:23, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,5,3.  LST  Group 3 - 3 beams.
20:22, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,2,3.  LST  Group 2 - 6 beams.
20:22, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,3,4.  LST  Group 1 - 6 beams.
Fate
GM, 4539 posts
Roll for dodge!
Mon 23 Nov 2020
at 03:24
  • msg #41

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 40):

Right. Choice of targets? Precision or General?
Cyril Zotmund
Captain, 3466 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 23 Nov 2020
at 03:30
  • msg #42

Working the Spinward Worlds

In reply to Fate (msg # 41):

The fighters, as they are weakly armored and a pain when we get closer.
Fate
GM, 4541 posts
Roll for dodge!
Mon 23 Nov 2020
at 04:05
  • msg #43

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 42):

They allow you to approach to 55,000 miles, before reversing direction in an attempt to stop you getting closer. The Seru deploy, in anticipation of closing further next round as you exchange fire with the fighter. The enemy fighters have a similar idea, targeting the Seru as they deploy, but your pilots are used to that and manage to avoid their shots.

But your volleys are effective. Four spin off, disabled, and six more are badly damaged, with two immediately attempting to return. The group slows slightly to allow them to redock, allowing you to close the gap to as near as 21,000 miles (-14, full beam damage range, plasmas at 1/2 damage) if you should choose to do so.

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM)= 10, r12,8,9,8, d12, dam 30x2, 20x2, 15x2
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+5(SM)= 7, r12, d10
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-16(Range)+5(SM)= 10, r8,9,14, d12, dam 18x2, 36x2
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM)= 10, launching
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM)= 13, not launched

[Private to GM:
Shamshir precision pulse, 12xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)+6(SM)= 10, r6, d8, dam 0
Fighter Beam, 12 Beam: Skill 16+2(sAcc)+2(Comp)-16(Range)+6(SM)= 10, r8, d8
]

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
2@-11/25, 2@-5/25, 2@5/25[-1 drive, half speed], 2@10/25, 2@7/25[Private to GM: -Comms], 2@25/25
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1), Weapons:1xBeam Weapon

14 Jan 2180, Shuurashana 23.1/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3467 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 24 Nov 2020
at 00:03
  • msg #44

Working the Spinward Worlds

OK, The Bombers should have deployed at 29k Miles ...  The Seru finish off the fighters while we work on the Shamshirs, we will start with the two in the Middle, the LST can have the one closest to it. We continue to close.
We are trying to avoid Bridge damage, but targeting arrays are fine as are Maneuver drives and weapons

17:01, Today: Cyril Zotmund rolled 5 using 3d6 with rolls of 1,1,3.  LST  Group 3 - 3 beams.
17:01, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 5,1,1.  LST  Group 2 - 6 beams.
17:00, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,3,5.  LST  Group 1 - 6 beams.
17:00, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 5,4,1.  Bomber 1.
17:00, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,1,5.  Bomber 2.
17:00, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,5,1.  Seru 1.
16:59, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 3,5,5.  Seru 2.
16:59, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,2,4.  Kugelblitz Beams Group 1 (5 beams).
16:58, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,5,4.  Kugelblitz Beams Group 2 (6 beams).
16:58, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 4,5,5.  Kugelblitz Beams Group 3 (5 beams).
16:58, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,5,3.  Kugelblitz Beams Group 4 (6 beams).
16:58, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,5,3.  Kugelblitz Sand Casters.
Fate
GM, 4542 posts
Roll for dodge!
Tue 24 Nov 2020
at 06:22
  • msg #45

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 44):

Last round ended at 55,000 miles, so you will be deploying the Bombers as you approach this round, passing through 29,000 miles as you do so. You can get as close as 21,000 miles, but I was wanting to hear how close you actually wanted to get, hence the comment
quote:
allowing you to close the gap to as near as 21,000 miles
.

Assuming from your comments that closing as fast as you can was your intention then.

The six remaining Imperial beam fighters, ignored by all but the two heavy Ball fighters, take on their counterparts. One AKHB Fighter manages to rake a pair of fighters, destroying them at this close range, but both are badly mauled by the attacking beams (reduced to 6/30 HP). 4 enemy beam fighters remain.

The Shamshirs target different targets, with the lead two targeting you, the third targeting the LST and the fourth targeting the AKHB Bombers. Most miss except for the last Shamshir that was picking up the fighters. The Pulse weapons hit precisely on two of Kugel Blitz' turrets as they were changing to fire, causing them to explode, destroying the turrets and causing considerable damage. [Critical success on a precision attack, rolled natural 3. Lucky they were all targeting different targets...]

Whilst your shots miss, the LST manages to smash the Shamshir engaging it, punching through three turrets in a similar fashion, though not quite as spectacularly.

KB 2217xBeams: Precision Skill 17+2(sAcc)+2(Comp)-14(Range)= 7, r14,14,13,9
KB 21xSandcasters, dDR: 110+45, skill 16+2(Comp)-14(Range)+10(SM)= 14, r10, d9
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-14(Range)= 7, r14,7,5, d8, dam 3x27
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-14(Range)+5(SM)= 12, r9,13, d12, dam 60x2
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM)= 13, launching

[Private to GM:
Shamshir precision pulse, 3x6, 1x3 Pulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 10, r3,15,12,11 dam
Fighter Beam, 12 Beam: Skill 16+2(sAcc)+2(Comp)-16(Range)+6(SM)= 10, r7, d15,
]

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
19/100 (-3 turrets, 3 Pulse, 9 missiles left), 100/100, 100/100, 100/100
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
2@-11/25, 2@-5/25, 2@5/25[-1 drive, half speed], 2@10/25, 2@7/25[Private to GM: -Comms], 2 dest
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1), Weapons:1xBeam Weapon

14 Jan 2180, Shuurashana 23.1/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3468 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 24 Nov 2020
at 23:55
  • msg #46

Working the Spinward Worlds

It was my intent to get in close and kill them quickly...  I will not roll for the 3rd batch of Beams (5) to reflect the damage.
Ask the LST to put a few Beams on the remaining fighters.  We order the Seru to recover.  Bombers are to kill big ships ...

Kugelblitz went to crap after the hits...
Other made up for it...

16:53, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 5,3,3.  LST  Group 3 - 3 beams.
16:53, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 6,2,2.  LST  Group 2 - 6 beams.
16:53, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,5,1.  LST  Group 1 - 6 beams.
16:52, Today: Cyril Zotmund rolled 4 using 3d6 with rolls of 2,1,1.  Bomber 1.
16:52, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,3,4.  Bomber 2.
16:51, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 2,5,6.  Kugelblitz Beams Group 1 (5 beams).
16:51, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,5,4.  Kugelblitz Beams Group 2 (6 beams).
16:51, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 5,1,5.  Kugelblitz Beams Group 4 (6 beams).
16:51, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 5,6,3.  Kugelblitz Sand Casters.
Fate
GM, 4544 posts
Roll for dodge!
Wed 25 Nov 2020
at 06:30
  • msg #47

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 46):

In line with that philosophy, I will assume you continue to close then, to 4,000 miles (-8).

As the Fighters withdraw to dock, the enemy fighters keep after them, damaging them both and disabling them. However, the Shamshirs are not so successful this time, failing to pierce the armour of either of their targets, whilst the forward two turrets of the LST deals with the remaining 4 fighters most rudely, the explosions lighting up space.

While the LST tried, and succeeded in removing the damaged Shamshir from the fight, also sparing one turret to disable the Comms of the second vessel attacking it. The Kugel Blitz assisted the LST to deal with the Shamshir, taking out 2 turrets, whilst leaving the Bombers at close range to do what Bombers do best: Smash. And today they excelled. Their 'Distraction' hit the fusion plant of one, causing it to explode so spectacularly that the explosions of the bombers was hardly seen, while the second one being 'distracted' was completely disabled. How quickly the scene changes at very close ranges...The last remaining Shamshir seems a little shell-shocked at what just happened.

[OOC: So am I, to be honest...those bombers are super NASTY at that close range! Even dDR of 160 drops to 53, and against 12dx2 (average 84) x the number of hits, so close up x 5 hits, that disables a Shamshir on it's own...as it did even with a roll of 9 and damage of 32! So one was an average roll, and the critical hit...destroyed!]

KB 2217xBeams: Precision Skill 17+2(sAcc)+2(Comp)-8(Range)= 13, r11,15,13, d8, dam 2x21
KB 21xSandcasters, dDR: 110+45, skill 16+2(Comp)-8(Range)+10(SM)= 20, r14, d8
LST, 6xBeams: Skill 16+2(sAcc)+2(Comp)-8(Range)+5(SM)= 18, r9, d8, dam 57 per turret per hit, on fighters.
LST, 9xBeams: Precision Skill 16+2(sAcc)+2(Comp)-8(Range)= 13, r10,11, d8, dam 3x15
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-14(Range)+5(SM)= 12, disabled
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-8(Range)+10(SM)= 20, r4,9, d8, dam 260, 160

[Private to GM:
Shamshir precision pulse, 3x6, 1x3 Pulse: Skill 16+2(sAcc)+2(Comp)-8(Range)= 12, r9,15, d7, r12,14, d12, dam 6x9
Fighter Beam, 4 Beam: Skill 16+2(sAcc)+2(Comp)-8(Range)+6(SM)= 18, r16, d15, dam 10/beam
]

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
-11/100 (-5 turrets), 43/100 (-comms, -2 Turrets, 4 pulse left), -60/100, (- Fusion reactor), dest
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
2@-11/25, 2@-5/25, 2@5/25[-1 drive, half speed], 6 dest
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1), Weapons:1xBeam Weapon

14 Jan 2180, Shuurashana 23.1/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3469 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 25 Nov 2020
at 17:42
  • msg #48

Working the Spinward Worlds

Ready to surrender yet?  Cease firing, take to your shuttles and live Do Not destroy your ships or we destroy you and your shuttles ... don't give a rats ass about Viliani laws...You have 5 seconds...

We Kill off the last of any fighters still fighting ...

With three of them out of it, I want to see if we can get the last Shamshir in sort of decent shape.  Doubt you even need rolls for the fighters...
Fate
GM, 4549 posts
Roll for dodge!
Wed 25 Nov 2020
at 19:42
  • msg #49

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 48):

There were no fighters left...not operational, anyway.

The last Shamshir, already badly damaged, accepts your offer, asking for time to get all the injured off as they board the shuttles. The other crews aboard the disabled Shamshirs are doing the same...

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
-11/100 (-5 turrets), 43/100 (-comms, -2 Turrets, 4 pulse left), -60/100, (- Fusion reactor), 1 destroyed
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:10x Pulse, 26x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
2@-11/25, 2@-5/25, 2@5/25[-1 drive, half speed], 6 dest
Weapons:1xBeam Weapon

14 Jan 2180, Shuurashana 23.1/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3470 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 25 Nov 2020
at 20:18
  • msg #50

Working the Spinward Worlds

How crowded are our Med facilities? If we have space, we will take care of the most grievously wounded to the best of our ability.

We put troops, a small Med team and a prize crew on this last good ship, evacuate their most seriously wounded if they allow it and also do the same to the -11/100 ship, we make sure no charges are set and that the wounded do get bandaged and treated with antibiotics, pain meds etc.

Once we have a ship under control, and their men off in a shuttle, we set up a team to check out the third ship.  Obviously safes, drives, computers etc are high on our check out and control list.

Should they refuse our offer of medical care, we load the dead and dying into their shuttle and send it on it's way...
Fate
GM, 4551 posts
Roll for dodge!
Thu 26 Nov 2020
at 09:31
  • msg #51

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 50):

You have a 10 bed hospital, with 2 more on the LST, and they are pretty full after the hits you took. They do accept your medical aid, and the sickbays in the APCs you use to transport troops there prove very useful. It does not take long for the crews to prepare to leave, taking all their medicinal drugs with them as well. They will have a long trip home. You find yourself now with 5 Shamshir wrecks in total...

-11/100 (-5 turrets),
43/100 (-comms, -2 Turrets, 4 pulse left),
-60/100, (- Fusion reactor)
-8/100 (-bridge, comms, -2x turrets)
-12/100 (-Bridge, comms, -1 turret)

There are also six Beam fighters in various states of repair.

2@-11/25 [Cockpit shot out]
2@-5/25 [Fusion plant destroyed]
2@5/25 [-1 drive, half speed]

14 Jan 2180, Shuurashana 23.1/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3471 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 26 Nov 2020
at 20:35
  • msg #52

Working the Spinward Worlds

So it looks like we can salvage 4 beam fighters and perhaps 4 Shamshirs... the one at -60 is probably a donor bird ... we of course search and evaluate each for things of interest ... safes, hard drives ... do we end up with enough computer bits to get all 4 jump worthy?
Fate
GM, 4553 posts
Roll for dodge!
Fri 27 Nov 2020
at 06:58
  • msg #53

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 52):

You can get at least three jump worthy, though for four, there would be a risk as the fourth would have no backup computer for the Jump Computer.

Your Recovery Ball works around the clock to repair things, though your engineering team can only manage 10 hours a day, with the rest of the time making spare parts they need. But your engineering team is highly skilled with good equipment, giving them an effective skill of 14 per hour.

Day 1, Engineers recover all computers and comms from damaged craft, Recovery Ball is not effective
Day 2, Engineers recover 5 Pulse weapons from damaged craft, Recovery Ball is not effective
Day 3, Engineers recover manuever drive and pulse from damaged craft, repair 15 points, Recovery Ball repairs 144 points
Day 4, Engineers repair 70 points, Recovery Ball repairs 48 points
Day 5, Engineers repair 30 points, Recovery Ball is not effective
Day 6, Engineers repair 10 points, Recovery Ball repairs 168

Shamshirs

You are able to get the following ships Jump capable, and fixed in rather good condition, though you only have enough men to man them minimally.

100/100, Has 2 Pulse, 2 Beam, 17 Missiles
100/100, Has 6 Pulse, 15 Missiles
100/100, Has 6 Pulse, 15 Missiles, (-comms)
100/100, Has 6 Pulse, 15 Missiles, (-comms)

The fighters are in the Hanger of just one of the craft.

4 Beam Fighters @ 25/25

You also find considerable information on the prisoners on the hard drives, as well as information regarding the local patrols. 4 more Shamshirs are based at Shinarra, but the bulk of patrols fall to 50 Gashiddas in the area. Criminals, it would seem, are poor, with only about M$1 worth of confiscated goods, most of it Kulikasu, Ushkiirga and Sharaddun, though there is a shipment of 500 Storm Carbines with Underbarrel Grenade Launchers. They believe it was headed for Nushmi...or Unsharlur. The Ammunition is not here.

20 Jan 2180, Shuurashana 22.1/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last edited by the GM at 21:14, Fri 27 Nov 2020.
Cyril Zotmund
Captain, 3472 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 27 Nov 2020
at 18:28
  • msg #54

Working the Spinward Worlds

We ask for any volunteers for the ship w/o a back up jump drive ... we also make an effort to cobble something together from computers and parts we have.  We jump back to Naginismure where we hope to get some assistance.

11:26, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 3,6,4.  Cobble together a Back up Jump Computer.  Cyril himself does not have the skill...
Fate
GM, 4556 posts
Roll for dodge!
Fri 27 Nov 2020
at 21:18
  • msg #55

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 54):

The engineers do what they can, and they can replicate most of the computer, but the CPU is just too big. You only have a terran blueprint, and it will take 250 hours to manufacture the $250,000 microframe system capable of acting as a jump computer. Of course, the fact that you started manufacturing one on the 9th of January, after the first fight destroyed two bridges, helps, but it will still be the 20th before one is complete and installed ready to use. Which, having done the calculations, is the date now. So fair to say you have one Terran and one Vilani computer in one of the Shamshirs. You have enough raw materials to create a second one by the end of the month.

You set a course for Naginismure, entering hyperspace. A week later, spread over about three hours, the six vessels arrive in Naginismure.

You are hailed by the authorities there.

27 Jan 2180, Naginismure 21.4/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last edited by the GM at 22:50, Fri 27 Nov 2020.
Cyril Zotmund
Captain, 3473 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 28 Nov 2020
at 19:34
  • msg #56

Working the Spinward Worlds

We regroup, and have everyone refuel.
We contact the authorities and tell them the threat in Shuurashana is reduced by 6 Shamshirs and a Gashidda.

I assume the best place to get these fixed up is at Giri? Nothing new set up here or at Lemrukiri? Giri is now the area seat of government, replacing Lemrukiri , right?
Fate
GM, 4559 posts
Roll for dodge!
Sat 28 Nov 2020
at 22:34
  • msg #57

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 56):

Correct, Girii is currently the main seat of government and the best location to have these craft modified, though Shululsish may be the best place to sell the Shamshirs as they are. Or here...

This location is really just an outpost, though it does have one of the best Starports in the 'outback' sectors for repairing starships.

The authorities confirm your statements, asking to inspect the ships.

On inspection, assuming you allow it, they are willing to buy the three with regular weapons loadouts and the fighters, they are willing to pay B$1.2.

27 Jan 2180, Naginismure 21.4/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
This message was last edited by the GM at 02:24, Sun 29 Nov 2020.
Cyril Zotmund
Captain, 3474 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 29 Nov 2020
at 01:57
  • msg #58

Working the Spinward Worlds

1.2 Million each or for all 3?  One price seems high, the next low...  $400k for a mostly intact starship?

We reserve the right to reclaim our computer stuff too...  the last Shamshir will be useful to keep...  what do they offer for the fighters?
Fate
GM, 4561 posts
Roll for dodge!
Sun 29 Nov 2020
at 02:12
  • msg #59

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 58):

Yeah, like I said, the best price would be at Shululsish, but two of them need new Comms units, and most need several new computers. Normal starships will run with three of all the computers, and while you have taken the third from these to get 2 Navigational computers to get them jump worthy, there are still a log to computers, such as Targeting, comms, diagnostic and other systems missing. Shamshir with the Terran computers is the one with the unusual armament setup. Another four days and you will have one more Nav computer, but with the bridges taken out, that is a lo of computers and comms that need to be replaced!

They start off assuming the small craft come with the ships, since there are no shuttles...feel free to try a merchant roll to improve their offer.

27 Jan 2180, Naginismure 21.4/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3475 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 29 Nov 2020
at 02:18
  • msg #60

Working the Spinward Worlds

Wow...  well at least he didn't fail miserably...


[Private to GM:  19:17, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 1,6,5.  Merchant.   made by 1 ]
Fate
GM, 4564 posts
Roll for dodge!
Sun 29 Nov 2020
at 02:24
  • msg #61

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 60):

You did better than him...You manage to get the price up to B$1.32. Sorry, those prices before should have been in Billion, not million. My bad...

27 Jan 2180, Naginismure 21.4/28 dTon of supplies (0.7 dTon/week), Current Budget: M$674.5
Cyril Zotmund
Captain, 3476 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 29 Nov 2020
at 02:35
  • msg #62

Working the Spinward Worlds

OK we will take it ... and include the fighters. We will pull our crews as they put their's aboard. We bring the New Shamshir up to speed with a minimal crew and add the computers... we add pulse/beam weapons according to what we have and choose a trusted officer to take it to Giri for "The Treatment", he can recruit crew and marines and then rejoin us.
Fate
GM, 4569 posts
Roll for dodge!
Sun 29 Nov 2020
at 03:02
  • msg #63

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 62):

Ok, Cost of Converting a Captured Shamshir for a Dissident or Pirate Shamshir is approximately M$600...is that the treatment you are referring to?

By the time you conclude your business here, it is the first of February, an you have finished making the second Terran Navigation computer for the new Shamshir. Crewing it with 30 men is not hard, and you may even find some replacement men here for about K$300, though their quality would be questionable. For double that you can hire a more capable company of 30 men capable of flying a starship.

01 Feb 2180, Naginismure 21.4/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994.5
Cyril Zotmund
Captain, 3477 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 29 Nov 2020
at 03:22
  • msg #64

Working the Spinward Worlds

I left with 100, so I should still have 70 or so...  not interested in hiring just yet... having some trouble locating the Dissident Shamshir, but believe that is what we want...beams, 2 Plasma, 4 Parsec jump capability etc... a ships boat and several heavy fighters.  Looked at Madame Fourcade, but her listing is incomplete.
Fate
GM, 4575 posts
Roll for dodge!
Sun 29 Nov 2020
at 03:54
  • msg #65

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 64):

You do, plus the 20 in the LST. Pirate Shamshir listed in Gear Available thread, but those stats sound about right, except that it only has 2 Parsec jump. Not much with 4 parsec jump...but they can come up with this design. You may want to swap the Ball transport for Ball fighter.

You are also able to get some spares to help repair the damage to the Kugel Blitz and the two disabled AKHB Fighters, though it will cost either a 10 days work and k$500, or the past 3 days work and M$1.5. Please let me know which option you are going for. You are also advised that it will take about 7 weeks for reinforcements to be sent from Sukun, a real possibility.

Giving up the cargo space, considerable armour and most of the small craft, this craft carries a single AK Ball craft and has accommodation for up to 50 troops, in addition to the crew. A slightly enlarged Powerplant and replaced computers, as well as weapons changeout, would cost just $300 million, but would still take some time.

Raider Shamshir, 1.2 B, 1000 dTon Flattened Sphere
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, Endurance: 0.32 dTon/week, 2 Workshops, 2 Sickbays
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets, 1x AK Heavy Ball Transport

01 Feb 2180, Naginismure 21.4/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 10:42, Sun 29 Nov 2020.
Cyril Zotmund
Captain, 3479 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 29 Nov 2020
at 20:15
  • msg #66

Working the Spinward Worlds

Madame Fourcade had a 4 Parsec capability IIRC...

 we will take 10 days for $500k...

Found this in my files, but no mention of range...

Dissident Shamshir, Boron, Upgrade cost 500 Million Solars, 1000 dTon Flattened Sphere,
40 Maneuver Drive and 60 Fusion added, both from Shanshurid Branch freighter. Two pulse weapon beams can be utilized to create a Beam weapon, with some extra work, so all of the Pulse weapons would be utilized as well.
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12xBeam, 4xPlasma,  Crew:67, Endurance: 0.33dTon/week, 1 Hanger Bays, Capacity: 90 Tons

Looked at your Excel file, no help ... didn't take time to play with the design...
Fate
GM, 4577 posts
Roll for dodge!
Mon 30 Nov 2020
at 07:09
  • msg #67

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 66):

The Dissident/Pirate (depending on the speakers perspective) Shamshir has just 2 Parsec range, as did Madame Fourdcade. I had not made a 4 Parsec Raider from a Shamshir until below...it requires 400 dTon of fuel alone and this one uses standard Shamshir engines, with the extra speed coming from reduced armour alone.

How much cash you send off with the Shamshir would depend on what modification you have in mind for it. If you have your heart set on 4 Parsec jump ability, the vessel below is your best bet. To upgrade that plus cover the cost of the small craft for the Bases will cost M$1,750. You can send your mate back with the ship to Girii for that, and while that will 'only' leave you with M$244, that will be less that can be stolen! Oh, wait, you were planning on doing the stealing, so that should not matter!

08 Feb 2180, Naginismure 20.7/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 10:53, Mon 30 Nov 2020.
Cyril Zotmund
Captain, 3480 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 30 Nov 2020
at 15:40
  • msg #68

Working the Spinward Worlds

OK, but is we use this basic concept and reduce the armor to 140 and ditch the Missiles, can we mange 4 parsecs?

Jeremiah Johnston, 1.7 B, 1200 dTon Flattened Sphere
(6.1G/Move:3250, dDR:156, dHP: 107, Cargo Space: 26 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:60, Endurance: 0.28dTon/week, Life Support: 100
Weapons: 9x Beam, 6x Pulse, 6x Missile, 2x Plasma Cannon
5x Heavy Ball craft

It was done at Giri, so they should have plans and Cyril likely saw it at some point.
Fate
GM, 4580 posts
Roll for dodge!
Mon 30 Nov 2020
at 19:50
  • msg #69

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 68):

Jeremiah Johnston is a larger vessel due to hull extensions by your own engineers, not by Girii, though they did check it and clean up the design, and it was still only Jump-2 to match Madame Fourcade. If you want more than 110 dDR armour, either loose some fuel (Jump 3 a possibility) or loose some speed. And reduce the small craft...an extra 200 dTons of space has to come from somewhere if you want 4 parsecs!

08 Feb 2180, Naginismure 20.7/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
Cyril Zotmund
Captain, 3481 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 30 Nov 2020
at 22:06
  • msg #70

Working the Spinward Worlds

That was why I was looking at the 200 tons extra on the JJ... taking the armor down from 157 to 140 is quite a few pounds...  the missile array is potentially dispensable too...  I need to get in the program, but chores, honey dos and things i need to do for Christmas are all stopping me...
Just made 8 loaves of Stollen today... not a quick task at all.


Made quick stab at an updated Modified Shamshir and mailed it (the whole file, wouldn't let me mail a page).
If it gets there, let me know what you think...
Fate
GM, 4583 posts
Roll for dodge!
Tue 1 Dec 2020
at 06:16
  • msg #71

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 70):

It is close, but you actually have negative space left, which means it is a non-viable ship. You also have no small craft...so it is actually not a lot different from the Raider I recommended, though it is significantly larger and hence more expensive. At 1.5 Billion, you have a ship with just 30 dDR more and no small craft...and negative cargo space at that, which means you will probably have to remove some armour and engines to make it viable! Upgrade cost would be at least $800 million, given the extent of hull modifications, 70 dTons more of engines and probably 90 dTons more power supply!

If we remove everything excess, ie no small craft, minimal crew, we can manage the following:

However, this is purely a battery, with no lifeboat or chance to escape if the craft is disabled, other than something else docking! Also no troops...

Raider Shamshir, B$1.2 Solars (Upgrade M$276), 1000 dTon Flattened Sphere
(6G/Move:3250, dDR:130, dHP: 97, Cargo Space: 6 dTons, SM:+10, Fuel:4 Parsecs)
Crew: 40 (5 troops), Life Support:40, Supplies Consumption: 0.14 dTon/week, 2 Workshops, 2 Sickbays
Weapons: 12xBeam, 4xPlasma,

By playing with the cabins (ie a LOT more bunks, only officers get state rooms) and reducing the sensors to level 5 instead of 7, I can come up with the following:

Raider Shamshir, B$1.2 Solars (Upgrade M$286), 1000 dTon Flattened Sphere
(6G/Move:3250, dDR:123, dHP: 95, Cargo Space: 7.5 dTons, SM:+10, Fuel:4 Parsecs)
Crew: 90 (50 troops), Life Support:90, Supplies Consumption: 0.32dTon/week, 2 Workshops, 2 Sickbays
Weapons: 12xBeam, 4xPlasma,
1x AK Heavy Ball Transport

Given that Kugel Blitz only has dDR 110, not a huge advantage in having heavier. The more firepower you bring, the more they will invest in stopping you, because you are clearly investing more into the attack, therefore you have more to loose. This was seen in WWII, and often used as a ruse...make the enemy think you have a big army, and he responds by moving his troops there to meet you. Works great if they are wrong, but not so useful if they are right, and you have hit them once now...
This message was last edited by the GM at 09:51, Tue 01 Dec 2020.
Cyril Zotmund
Captain, 3482 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 1 Dec 2020
at 17:52
  • msg #72

Working the Spinward Worlds

Interesting point, I had not paid enough attention and thought Kugelblitz had more armor than that. I was assuming that around 140 was needed to stop the pulse lasers... so revisiting the Raider-

Raider Shamshir, 1.2 B, 1000 dTon Flattened Sphere
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, Endurance: 0.32 dTon/week, 2 Workshops, 2 Sickbays
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets, 1x AK Heavy Ball Transport

If we reduce the troops some to say 35-40 does that give us much back? I don't think going to two plasmas does a whole lot ... but I do think we need more small craft. Maybe bumping up the size a little and accepting the 5.9 accel would be worth it.
Fate
GM, 4589 posts
Roll for dodge!
Tue 1 Dec 2020
at 19:45
  • msg #73

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 72):

Playing with that a little, I can come up with the following:

Raider Shamshir, B$1.1 Solars (Upgrade M$238), 1000 dTon Flattened Sphere
(5.7G (6G with Ball Fighters deployed)/Move:3250, dDR:110, dHP: 92, Cargo Space: 4.5 dTons, SM:+10, Fuel:4 Parsecs)
Crew: 62 (20 troops), Life Support:90, Supplies Consumption: 0.32dTon/week, 2 Workshops, 2 Sickbays
Weapons: 18xBeam, 2xPlasma,
2x AK Heavy Ball Fighter, 2x AK APC

This cuts back troops significantly, using APCs instead of a single Ball Transport, which is usually fine, because you rarely deploy the Transport under fire or while moving.
Cyril Zotmund
Captain, 3483 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 1 Dec 2020
at 21:55
  • msg #74

Working the Spinward Worlds

That's really close ... would have liked one more Ball Fighter/Bomber, but the APCs make sense. let's go with that and see how it plays out.

We'll call it Seax as a name. Nasty in a close in fight.

Now you had suggested that the Locals were likely hard pressed for ships and that the reinforcements would probably be Gashiddas... which aren't generally much of a threat in small numbers. Now you suggest that we should probably expect a serious response, new Intell? There really isn't any other way to get to the prison, so we'd have to jump through regardless ... the trip around to Sukun s long and doesn't necessarily offer much advantage.
Fate
GM, 4592 posts
Roll for dodge!
Wed 2 Dec 2020
at 06:32
  • msg #75

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 74):

My point is if you move in with a small fleet, they will likely meet you with a larger one. That is Vilani doctrine...the bigger hammer theory. Moving in quickly, you can expect little more than Gashiddas. If they have enough time, they will likely get something from Sukun. If you give them time, they will send to Kidashi for backup. Just like what happened with the forces near Ceti-Command. It works well from Terra's perspective...it ties up forces! But it also makes raiding more of a challenge...

Glad that design works. So send the Shamshir off to get modified, with enough cash to cover the rest of the small craft for the Bases? The small craft will cost B$ 1.448, +M$ 238 for the modifications, leaving you with M$308.

Seax, B$1.1 Solars (Upgrade M$238), 1000 dTon Flattened Sphere
(5.7G (6G with Ball Fighters deployed)/Move:3250, dDR:110, dHP: 92, Cargo Space: 4.5 dTons, SM:+10, Fuel:4 Parsecs)
Crew: 62 (20 troops), Life Support:90, Supplies Consumption: 0.32dTon/week, 2 Workshops, 2 Sickbays
Weapons: 18xBeam, 2xPlasma,
2x AK Heavy Ball Fighter, 2x AK APC

08 Feb 2181, Naginismure 20.7/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:24, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3484 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 2 Dec 2020
at 19:20
  • msg #76

Working the Spinward Worlds

OK, That is clearer... my goal is to cause disruption so another quick foray seems safe ... we have spent a week here, so they cannot have sent very much yet...  we return to Shuurashana's Outer GG to see what has showed up.
This message was last edited by the player at 19:20, Wed 02 Dec 2020.
Fate
GM, 4593 posts
Roll for dodge!
Wed 2 Dec 2020
at 19:37
  • msg #77

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 76):

It was actually 01 Jan when you first arrived, so you could expect re-inforcements from Sukun as early as the end of February.

Jumping to the outer Gas Giant in Shuurashana, however, you only find a pair of Gashiddas waiting on the jump point on the far side of the Gas Giant, about 1 million miles away. They begin to retreat as soon as you both arrive. You detect 4 more Gashiddas at the colony.

15 Feb 2181, Shuurashana 20/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:25, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3485 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 2 Dec 2020
at 23:47
  • msg #78

Working the Spinward Worlds

We refuel and jump to Unsharlur.


IIRC we were here looking for Dissidents and others who might be friendly to Girii and or terra.
Fate
GM, 4597 posts
Roll for dodge!
Thu 3 Dec 2020
at 06:23
  • msg #79

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 78):

Unsharlur has three gas Giants orbiting outside three planets. The inner planet is without atmosphere, the next planet has minimal atmosphere and the third planet has a strange Nitrogen atmosphere that contains only 2% Oxygen.

It is this last planet that has a massive prison complex build into an old mine. It boasts that none have ever successfully escaped, though you know that not to be true. It is true, though, that the hostile atmosphere is lethal to many who escape the complex, making the number of guards minimal, and therefore the prison is highly efficient. The low oxygen level, with very few plants, means that those controlling the oxygen plant control the occupants.

All this you know before you enter. To which planet to you jump to?

22 Feb 2181, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:25, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3486 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 3 Dec 2020
at 22:24
  • msg #80

Working the Spinward Worlds

Let's be daring and jump to the prison colony and have the LST do it's thing and eliminate the guards. The three AK Combo fighters will provide close support as needed and the transport ball will provide 60 back up troops (so 80 total available behind the two APCs and the Tank.

Kugelblitiz will first survey and declare the area secure for the landing and then work to keep it that way. Any ships around, especially cargo or liners will be grabbed for transportation.
Fate
GM, 4599 posts
Roll for dodge!
Fri 4 Dec 2020
at 05:06
  • msg #81

Working the Spinward Worlds

In reply to Fate (msg # 79):

Well, you are in luck. There does appear to be a prison transport in orbit of the planet. But your scanners quickly pick up more pressing concerns.

At the colony, five Gashidda form up, with one unusual one in the lead. The front one seems to have beam weapons, while the rest support with a barrage of 36 missiles, launching their shuttles as well. The lead craft does not launch anything.

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70, 70/70, 70/70, 70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Combat Shuttle 39M, 20 dTon Needle/Wedge
34/34, 34/34, 34/34, 34/34
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Beam Gashidda, 599 M Solars, 400 dTon Close Structure
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 12x Beams in 4 turrets, Crew:23, Endurance: 12 weeks,

[Private to GM: In hold...
Ships Combat boat,62.5M, 30 dTon Needle/Wedge
40/40, 40/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces
]

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

22 Feb 2181, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:25, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3487 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 4 Dec 2020
at 16:47
  • msg #82

Working the Spinward Worlds

OK, the lead ship is the primary target, the Shuttles are next. then the others.  can the APCs get to the transport?
Precision kills on targeting and weapons for the lead ship ... the other gashiddas are "Just kill it " targets, as the ship type is of less and less use.
Everything is a function of ranges.
Fate
GM, 4605 posts
Roll for dodge!
Fri 4 Dec 2020
at 19:49
  • msg #83

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 82):

To get to the Transport, you will have to go around the warships. For now, it is trusting in the warships and not moving, though it is armed. Likely, once you deal with the warships, you will easily be able to capture the Hero.

The Gashiddas, close to 55,000 miles as you deal with the 36 missiles easily, before you exchange fire with them.

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)+4(Shuttles, end)= 9, r
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+10(SM)= 12, r
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-16(Range)+4(Shuttles, end)= 9, r
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)= 6, not launched
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM)= 13,not launched

[Private to GM:
Gashidda precision Beam, 15xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r13
Assault Shuttles 4xBeam: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r8
Gashidda precision pulse, 12xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r4, dam 1
Gashidda 3xSandcasters, dDR: 90+45=135, skill 16+2(Comp)-16(Range)+10(SM)= 12, r12
]

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70, 70/70, 70/70, 70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Combat Shuttle 39M, 20 dTon Needle/Wedge
34/34, 34/34, 34/34, 34/34
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Beam Gashidda, 599 M Solars, 400 dTon Close Structure
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 15x Beams in 5 turrets, Crew:23, Endurance: 12 weeks,

[Private to GM: In hold...
Ships Combat boat,62.5M, 30 dTon Needle/Wedge
40/40, 40/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces
]

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

22 Feb 2181, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:26, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3488 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 4 Dec 2020
at 20:36
  • msg #84

Working the Spinward Worlds

As stated, the lead ship (targeting & weapons) is the primary followed by the Shuttles.
Seru can be Launched now. Bombers as soon as it looks like they will be in range.

13:33, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 3,4,1.  LST  Group 3 - 3 beams.
13:33, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 4,5,1.  LST  Group 2 - 6 beams.
13:32, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,3,3.  LST  Group 1 - 6 beams.
13:32, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 3,4,1.  Kugelblitz Beams Group 1 (5 beams).
13:32, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,2,4.  Kugelblitz Beams Group 2 (6 beams).
13:31, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 5,1,1.  Kugelblitz Beams Group 3 (5 beams).
13:31, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 3,3,6.  Kugelblitz Beams Group 4 (6 beams).
13:31, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 3,1,2.  Kugelblitz Sand Casters
Fate
GM, 4609 posts
Roll for dodge!
Fri 4 Dec 2020
at 21:12
  • msg #85

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 84):

Yep, cool. Given your gunners knowledge of the chance of precision shots at this range, I have opted for regular shots until you get closer, with the LST targeting the shuttles to avoid excessive damage to one target should everything hit...are you allowing them to close the range any?

[Seriously? Gashidda rolled a natural 4 for attack AND dodge!]

The first round is impressive for them...but it is the regular Gashiddas that have the most impressive shooting, targeting the engine nacelles of the Kugel Blitz. Fortunately, at this range, despite very impressive targeting, they fail to penetrate to do significant damage, just doing some minor damage the engineers get started on right away. (They will be able to have a regular repair roll after three rounds...) That does not feel so bad when your own rounds fail to connect, due to flying you did not think possible in a Gashidda! To your suprise, they continue to close!

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)+9(Gashidda)= 14, r12,7,8,8, d4
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+10(SM)= 12, r6, d4
LST, 15xBeams: Precision Skill 16+2(sAcc)+2(Comp)-16(Range)+4(Shuttles, end)= 9, r8,10,8, d8, dam 0
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)= 6, not launched
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM)= 13,not launched

[Private to GM:
Gashidda precision Beam, 15xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r13
Assault Shuttles 4xBeam: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r8
Gashidda precision pulse, 12xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r4, dam 1
Gashidda 3xSandcasters, dDR: 90+45=135, skill 16+2(Comp)-16(Range)+10(SM)= 12, r12
]

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70, 70/70, 70/70, 70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Combat Shuttle 39M, 20 dTon Needle/Wedge
34/34, 34/34, 34/34, 34/34
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Beam Gashidda, 599 M Solars, 400 dTon Close Structure
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 15x Beams in 5 turrets, Crew:23, Endurance: 12 weeks,

[Private to GM: In hold...
Ships Combat boat,62.5M, 30 dTon Needle/Wedge
40/40, 40/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces
]

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

22 Feb 2180, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
Cyril Zotmund
Captain, 3489 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 4 Dec 2020
at 21:40
  • msg #86

Working the Spinward Worlds

Holy dip stick ... and I really rolled well for a change.

CRAP! I wondered why I was rolling so damn hot... corrected the number of die.  BUT you can use those first rolls if you want!!

14:39, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 5,1,3.  LST  Group 3 - 3 beams.
14:38, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 2,4,6.  LST  Group 2 - 6 beams.
14:38, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,2,5.  LST  Group 1 - 6 beams.
14:38, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,2,6.  Bomber 1.
14:38, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,4,3.  Bomber 2.
14:37, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 6,1,1.  Seru 1.
14:37, Today: Cyril Zotmund rolled 4 using 3d6 with rolls of 1,1,2.  Seru 2.
14:37, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,1,6.  Kugelblitz Beams Group 1 (5 beams).
14:37, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,5,4.  Kugelblitz Beams Group 2 (6 beams).
14:36, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,3,6.  Kugelblitz Beams Group 3 (5 beams).
14:36, Today: Cyril Zotmund rolled 4 using 3d6 with rolls of 1,2,1.  Kugelblitz Beams Group 4 (6 beams).
14:36, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 2,6,5.  Kugelblitz Sand Casters.
Fate
GM, 4612 posts
Roll for dodge!
Fri 4 Dec 2020
at 22:34
  • msg #87

Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 86):

4 critical successes in 2 rounds! Generally a successful round...despite surprises!

Since you did not mention moving away and they are closing, continue to close to 15,000 miles (-12), at which point the lead Gashidda launches two ships boats! The Bombers are launched now as well, as they will be in range by the end of this round.

Between the Seru smashing one turret and the Kugel Blitz smashing another, the hits are so damaging that the vessel is crippled, with the Kugel Blitz punching through the turret and taking out the bridge as well, and the Seru actually managing to take out two turrets!

The LST, targeting small craft, detects the launch of the craft with plasma weapons and targets them with a turret each, as well as targeting the shuttles with a turret each. Three shuttles are disabled, but their beams fail to penetrate the armour of the heavier craft, which is as thick as the Gashiddas!

Finally, the second Seru, being a little slow off the mark and realizing the lead Gashidda is done for, targets the heavily armoured new arrivals, disabling one of them.

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r4,11,11,13, d9, dam 57
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+10(SM)= 16, r13, d9
LST, 5x3xBeams: Precision Skill 16+2(sAcc)+2(Comp)-12(Range)+4(Shuttles, end)= 13, r11,12,9, d13, dam 0 to combat boat, 21x2 to each shuttle.
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r4,8, d9, dam 57
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM)= 13, launching

[Private to GM:
Gashidda precision Beam, 15xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r8, d9
Assault Shuttles 4xBeam: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r10
Gashidda precision pulse, 12xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r12
Gashidda 3xSandcasters, dDR: 90+45=135, skill 16+2(Comp)-12(Range)+10(SM)= 16, r10
Assault Shuttles Sandcasters, dDR: 90+45=135, skill 16+2(Comp)-12(Range)+10(SM)= 16, r15,
]

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70, 70/70, 70/70, 70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Combat Shuttle 39M, 20 dTon Needle/Wedge
-6/34, -6/34, -6/34, 34/34
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: -48/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 156x Beams in 2 5 turrets, Crew:23, Endurance: 12 weeks,

Ships Combat boat,62.5M, 30 dTon Needle/Wedge
-17/40, 40/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

22 Feb 2180, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
Cyril Zotmund
Captain, 3490 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 5 Dec 2020
at 02:32
  • msg #88

Working the Spinward Worlds

The Beam Gashidda needs to be disabled, I hope to capture it for Intell value.  The two plasma boats need to be dealt with and the last shuttle, then we can start smashing Gashiddas.

19:32, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,6,1.  LST  Group 3 - 3 beams.
19:32, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,4,4.  LST  Group 2 - 6 beams.
19:31, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,3,5.  LST  Group 1 - 6 beams.
19:31, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 1,6,4.  Bomber 1.
19:31, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,3,6.  Bomber 2.
19:31, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,5,4.  Seru 1.
19:30, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 1,6,5.  Seru 2.
19:30, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 5,1,1.  Kugelblitz Beams Group 1 (5 beams).
19:30, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,4,1.  Kugelblitz Beams Group 2 (6 beams).
19:30, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 3,6,3.  Kugelblitz Beams Group 3 (5 beams).
19:29, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,4,4.  Kugelblitz Beams Group 4 (6 beams).
19:29, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 2,3,1.  Kugelblitz Sand Casters.
Fate
GM, 4617 posts
Roll for dodge!
Sat 5 Dec 2020
at 03:14
  • msg #89

Re: Working the Spinward Worlds


The Beam Gashidda is already disabled.

Kugel Blitz smashes the Gombat boat with one turret, disabling it, while hitting two of the four Gashiddas with the other turrets. Two sets miss entirely, but one Gashidda is disabled and another looses a manoeuvre drive. Unfortunately, the damage does not prevent them returning fire...

The LST deals with the last Shuttle easily, but the Gashiddas then focus their fire on it. They manage numerous small hits on the LST, disabling the Manoeuvre drives and forcing the ejection of the fusion plant, disabling the vessel.

The Seru then provide covering fire for the Bombers to close, though at this range, they are not so effective.

All that is left is the 3 Regular Gashiddas. The shuttles are gone, as is the combat boat. The Hero is moving in to pick up survivors from various wreck and disabled ships...possibly including the LST if you let it, but it will be many rounds before that is possible...

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r13,12,7,7, d13, dam 69 x 3, 46
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+10(SM)= 16, r6, d11
LST, 5x3xBeams: Precision Skill 16+2(sAcc)+2(Comp)-12(Range)+4(Shuttles, end)= 13, r14,12,12 d13, dam 33x3
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r12,11, d13
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-12(Range)+10(SM)= 15, r13,11, d1

[Private to GM:
Assault Shuttles 1xBeam: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r9
Gashidda precision pulse, 12xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r7, d11, dam 8x12
Gashidda 3xSandcasters, dDR: 90+50=135, skill 16+2(Comp)-12(Range)+10(SM)= 16, r7, d9
Assault Shuttles Sandcasters, dDR: 90+45=135, skill 16+2(Comp)-12(Range)+10(SM)= 16, r11, d11
Combat ship, Skill 16-1(sAcc)+2(Comp)-12(Range)+10(SM)= 14, r10, d14, dam 1x3
]

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
-20/70 (1/2 Manoeuvre drive destroyed), 16/70 (Cargo bay destroyed), 40/70, 70/70
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Combat Shuttle 39M, 20 dTon Needle/Wedge
-6/34, -6/34, -6/34, dest.
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: -48/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 156x Beams in 2 5 turrets, Crew:23, Endurance: 12 weeks,

Ships Combat boat,62.5M, 30 dTon Needle/Wedge
-17/40, -29/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

22 Feb 2180, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
Cyril Zotmund
Captain, 3491 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 5 Dec 2020
at 03:38
  • msg #90

Re: Working the Spinward Worlds

OK, the Last three Gashiddas have to go... what is the range> I thought we were in close.

20:37, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 5,4,6.  Bomber 1.
20:37, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,2,3.  Bomber 2.
20:37, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,6,2.  Seru 1.
20:37, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,1,5.  Seru 2.
20:36, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 5,5,4.  Kugelblitz Beams Group 1 (5 beams).
20:36, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,4,3.  Kugelblitz Beams Group 2 (6 beams).
20:36, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,2,5.  Kugelblitz Beams Group 3 (5 beams).
20:36, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,4,1.  Kugelblitz Beams Group 4 (6 beams).
20:36, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 4,6,5.  Kugelblitz Sand Casters.
Fate
GM, 4620 posts
Roll for dodge!
Sat 5 Dec 2020
at 04:03
  • msg #91

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 90):

Range still at 15,000 miles (-12), no word from you on desired range beyond 'in range for the bombers". But at last, you rolled a good dodge, right when you needed it!

Between your beams and bombers, you disable all three craft. The Bombers and Seru head towards the Hero, asking if you want them to apprehend the vessel.

You are clearly going to have some work to do, but at least spare parts will not be a problem. Do you want to roll some Mechanic rolls to fix? You have your team of 10 mechanics, with average skills of 16 capable of working 10 hour days, and the repair drone with the recovery skill of 14 that can work continuously. Normal work time is 30 minutes per attempt, or 1 hour for a +1. There is a -3 as usual due to the expensive items, so to simplify rolls are against 14 for the men, or 12 for the Ball, every hour. If you do not trust the dice roller (understandable) you can accept a roll of 12, meaning that you repair 3 dHP per hour with the men, or 1 dHP per hour with the Ball, which will equate to 54 dHPs work per day.

The Kugel Blitz is at 65/80 dHP, but with no major damage, but the LST is at -34/62, and needs a replacement fusion plant and Manoeuvre drive, which will cost an extra 40 dHP to remove from the Gashiddas around. The Beam Gashidda is at -48/66 and has lost 3 turrets, needing at least 50 dHP to be jump capable and additional parts work 30 dHP removed from the other craft. In short, you are looking at a bare minimum of 154 dHps worth of work, or 3 days work, unless you want to roll for it, just to get the LST and Beam Gashidda jump capable, though you need a few more beam weapons...an extra day would suffice to permit salvage of beam weapons and perhaps sandcasters to replace one lost beam turret and give some useful defence in sandcasters. On the plus side, you can still launch vehicles from the LST...

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r7,12,13,14, d10, dam 2x33
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+10(SM)= 16, r15, d10
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r8,9, d10, dam 2x33
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-12(Range)+10(SM)= 15, r7,15, d10, dam 5, 25

[Private to GM:
Gashidda precision pulse, 12xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r8, d8
Gashidda 3xSandcasters, dDR: 90+50=135, skill 16+2(Comp)-12(Range)+10(SM)= 16, r8, d8
]

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
-20/70 (1/2 Manoeuvre drive destroyed), -17/70 (Cargo bay, 1 turret destroyed), -18/70 -1 turret, -1/70 (-2 turrets)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Combat Shuttle 39M, 20 dTon Needle/Wedge
-6/34, -6/34, -6/34, dest.
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: -48/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,

Ships Combat boat,62.5M, 30 dTon Needle/Wedge
-17/40, -29/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

[Private to GM: Fleet of 10 Shamshirs with 3 Beam Fighters and a combat boat each arrive on 27 Feb 2180]
22 Feb 2180, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 10:17, Sat 05 Dec 2020.
Cyril Zotmund
Captain, 3493 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 5 Dec 2020
at 17:46
  • msg #92

Re: Working the Spinward Worlds

OK, Lots to do... Yes, hold the Hero, we will send the Transport with 40 men and a Prize crew. Next the Transport takes 330 men and an engieering crew to the Beam Gashidda to asses it's real value, both forintelligence and as a ship to use.

Priority is to fix Kugelblitz and the LST in that order. We will wait on the Beam gashiddas assessment before assigning it a priority.
Enemy ships are told that they are dead if they blow up their ship ... might as well just stay on board. Those who surrender and comply will be taken to the planet. We do a quick assessment of the planets defense and if weak, we put the APCs and tank down, secure the guards and any crews from damaged ships, then get contact with the prisoners.


As for repairs...  too complex...  I chose to do the roll for 12 and bless my soul, the die roller smiled on me big time!

10:45, Today: Cyril Zotmund rolled 3 using 3d6 with rolls of 1,1,1.  Engineering.
Fate
GM, 4626 posts
Roll for dodge!
Sat 5 Dec 2020
at 21:16
  • msg #93

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 92):

It does not take much to hold the Hero. There are guards on board, and it is suggested using the Hero to rescue any Vilani survivors from the wrecked ships, and putting them all on the planet, with troops to oversee that, as a way of clearing the ships, and perhaps getting some assistance from the planet on the return trip. I assume you meant 33 men for the beam Gashidda,, plus a prize crew? 330...you don't have that many!

The planetary defences are moderate, but focussed in the starport. Six laser towers (essentially armoured light turrets with beam lasers) with a reliance on starships for space superiority, presumably to reduce the risk of prisoners capturing the base and shooting down the starships, with perhaps 100 troops at the base. But most of the prisoners move far enough away from the fort that they can be picked up by something as small as the APCs safely, as the small craft can manoeuvrer in the valleys.

The Beam Gashidda appears to be a local version of the Escort Gashidda, with identical characteristics. As an escort, they have been found to be very useful, and were in several major engagements on Girii's side. Perhaps it is not surprising they are being adopted by others...

Wow, what a roll! Incredibly, you find all the parts you need for the LST (was 40 dHP worth!) in the first hour. You have about 6 more hours today. You can elect to roll per hour, or take 12, as before.

When you say priority is to fix them, I assume you mean to fix them to jump capable, or fix them entirely?

Kugel Blitz is at 65/80 dHP, just armour damage. Very much jump capable now.
LST is at -34/62, needs 35 dHP, found all the parts!
Beam Gashidda is at -48/66, needs 50 dHP + 30 dHP for parts.

Let me know what you are doing about small craft.

Combat Shuttle 39M, 20 dTon Needle/Wedge
-6/34, -6/34, -6/34, dest.
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: -48/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,
2x30 dTon Bays for ships boats or Ships combat boats.

Ships Combat boat,62.5M, 30 dTon Needle/Wedge
-17/40, -29/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

[Private to GM: Fleet of 10 Shamshirs with 3 Beam Fighters and a combat boat each arrive on 27 Feb 2180]
22 Feb 2180, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 01:14, Sun 06 Dec 2020.
Cyril Zotmund
Captain, 3495 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Dec 2020
at 02:41
  • msg #94

Re: Working the Spinward Worlds

Actually it was supposed to be 30 men.

The Beam Gashidda is less interesting than I thought, but still more useful that the regular versions. We will fix it after the LST. Jump capable first, then combat ready if time permits.

It appears that several of the regular Gashiddas are easily salvageable too.  And that might also provide transport for prisoners.

We will put the salvageable small craft aboard the captured ships. The Hero lets crews off away from the beam towers ... I am sure the Tank could bust them, but let's take the easy way... how many of these ?? prisoners are political? How many from Suken ( or Nushmi).

Can the fly a Gashidda?


19:41, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 1,3,3.  Engineering.
Fate
GM, 4630 posts
Roll for dodge!
Sun 6 Dec 2020
at 02:52
  • msg #95

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 94):

Ok, 30 makes sense too, +10 engineers.

If you roll just one with engineering, please indicate the time frame in the roll description! Otherwise I have to assume 1 hr rolls.

Each regular Gashidda can take one shuttle, but the shuttles will also need to be repaired as well.

You have prisoner records, so you can see of the thousands of prisoners there are hundreds who are political prisoners, many ex-crews of patrol craft, so you could probably get about 10 crews amoung the prisoners, if you could find them.

Lets say there are 3,000 political prisoners. Roll a percentage (yes, you will have to change the dice, for possibly the first time in this game!) for a percentage of those you can track down. Lets say 10% of them will be starship crews, and 2% will be starship engineers!

The Tank would find the turrets a challenge, but avoiding hitting it is also not a bad idea.

Kugel Blitz is at 65/80 dHP, just armour damage. Very much jump capable now.
LST is at -16/62, needs 17 dHP, found all the parts!
Beam Gashidda is at -48/66, needs 50 dHP + 30 dHP for parts.

Let me know what you are doing about small craft.

Combat Shuttle 39M, 20 dTon Needle/Wedge
-6/34, -6/34, -6/34, dest.
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: -48/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,
2x30 dTon Bays for ships boats or Ships combat boats.

Ships Combat boat,62.5M, 30 dTon Needle/Wedge
-17/40, -29/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

[Private to GM: Fleet of 10 Shamshirs with 3 Beam Fighters and a combat boat each arrive on 27 Feb 2180]
22 Feb 2180, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
Cyril Zotmund
Captain, 3496 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Dec 2020
at 03:05
  • msg #96

Re: Working the Spinward Worlds

OK, we track down some 2310 political prisoners.
231 are crew qualified and 46 are Starship  engineers.

Given the Hero and the Gashiddas, how many can we take out? Do all want to go?
If we empty hangers, does that help? I know life support is going to be an issue.
Fate
GM, 4634 posts
Roll for dodge!
Sun 6 Dec 2020
at 03:22
  • msg #97

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 96):

Correct. You do track down 2310 political prisoners, 231 of which are crew qualified and 46 are Starship engineers. This roll factored in those who were willing to leave, given they are aware that Terrans are likely to take them beyond the Vilani borders.

Lets assume that these will not be available until the second day if you transfer them to the Gashiddas today. Each Gashidda can support up to 40 crew, and the Hero Transport can support 70 persons for a short time (life support 35). It would be more effective to use the Ball transport since it is faster, since it can transport a full crew of 40 in once load. It is reasonable that you could transport all 5 crews (including the crew of the Beam Gashidda) in the first day. That would be 200 crew and all 46 engineers...providing an additional 4.5 Engineering teams with an average skill of 15. Still able to have 5 more hours for the first day...

Of course, then you get the remaining 31 crew to man the Hero. Nice number...that would leave 100 men to put into the Hero's low Berths...your are right...life support is the issue, so emptying hangers will not help, but fixing the shuttles will, as they have life support for 10 each.

Kugel Blitz is at 65/80 dHP, just armour damage. Very much jump capable now.
LST is at -16/62, needs 17 dHP, found all the parts!
Beam Gashidda is at -48/66, needs 50 dHP + 30 dHP for parts.

Let me know what you are doing about small craft.

Combat Shuttle 39M, 20 dTon Needle/Wedge
-6/34, -6/34, -6/34, dest.
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: -48/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,
2x30 dTon Bays for ships boats or Ships combat boats.

Ships Combat boat,62.5M, 30 dTon Needle/Wedge
-17/40, -29/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

[Private to GM: Fleet of 10 Shamshirs with 3 Beam Fighters and a combat boat each arrive on 27 Feb 2180]
23 Feb 2180, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
Cyril Zotmund
Captain, 3497 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Dec 2020
at 03:27
  • msg #98

Re: Working the Spinward Worlds

OK, so we fix all repairable Gashiddas and all repairable shuttles... that totals about 300 men we can transport, plus the low berths.
I don't think the LST can take any, but Kugelblitz could take about 30 or so...  total of 430 men out of 2300 ... not good.
Fate
GM, 4635 posts
Roll for dodge!
Sun 6 Dec 2020
at 03:34
  • msg #99

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 98):

It is still not insignificant. it gives hope...and that can be more dangerous than nuclear weapons!

Ok, want to roll engineering (setting the period if more than an hr) or just take 12s?
Cyril Zotmund
Captain, 3498 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Dec 2020
at 03:35
  • msg #100

Re: Working the Spinward Worlds

Just 12s, how many do you want?
Fate
GM, 4636 posts
Roll for dodge!
Sun 6 Dec 2020
at 03:45
  • msg #101

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 100):

How many rolls? Depends on how long the period is (please state the number of hours for each roll in the description) and how long you want to work for.

If you take 12's then your crew repair 3 dHP per hour (30 dHP/day), the new crews fix 2 dHP per hour (20 dHP per ship per day) and the ball does 1 dHP per hour (24 dHP/day).
This message was last edited by the GM at 03:46, Sun 06 Dec 2020.
Cyril Zotmund
Captain, 3499 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Dec 2020
at 04:04
  • msg #102

Re: Working the Spinward Worlds

OK, I am not going to roll hourly or whatever repair rolls...  and the daily roll screwed the pooch.

21:03, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,2,6.  repairs.
Fate
GM, 4637 posts
Roll for dodge!
Sun 6 Dec 2020
at 04:14
  • msg #103

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 102):

Ok, well, I did say that unless the period was in the roll description, it would be taken as an hourly roll...useful for this occasion! Try again, with daily in the roll? or just take 12s?

I just realized that there were a lot of parts needed for the LST and the Beam Gashidda...one of the regular Gashiddas will have to be cannibalised for the rest to be repaired. That will mean you can only get three Gashidda's fixed up. That will reduce the number of persons you can rescue by 40. You could in time transfer some of that accommodation from this vessel to the cargo space of another regular Gashidda.

Kugel Blitz is at 65/80 dHP, just armour damage.
LST is at -17/62, needs 17 dHP, found all the parts!
Beam Gashidda is at -48/66, needs 50 dHP + 30 dHP for parts.

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space: 5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
-20/70 (1/2 Manoeuvre drive destroyed), selected to be parts.
-17/70 (Cargo bay, 1 turret destroyed), perhaps have the accommodation space here? 20 dHP to transfer it.
-18/70 -1 turret,
-1/70 (-2 turrets)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: -48/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,
2x30 dTon Bays for ships boats or Ships combat boats.

Ships Combat boat,62.5M, 30 dTon Needle/Wedge
-17/40, -29/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Combat Shuttle 39M, 20 dTon Needle/Wedge
-6/34, -6/34, -6/34
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

[Private to GM: Fleet of 10 Shamshirs with 3 Beam Fighters and a combat boat each arrive on 27 Feb 2180]

1900 22 Feb 2181, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:24, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3500 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Dec 2020
at 19:26
  • msg #104

Re: Working the Spinward Worlds

We'll try to fit in more bunks ... as well as everything else


12:24, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 2,6,5.  Hourly repair rolls.
12:24, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,5,3.  Hourly repair rolls.
12:24, Today: Cyril Zotmund rolled 5 using 3d6 with rolls of 1,1,3.  Hourly repair rolls.
12:24, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,3,5.  Hourly repair rolls.
12:24, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 4,6,6.  Hourly repair rolls.
12:23, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,4,1.  Hourly repair rolls.
12:23, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,4,4.  Hourly repair rolls.
12:23, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,3,4.  Hourly repair rolls.
12:23, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 3,1,2.  Hourly repair rolls.
12:23, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,2,5.  Hourly repair rolls.
12:22, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 6,2,1.  Hourly repair rolls.
12:22, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 1,2,4.  Hourly repair rolls.
Fate
GM, 4640 posts
Roll for dodge!
Sun 6 Dec 2020
at 20:01
  • msg #105

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 104):

You gather more parts and the next day all the teams get started. All vessels except the Beam Gashidda, which was most heavily damaged, are now jump capable. The Beam Gashidda is significantly improved...

7  Ball: 6 dHP, Gashidda crews: 7 dHP, Your crew, 8 dHP
9  Ball: 4 dHP, Gashidda crews: 5 dHP, Your crew, 6 dHP
8  Ball: 5 dHP, Gashidda crews: 6 dHP, Your crew, 7 dHP
6  Ball: 7 dHP, Gashidda crews: 8 dHP, Your crew, 9 dHP
12 Ball: 1 dHP, Gashidda crews: 2 dHP, Your crew, 3 dHP
14 Ball: 0 dHP, Gashidda crews: 0 dHP, Your crew, 1 dHP
9  Ball: 4 dHP, Gashidda crews: 5 dHP, Your crew, 6 dHP
16 -
14 Ball: 0 dHP, Gashidda crews: 0 dHP, Your crew, 1 dHP
5  Ball: 8 dHP, Gashidda crews: 9 dHP, Your crew, 10 dHP
9  Ball: 4 dHP,
13 Ball: 0 dHP,


Kugel Blitz is at 65/80 dHP, just armour damage.
LST is at 34/62
Beam Gashidda is at -14/66

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space: 5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
-20/70 (1/2 Manoeuvre drive destroyed), selected to be parts.
25/70 (Cargo bay, 1 turret destroyed),accommodation space transferred
24/70 -1 turret,
41/70 (-2 turrets)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: -48/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,
2x30 dTon Bays for ships boats or Ships combat boats.

Ships Combat boat,62.5M, 30 dTon Needle/Wedge
-17/40, -29/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Combat Shuttle 39M, 20 dTon Needle/Wedge
-6/34, -6/34, -6/34
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

[Private to GM: Fleet of 10 Shamshirs with 3 Beam Fighters and a combat boat each arrive on 27 Feb 2180]

1900 22 Feb 2181, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:23, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3501 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Dec 2020
at 23:05
  • msg #106

Re: Working the Spinward Worlds

OK, so we have more to fix...


16:05, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 1,4,2.  Hourly repair rolls.
16:04, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,3,3.  Hourly repair rolls.
16:04, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 3,5,6.  Hourly repair rolls.
16:04, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,2,5.  Hourly repair rolls.
16:04, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,6,2.  Hourly repair rolls.
16:04, Today: Cyril Zotmund rolled 17 using 3d6 with rolls of 6,5,6.  Hourly repair rolls.
16:04, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 4,6,5.  Hourly repair rolls.
16:03, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,6,2.  Hourly repair rolls.
16:03, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 1,6,5.  Hourly repair rolls.
16:03, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,3,3.  Hourly repair rolls.
16:03, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,3,2.  Hourly repair rolls.
16:03, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 3,4,3.  Hourly repair rolls

We speak with the Hero and ask who sent them to bring Prisoners back... debating if we could get into Sukun or if we need to go back out through Shuurushana and around the long way.
This message was last edited by the player at 23:10, Sun 06 Dec 2020.
Fate
GM, 4643 posts
Roll for dodge!
Mon 7 Dec 2020
at 07:31
  • msg #107

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 106):

The next days work sees all the craft returned to be capable of jumping, with the LST and the Kugel Blitz restored to full strength. The shuttles are recovered, and engineers will continue to work on them once the ships have been fully repaired. The men who commanded the shuttles, after a day of having to hike back to the base through angry prisoners, are in no mood to talk, but the logs tell you that the Transport is operated from Sukun under command of the Governor there. They suggest that there are a lot more forces in that direction. If any have come back from Sukun to re-inforce Shuurashana, you would expect they might come through here, as this is considered to be a strategic target, given how many political prisoners are here.

Time is now midnight and it has just become the 25 Feb.


10  Ball: 3 dHP, Gashidda crews: 4 dHP, Your crew, 5 dHP
7   Ball: 6 dHP, Gashidda crews: 7 dHP, Your crew, 8 dHP
12  Ball: 1 dHP, Gashidda crews: 2 dHP, Your crew, 3 dHP
12  Ball: 1 dHP, Gashidda crews: 2 dHP, Your crew, 3 dHP
9   Ball: 4 dHP, Gashidda crews: 5 dHP, Your crew, 6 dHP
15  0 repairs
17  Ball: -4 dHP, Gashidda crews: -3 dHP, Your crew, -2 dHP
12  Ball: 1 dHP, Gashidda crews: 2 dHP, Your crew, 3 dHP
9   Ball: 4 dHP, Gashidda crews: 5 dHP, Your crew, 6 dHP
14  Ball: 0 dHP, Gashidda crews: 0 dHP, Your crew, 1 dHP
9   Ball: 4 dHP
7   Ball: 6 dHP

Kugel Blitz is at 80/80 dHP, just armour damage.
LST is at 62/62
Beam Gashidda is at 36/66

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space: 5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
49/70 (-1 turret), accommodation space for 80, no Cargo space.
48/70 (-1 turret)
65/70 (-2 turrets)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: -48/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,
2x30 dTon Bays for ships boats or Ships combat boats.

Ships Combat boat,62.5M, 30 dTon Needle/Wedge, both in Beam Gashidda.
-17/40, -29/40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Combat Shuttle 39M, 20 dTon Needle/Wedge, one in each regular Gashidda
-6/34, -6/34, -6/34
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

[Private to GM: Fleet of 10 Shamshirs with 3 Beam Fighters and a combat boat each arrive on 27 Feb 2180]

0001 25 Feb 2181, Unsharlur 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:23, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3502 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 7 Dec 2020
at 19:52
  • msg #108

Re: Working the Spinward Worlds

OK off to Shuruushana 's out GG to refuel, then on to Naginushmure. Hopefully such a large force will deter the local Gashiddas.
Fate
GM, 4645 posts
Roll for dodge!
Mon 7 Dec 2020
at 19:59
  • msg #109

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 108):

It does. You also get to do a lot of repairs in hyperspace.

Arriving at Shuruushana the pair of Gashiddas there take off into hyperspace at your arrival, headed for the colony. You are able to refuel unmolested.

As you refine fuel and prepare to jump, 5 Shamshirs arrive at the colony, and 5 more arrive at the Gas Giant! The 5 here immediately launch 15 beam fighters, but they are still 1 million miles away, on the other side of the gas giant. You have time to escape, easily.

05 Mar 2181, Shuruushana 17.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:23, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3503 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 7 Dec 2020
at 20:07
  • msg #110

Re: Working the Spinward Worlds

So we will bid them good bye and keep the pickings easy now...
Fate
GM, 4648 posts
Roll for dodge!
Tue 8 Dec 2020
at 06:27
  • msg #111

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 110):

There is quite some relief as your damaged craft, though repaired as much as can be done without new turrets or weapons, arrive at Nagunishmure. There are a number of folk with you who are keen to get well beyond Vilani space, where extradition agreements will no longer be a concern, and the understanding that you are Terran raises this hope.

The authorities at Nagunishmure are not too happy about your haul of captured vessels, however, concerned that you may be setting them up for reprisal attacks. They offer you M$40 for each of the Combat Ships boats, and you could sell the Shuttles for M$25 each, since they had the beams removed to repair the LST, but they only offer M$125 for the Gashiddas, since they are damaged.

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space: 5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70 (-1 turret), accommodation space for 80, no Cargo space.
70/70 (-1 turret)
70/70 (-2 turrets)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: 66/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,
2x30 dTon Bays for Ships combat boats.

Ships Combat boat,62.5M, 30 dTon Needle/Wedge, both in Beam Gashidda.
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Combat Shuttle 39M, 20 dTon Needle/Wedge, one in each regular Gashidda
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

12 Mar 2181, Nagunishmure 15.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,994
This message was last edited by the GM at 08:23, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3505 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 8 Dec 2020
at 18:57
  • msg #112

Re: Working the Spinward Worlds

We argree to run off so they can say the ships got away before they could be stoopped ... it does take a bit to gather enough ships to deal with a fleet of 6 ships.

Glad to sell the the combat Boats, but need the shuttles, and would like one more for the Beam Gashidda, it could be a regular Shuttle though.

We will take all the ships, so there is no evidence of collusion. Assuming this is agreeable, we will refuel and head off to Pakha, Disshushashig, IIlukin, 2421 etc to AK home...
Fate
GM, 4653 posts
Roll for dodge!
Tue 8 Dec 2020
at 19:43
  • msg #113

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 112):

Normal Shuttles cost M$28, and cargo shuttles cost M$15, but neither fits in the Beam Gashidda. A Ships boat costs M$17, and is unarmed.

It is just over a month later that you finally arrive at Argon. You are not challenged on the way, although you do pass by Girii patrols. The new bases you ordered have not arrived, but Alexander, seeing you have the funds for the small craft, asks to cover that before looking at further expenditures.

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space: 5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70 (-1 turret), accommodation space for 80, no Cargo space.
70/70 (-1 turret)
70/70 (-2 turrets)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: 66/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,
2x30 dTon Bays for combat boats.

Combat Shuttle 39M, 20 dTon Needle/Wedge, one in each regular Gashidda
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Missile, 1x Sandcaster

24 Apr 2181, Argon 28/28 dTon of supplies (0.7 dTon/week), Current Budget: M$626 (was M$2,074)
This message was last edited by the GM at 08:23, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3508 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 8 Dec 2020
at 22:22
  • msg #114

Re: Working the Spinward Worlds

A ships boat (transport) should be fine...

We pay for the small craft...  then see how interested they might be in the Gashiddas...
The Transport Gashidda is an interesting idea for raiding ... could it be arranged to carry 2 or 3 Ships Boat transports and give up some passengers, so they could put 180-240 men down an a hurry? One of these with the AK Gashidda Planet Raider could then be a capable force for taking over mining colonies, small planetary stations etc.

Still thinking about taking over Sikigi ;-)
Fate
GM, 4659 posts
Roll for dodge!
Wed 9 Dec 2020
at 06:13
  • msg #115

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 114):

I think I know where you are going with the transport...have another look and see if that is not closer to it...9 APCs and enough troops for two trips...but bugger all food! Of course, two Planet raiders may be more capable...but not so good for capturing ships.

Sikigi...they may have re-inforced...worth checking the Intelligence reports, which do get updated from time to time (note the last time that post was edited...)

So what do you want to do with
a) The Shamshir sent to Girii
b) The Beam Gashidda
c) the other 3 Gashiddas?

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space: 5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
70/70 (-1 turret), accommodation space for 80, no Cargo space.
70/70 (-1 turret)
70/70 (-2 turrets)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Beam Gashidda, 599 M Solars, 400 dTon Close Structure, bridge hit
(6G/Move:370, dDR:115, dHP: 66/66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 6x Beams in 2 turrets, Crew:23, Endurance: 12 weeks,
2x30 dTon Bays for 2 Ships boats. 1 Ships boat (transport)

Combat Shuttle 39M, 20 dTon Needle/Wedge, one in each regular Gashidda
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Missile, 1x Sandcaster

24 Apr 2181, Argon 28/28 dTon of supplies (0.7 dTon/week), Current Budget: M$626 (was M$2,057)
This message was last edited by the GM at 08:22, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3509 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 9 Dec 2020
at 19:15
  • msg #116

Re: Working the Spinward Worlds

My intent was to have that Shamshir reinforce our little squadron.
The Beam Gashidda is probably most useful to AK as an escort or system defender.
The other three Gashiddas are disposable, but was considering one as an adjunct to the LST for doing small landings... but let me scan the Intell reports first.

The most I get out of itis that the systems on the edge maybe reinforced... which is mission accomplished to some extent... We might find an anonymous Gashidda to go back to Sukun with many of these ex prisoners... I am sure we can fuzz up some records for them.  adding dissidents seems helpful.  The Gashidda raider seems less so at this time.
This message was last edited by the player at 19:23, Wed 09 Dec 2020.
Fate
GM, 4662 posts
Roll for dodge!
Wed 9 Dec 2020
at 19:37
  • msg #117

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 116):

Right. So the Raider Shamshir design?

The Beam Gashidda can be sold to Ceti-command for M$500. Yes, the systems have been re-inforced to some degree. Alexander will pay M$100 per Gashidda in moderate condition if you do not want to keep them. Girii little more...they have plenty of their own ships now.
Cyril Zotmund
Captain, 3510 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 9 Dec 2020
at 20:42
  • msg #118

Re: Working the Spinward Worlds

Sell them here and Ceti-Command is welcome to the Beam Gashidda.

Now looking for paces we can be usefully employed ...
Fate
GM, 4664 posts
Roll for dodge!
Thu 10 Dec 2020
at 06:40
  • msg #119

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 118):

Sell the transport and shuttles? The occupants are willing citizens here! Other ships sold.

With the new ships, Orgill is preparing for a second raid. You are invited to join in...

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space: 5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse

Combat Shuttle 39M, 20 dTon Needle/Wedge, one in each regular Gashidda
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Missile, 1x Sandcaster

24 Apr 2181, Argon 28/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,126
This message was last edited by the GM at 08:22, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3511 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 10 Dec 2020
at 19:55
  • msg #120

Re: Working the Spinward Worlds

I don't think we need either ship, as we aren't going to be able to get back to the prisoners easily... might as well sell them.  If we hit Sikigi with our ships, might it draw ff forces from Nunashi?
Fate
GM, 4667 posts
Roll for dodge!
Thu 10 Dec 2020
at 20:08
  • msg #121

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 120):

You are offered M$150 for all of them.

Unlikely, since you have found the forces on Nunashi have been unchanged. More likely they will draw further forces from elsewhere though.

24 Apr 2181, Argon 28/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
This message was last edited by the GM at 08:22, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3512 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 10 Dec 2020
at 20:36
  • msg #122

Re: Working the Spinward Worlds

Elsewhere may not be as big a help... but Kishakhpap is another potential place, then maybe Nunashi from behind?
Fate
GM, 4669 posts
Roll for dodge!
Fri 11 Dec 2020
at 03:01
  • msg #123

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 122):

Getting past the blockade is the issue though. However, Nunashi is a binary system with 2 Gas Giants. separate from the colony. You could well slip past them while the attack on Nunsahi is underway, and get around behind the blockade. If yhe attack is successful, finding forces to replace the losses are likely to take time...

24 Apr 2181, Argon 28/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
This message was last edited by the GM at 08:19, Fri 11 Dec 2020.
Cyril Zotmund
Captain, 3513 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 12 Dec 2020
at 02:26
  • msg #124

Re: Working the Spinward Worlds

Not too interested in getting tangled up with the Terran offensive... more than willing to help from some other direction.  Perhaps pick up our new Shamshir and see if Shulishish wants help ...
Fate
GM, 4672 posts
Roll for dodge!
Sat 12 Dec 2020
at 02:42
  • msg #125

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 124):

Shululsish seems to have signed an agreement with Dingir, for now, though there do seem be some hard feelings. However, the base at Deraanasa, Shulgiasu and Nisinasha are largely unknown, as is the disposition of the subsectors in that vicinity.

The other option is a game of cat and mouse in the Dikanishi region, using the Terran attack as a distraction to gain entrance, but this may be best done alone...

24 Apr 2181, Argon 28/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3514 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 12 Dec 2020
at 03:18
  • msg #126

Re: Working the Spinward Worlds

All of those are far away and getting to Dikanishi would be no small feat... but our previous contacts with Shulushish might allow some discussion of passing through and causing no issues until in Dingir's space... let Dingir fret over where we came from...
Fate
GM, 4677 posts
Roll for dodge!
Sat 12 Dec 2020
at 03:50
  • msg #127

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 126):

You could probably take some effort to disguise the ship as an asteroid easily enough, but yes, getting to Dikanishi would be the problem. They are clearly closing the borders nearby...for obvious reasons!

24 Apr 2181, Argon 28/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3515 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 12 Dec 2020
at 18:50
  • msg #128

Re: Working the Spinward Worlds

OK, Read the Intell ... so they either have a thin crust defense everywhere or are pulling from less critical areas to reinforce the major paths into the center of Dingir's Holdings.

Asking Girii to speak with Shulushish about passing ships through is one route ...  but Given my ships double jump capability, I will jump to some out of the way part of Sikigi and report back my findings [either by returning or by taking a second double jump capable ship along to take the information back]. If able, I will jump through, so they have to send something to find me...
Tentatively we'd go Kishakhpap (r) -> Enelden - Kunekaar(r) -> Dikanishi or Ishirshu(which is a good recovery area, barring heavy Vilani Patrols, which it sounds like they can't afford). From Ishirshu, all of the systems around Apishlun are accessible.
The Urima and Duusirka regions are well developed and have little potential contact with Terra until jump 3 comes, so they are back waters; and also don't seem to be run by Dingir, although exactly what Dingir controls is unclear.
Is there any clear locations in and around Apishlun whose loss would seriously hurt Dingir's capability to carry on the war?
Fate
GM, 4679 posts
Roll for dodge!
Sat 12 Dec 2020
at 20:52
  • msg #129

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 128):

Kind of both, actually. Yes, they are setting up defences, but the forces to rimward threaten to overwhelm them, especially with the Labrysian fleet and the ships purchased from the Pirates and Girii, so they are pulling ships from other parts of the Sector. The forces overseeing the Vegans are the weakest in living memory, something not lost on the Vegans! Patrols will be mainly Gashidda, with Shamshirs getting a bit scarce now as well.

Dingir controls the Apishlun, Dingir, Urima, Shulgiasu and Nisinasha subsectors, with the old capital being Shulgiasu (where the main court is still).

Hitting the main trade routes would seriously impact Dingirs fighting capacity, and as such these are the only locations where you may encounter Kargash as patrols. Of course, hitting smaller out of the way places will also impact Morale, and asteroid belts, famous for mining, are key installations that are notoriously poorly defended. Shipyards (Class A starports) are also great locations to raid if there is no fleet there at the time...

Your Gashidda would be a good messenger with regards to Sikigi...let me know the plan, ie what you are jumping to and with whom. The most out of the way jump location in any system is the star itself, though this does require a piloting roll to avoid damage as you exit hyperspace...the reason Vilani do not consider stars themselves as viable jump targets.

24 Apr 2181, Argon 28/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
This message was last edited by the GM at 21:34, Sat 12 Dec 2020.
Cyril Zotmund
Captain, 3516 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 12 Dec 2020
at 22:38
  • msg #130

Re: Working the Spinward Worlds

OK, so we'll jump into the star (if the die roller keeps going as it has) and send the LST back with what information we can gather.

Kat comes through ...  15:37, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,1,5.  Kat actually - Piloting.
Fate
GM, 4683 posts
Roll for dodge!
Sat 12 Dec 2020
at 22:56
  • msg #131

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 130):

The trip to Sikigi is straightforward. Arriving, you veer off easily, Kat making it look like a standard manoeuvre, with the LST following suit.

You find the current configuration

At Colony
Shamshir Destroyer Escorts x 10
Kargash Light Cruiser      x 10

At each of the two Gas Giants
1 Shamshir
4 Gashiddas

Clearly, they are not taking the chance the planet will be raided again! The LST prepares to return to Argon. You do not notice any vessels coming to intercept you.

24 May 2181, Sikigi 25.2/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3517 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 13 Dec 2020
at 01:55
  • msg #132

Re: Working the Spinward Worlds

We wish the LST God Speed and tell it to jump out, once it is clear we do the same,  jumping to the 3rd GG from the center and scooping fule to process as we look to jump to Eneldun.

Obviously alert for any ships near by when we arrive.
Fate
GM, 4685 posts
Roll for dodge!
Sun 13 Dec 2020
at 03:10
  • msg #133

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 132):

They depart easily enough. Their departure does not seem to be noticed either...So jumping to Sikigi 3rd Gas Giant first?

24 May 2181, Sikigi 25.2/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3518 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 13 Dec 2020
at 03:15
  • msg #134

Re: Working the Spinward Worlds

No, Kishakhpap's 3rd GG
Fate
GM, 4687 posts
Roll for dodge!
Sun 13 Dec 2020
at 03:24
  • msg #135

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 134):

The uninhabited world has no craft present. Not even a Gashidda. It is eerily empty. You refuel easily.

02 June 2181, Sikigi 24.5/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3519 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 13 Dec 2020
at 19:56
  • msg #136

Re: Working the Spinward Worlds

We jump to one of the outer worlds at Eneldun and then again to the outer GG at Lakisha to refuel.
Fate
GM, 4689 posts
Roll for dodge!
Mon 14 Dec 2020
at 04:46
  • msg #137

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 136):

The outer worlds of Eneldun are not patrolled, since there is no fuel on them. You arrive there, watched perhaps, or perhaps not, by the large refuelling station on the only planet that does have fuel here. Watched over by a small number of Gashiddas in orbit, freighters come and go from this small but vital hub in the merchant route.

You set course for Laksiha, targeting the outer Gas Giant. Most likely there will be ships here. Most likely they will be Gashiddas.

Vilani. Nothing if not predictable. As the hyperspace alarm sounds and you prepare, there are two Gashiddas appearing close on your starboard bow. By the time you exit hyperspace, they are just 120,000 miles away, and turning to run in two different directions!

16 June 2181, Sikigi 23.1/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3520 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 14 Dec 2020
at 19:03
  • msg #138

Re: Working the Spinward Worlds

WE pick one and run it down, goal is to just destroy it ... crew can leave as soon as they surrender.
Then depending on what the other one is doing, we will refuel or destroy it next. As soon as we are safe to do so, we will send an exploratory team to look at the wreckage (assume they blew it up on leaving to see if the safe is still there and open it for any info. Check to see if any tapes survive as well.

#1 goal is to refuel as soon as it is safe. We will be here for a while processing fuel.
Fate
GM, 4692 posts
Roll for dodge!
Mon 14 Dec 2020
at 20:06
  • msg #139

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 138):

As you hunt one down, the other reaches a jump point, and jumps. After a few shots are fired, the one you hunted surrenders. The crew depart, but do not disable their ship as there is no colony here and they craft does not have long term life support. You are able to look over the ship, and empty the safes, while you refuel. What happens with the ship after that? The original crew are standing off with nowhere to go.

17 June 2181, Sikigi 23.0/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3521 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 15 Dec 2020
at 02:59
  • msg #140

Re: Working the Spinward Worlds

Can we disable their weapons? Send all the missiles off to the GG without having to fire them all?
Pull or disable the lasers and Jump drive then give them the ship back to go home.

Safe contents and hard drives are copied ... any data relating to us is erased.

We jump to Irshirshu and refuel as soon as we are able, we'll just use the outer GG.
Fate
GM, 4694 posts
Roll for dodge!
Tue 15 Dec 2020
at 03:29
  • msg #141

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 140):

You can set charges (missile warheads) in the turrets that will very effectively disable them. Sure, they will do significant structural damage, but the ship will still have life support, and may even be jump capable. But they will not need the jump, just the life support to get to the Colony nearly 2 weeks away.

You are able to disable it, destroying data relating to you on the computers, before departing. The time taken to refine enough fuel is plenty to allow for all of that.

Irshirshu has three Gas Giants and two planets inside of them, but it is uninhabited. 210,000 miles away is a full unit of 10 Shamshirs, pursuing two Terran Navy Hardrada class raiders 220,000 miles in front of them and on the opposite side of the Shamshirs! The Shamshirs are faster than the raiders, and are catching them slowly, but any missiles they launch will not reach them until they are within 120,000 miles. By contract, the Shamshirs launch a full salvo of 150 missiles at you. If you head away from them for just one round, you can outrun them...but unlikely even you have enough beam weapons to shoot them down.

But you can establish secure communications with the Raiders...each message each way takes a minute to send, and so 20 messages to a combat round. For ideas, you can make a Tactics roll...

24 June 2181, Irshirshu 22.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3522 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 15 Dec 2020
at 03:55
  • msg #142

Re: Working the Spinward Worlds

Seems heading away for a round is wise, and then we can circle back around toward the other raiders...
 I am thinking that their 24 lasers and ours will be enough to remove the missile threat.  Then we can play our game, which they will not like.

The Hardradas are not going to be as useful in a knife fight.

"You guys look to be in a bit of a pickle, want some help I assume?"
Raiders
Tue 15 Dec 2020
at 04:24
  • msg #143

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 142):

"Hell yeah. Good to see you! Now, how the hell can we meet up? We have just 1 jumps worth of fuel left."

The problem you can see is that you are on opposite sided of the Shamshirs, so you cannot combine  forces until you join up, something they are determined to avoid happening. The raiders were heading towards the Gas Giant to refuel when the Shamshirs came out of close orbit to pursue them. They are now heading away from the the Gas Giant.

Shamshir to Raiders: 190,000 miles
Shamshirs to you: 340,000 miles, since they are heading away from you at 50,000 miles per round, and you had to head away to circle around.

24 June 2181, Irshirshu 22.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3523 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 16 Dec 2020
at 02:31
  • msg #144

Re: Working the Spinward Worlds

OK, so I am confused ... I headed away for a round due to missiles, then stated going to ward theRaiders... we'll suggest that they cant off slightly toward us ... we'll do our best to  give the Shamshirs something else to consider ... the AK combo fighters can launch missiles when we get a touch closer, the idea to only have a few in range ... not much of a threat, but it gives them something else to consider ... or maybe they will send two or three to get rid of us.
Fate
GM, 4699 posts
Roll for dodge!
Wed 16 Dec 2020
at 02:55
  • msg #145

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 144):

You initially went 90 degrees to the path of the Shamshirs, to move out so that you are travelling on a parallel course to them. If the Raiders change course significantly, the Shamshirs will catch them before you can reach them. Calculations suggest that running beside them will also result in the Raiders being caught before you meet. Your navigator suggests you will need another plan...
Cyril Zotmund
Captain, 3524 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 16 Dec 2020
at 19:21
  • msg #146

Re: Working the Spinward Worlds

Well, my basic math says that a slight course alteration by the raiders makes in necessary for the following ships to also adjust, causing potential confusion as they stay out of each others way ... and If I close to just in range of missiles to the few ships closest to me, they develop a new threat ... What glorious plan does the Navigator hove? Jump to a GG  here of at Lakisha? Obviously the Shamshirs will have to stop and refuel then.  I had considered the outer GG at Lakisha again.

OOC - Lots of things going on and constraining my time...
Fate
GM, 4702 posts
Roll for dodge!
Wed 16 Dec 2020
at 19:39
  • msg #147

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 146):

The problem you have is that when chasing 5G vessels (Shamshirs), their missiles are travelling in the opposite direction to the ships, so with the missiles separating from the ships, you need to be 390 miles from the ships to be beyond the missile range, well beyond the range of the beams! From the side, ie at 90 degrees to their direction of travel, that range drops to 240, 000 miles, the missiles static range, while if Shamshirs are pursuing ships they need to get to within 90,000 miles to hit them. Hence, the missile swarms can take you out long before you are a threat to the Shamshirs. That is, of course, the reason the Vilani favour missiles.

The nearest Gas Giant is 7 days away. The Shamshirs could feasibly travel there to meet you by conventional means if you jump there, which they are likely to do given hunting you is their task. The Navigator suggests you jumping there with the Raiders, though jumping to the same location would require a Navigation (Hyperspace) roll with a -2 penalty (target 12).

24 June 2181, Irshirshu 22.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276

[OOC: It is that time of year...after this weekend I will be quiet for a month with family too!]
Cyril Zotmund
Captain, 3525 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 16 Dec 2020
at 20:02
  • msg #148

Re: Working the Spinward Worlds

OK, so we all jump to the distant GG and refuel...  we can also swap info and comms data. get the latest news... maybe some tech stuff too.
Fate
GM, 4706 posts
Roll for dodge!
Thu 17 Dec 2020
at 06:35
  • msg #149

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 148):

You use the laser Communicators to direct the Raiders to get set to jump to the nearby Gas Giant. The Shamshirs detect that, and launch missiles, but the range is just enough that the missiles arrive too late. You also enter jumpspace.

It is a week later that you arrive at the Gas Giant. Your navigations was good, they are only 100,000 miles away, and you immediately head towards them. It is just as well. The Shamshir fleet have transversed the space by conventional means and are just 500,000 miles behind you. You have just 1/4 fuel, and the Raiders have none, but at least you can join in defence.

You have plenty of time to join in formation to defend yourselves now. They let you know they have been raiding Shulgiili, Kinunir, Khulampu and the asteroid mining at Dikanishi. This fleet has been hunting them from Durim. They are known to have Beam fighters in their hold, at least three each.

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range) = 5, r
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+10(SM) = 12, r
Raider, 24xBeams: Precision Skill 16+2(sAcc)+2(Comp)-16(Range)= 5, r
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+10(SM) = 12, r
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)= 5, not launched
Dam 7d/2-16
2xBombers Beams: Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)+10(SM)= 14
Dam 2d-15, Raider, 2d-18, KB,
Fighter Beam, 12 Beam: Skill 16+2(sAcc)+2(Comp)-16(Range)+10(SM)= 14
Dam 7d/2-15
]


Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3526 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 17 Dec 2020
at 18:24
  • msg #150

Re: Working the Spinward Worlds

OK, Normally the Shamshirs are very vulnerable if we get in close, they do not have a very good in close weaponry. The 30 beam fighters are the problem, as they can do us a lot of harm and we have to keep the missiles off of us as well.  I have some heavy Fighters aboard that will assist us, but not enough to make this easy. We cannot put up enough missiles to be more than a minor nuisance.

Do we have time to scoop fuel before they get here?  also get behind the GG and show up somewhere else. to attack them. What sort of formation are they in?
Fate
GM, 4708 posts
Roll for dodge!
Thu 17 Dec 2020
at 19:48
  • msg #151

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 150):

In true Vilani style, they are in a tight formation (the book states this is vital to defend against missile swarms). You could get to the Gas Giant, but would not have time to collect enough fuel before they arrived. Your craft, being a ball, would be disadvantaged in the atmosphere as effective weapon ranges would be reduced, which is also not in your advantage.

"We have dealt with a few before. If we can stay beyond 30,000 miles we have a chance due to our more precise beam skills, but we we do not want to get into a knife fight. Not with these numbers...and yes, the fighters should be priorities."

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range) = 5, r
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r
Raider, 24xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)= 5, r
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)= 5, not launched
Dam 7d/2-16
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 12
Dam 2d-15, Raider, 2d-18, KB,
Fighter Beam, 12 Beam: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 14
Dam 7d/2-15
]

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3527 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 17 Dec 2020
at 21:05
  • msg #152

Re: Working the Spinward Worlds

True, but when their fighters go away, I have two with Plasma cannon, which will really alter things, but they need to be in close. And they seem to have a speed advanatge over you, so it may be them chooing the range.
Raiders
Fri 18 Dec 2020
at 02:13
  • msg #153

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 152):

"It is true, they are faster than we are, so we may as well stop dead. It will make it easier to change direction quickly. We are designed to deal with Gashiddas, so they send Shamshirs to deal with us. Vilani tactics call for keeping distance and trying to pick off weaker ships until the missiles can overwhelm the defences. We suggest you keep the plasmas in until they are needed. Hopefully they do not have similar, but we have heard rumours of Combat Ships Boats, a modified ships boat with a Plasma, making an appearance."

Range now 400,000 miles.

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range) = 5, r
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r
Raider, 24xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)= 5, r
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)= 5, not launched
Dam 7d/2-16
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 12
Dam 2d-15, Raider, 2d-18, KB,
Fighter Beam, 12 Beam: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 12
Dam 7d/2-15
]

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3528 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 18 Dec 2020
at 03:52
  • msg #154

Re: Working the Spinward Worlds

I can confirm such, so far we have managed to beat them ... we may have to rush them to get them in Beam weapon range. If we do, it should throw them off a bit, but let's stay out at 31K until we have thing going our way.


46 x3 + 18= 153 ... we should just be able to handle their missile barrage with both Seru deployed.

Getting them in range may be a trick.
Raider
Fri 18 Dec 2020
at 04:01
  • msg #155

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 154):

The Shamshirs continue to approach.

"I would not push to get them in range...they cannot realistically reload the missile launchers, so for us just to waste their missile salvoes as they send them should be incentive enough for them to get to within beam range. Likely they will stay at the edge of beam range, but that will give us time to take out their fighters. Unless they want to get straight into a knife-fight, but that would be very un-Vilani. The book calls to fight at a maximum range, only reducing range if combat is ineffective."

Range now 350,000 miles.

KB 22xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range) = 5, r
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r
Raider, 24xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)= 5, r
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r
6xAKHB Beams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)= 5, not launched
Dam 7d/2-16
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 12
Dam 2d-15, Raider, 2d-18, KB,
Fighter Beam, 12 Beam: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 12
Dam 7d/2-15
]

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3529 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 18 Dec 2020
at 04:25
  • msg #156

Re: Working the Spinward Worlds

Yes, we fight differently, but then we have more speed, better armor and more weapons... we will work with you though.
Fate
GM, 4714 posts
Roll for dodge!
Fri 18 Dec 2020
at 04:59
  • msg #157

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 156):

The Shamshirs continue to approach to 200,000, before launching a full salvo, but they continue to approach to 80,000 miles as the Salvo approaches, at which your point defences take down easily.

Almost in disbelief, they launch a second salvo, this time trying to target a single vessel. Once again, the tight formation ensures that all are shot down as you tighten the formation to just 30 miles between each of you.

As predicted, they launch their 30 beam fighters and approach to 55,000 miles to open up with

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile) = 10, r
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r
Raider, 24xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r11
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r7, d9
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r13
Dam 7d/2-16
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 12, r11, d8
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 12 Beam: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 12, r6, d8, dam 0
Dam 7d/2-15
]

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
30@25
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon


01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3530 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 18 Dec 2020
at 23:18
  • msg #158

Re: Working the Spinward Worlds

Heavy Fighters deployed as the Shamshirs came within Missile Range... fighters are the target

Kugelblitz puts on a fine display of basic traing level accuracy... even a -2 wouldn't have helped much.

16:07, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,5,3.  Seru 1.
16:07, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,3,6.  Seru 2.
16:05, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,3,4.  Kugelblitz Beams Group 1 (5 beams).
16:05, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 3,6,6.  Kugelblitz Beams Group 2 (6 beams).
16:05, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,2,6.  Kugelblitz Beams Group 3 (5 beams).
16:05, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,4,4.  Kugelblitz Beams Group 4 (6 beams).
16:04, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,6,1.  Kugelblitz Sand Casters.

You can roll for the Raiders ... God forbid they shoot as crappy as I did...
Fate
GM, 4717 posts
Roll for dodge!
Sat 19 Dec 2020
at 19:48
  • msg #159

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 158):

The first round is rather unimpressive from both sides. While the enemy beam fighters are able to hit, they are not able to penetrate the armour. But they are the only ones to even connect...

The Shamshirs with the fighters in close formation remain at 55,000 miles.

With your rollong, you definitetly should roll your own damage!


KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile) = 10, r12,14,15,11
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r11
Raider, 24xBeams: Precision Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r11
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+5(SM-profile) = 7, r7, d9
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r13, 15
Dam 7d/2-16
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 12, r11, d8
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 12 Beam: Skill 16+2(sAcc)+2(Comp)-16(Range)+8(SM-profile)= 12, r6, d8, dam 0
Dam 7d/2-15
]

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
30@25
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon


01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3532 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 19 Dec 2020
at 23:52
  • msg #160

Re: Working the Spinward Worlds

If I rolled my own damage it would all be bad rolls... high or low... This die roller is badly off most of the time. We'll see how it does today.


16:50, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,6,1.  Seru 1.
16:50, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,5,4.  Seru 2.
16:49, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,5,4.  Kugelblitz Beams Group 1 (5 beams).
16:49, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 2,5,6.  Kugelblitz Beams Group 2 (6 beams).
16:49, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,3,5.  Kugelblitz Beams Group 3 (5 beams).
16:49, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,5,3.  Kugelblitz Beams Group 4 (6 beams).
16:49, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,3,6.  Kugelblitz Sand Casters.

Impressive, Seru 1 must have screwed up somehow...
Fate
GM, 4719 posts
Roll for dodge!
Sun 20 Dec 2020
at 20:31
  • msg #161

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 160):

They do little better. Told you you should hae rolled damage! I rolled low with all rolls...

Despite some impressive dodging, one fighter was hit, but the damage was minimal. They maintain their position, continuing the tenuous fight...

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile) = 10, r14,13,13,13
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r13
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r9, d8
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+5(SM-profile) = 7, r9
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r13,8, d8, dam 3
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r9
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 12 Beam: Precision Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r7
Dam 7d/2-15
]

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
1@ 22, 29@25
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon


01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3533 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 20 Dec 2020
at 23:26
  • msg #162

Re: Working the Spinward Worlds

So much for the one good shot by that Seru ...
I should probably Ram, as the die roller has sure screwed any shooting.


16:25, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 1,3,3.  Seru 1.
16:25, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,5,2.  Seru 2.
16:24, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,4,2.  Kugelblitz Beams Group 1 (5 beams).
16:24, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,3,6.  Kugelblitz Beams Group 2 (6 beams).
16:24, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,1,6.  Kugelblitz Beams Group 3 (5 beams).
16:24, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,3,5.  Kugelblitz Beams Group 4 (6 beams).
16:24, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,4,3.  Kugelblitz Sand Casters.
Fate
GM, 4722 posts
Roll for dodge!
Tue 22 Dec 2020
at 06:21
  • msg #163

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 162):

They are unable to hit you, but the damage you are doing to them is constantly poor (18 on 7d6, told you you should roll damage!) meaning that they are only mildly inconvenienced.

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile) = 10, r14,9,15,9, d13 dam 2x3
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r13
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r8, d13, dam 8x6
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+5(SM-profile) = 7, r9
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r9,7, d13, dam 3,6
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r14
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 12 Beam: Precision Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r11
Dam 7d/2-15
]

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
1@ 7, 4@ 13, 25@25
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon


01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3534 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 22 Dec 2020
at 18:39
  • msg #164

Re: Working the Spinward Worlds

Wouldn't it be great if the damn dice roller worked properly.

We continue to plink away at the fighters.  wasn't exactly sure what to roll for damage so just used 7d6 ... hopefully you can massage it into something useful.

11:33, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,3,4.  Seru 1.
11:33, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,4,3.  Seru 2.
11:33, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,5,2.  Kugelblitz Beams Group 1 (5 beams).
11:33, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,4,4.  Kugelblitz Beams Group 2 (6 beams).
11:33, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,5,3.  Kugelblitz Beams Group 3 (5 beams).
11:32, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,5,2.  Kugelblitz Beams Group 4 (6 beams).
11:32, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,6,1.  Kugelblitz Sand Casters.

11:37, Today: Cyril Zotmund rolled 23 using 7d6 with rolls of 1,1,1,4,6,6,4.  Damage - Seru 1 Beams.
11:36, Today: Cyril Zotmund rolled 32 using 7d6 with rolls of 5,6,5,3,5,6,2.  Damage - Group 3 Beams.
11:36, Today: Cyril Zotmund rolled 28 using 7d6 with rolls of 6,1,5,6,4,4,2.  Damage - Group 4 Beams.
Fate
GM, 4724 posts
Roll for dodge!
Wed 23 Dec 2020
at 09:13
  • msg #165

Re: Working the Spinward Worlds

In reply to Fate (msg # 163):

Six beam fighters are disabled this round, four by the raiders, and one more is badly damaged and heads back to the hangers. The Shamshirs are concerned this is not working, and close to 45,000 miles(still -16). If you allow them to, they will close to 35,000 miles (-15).

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile) = 10, r9,10,13,13, d11 dam 24,18
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r11, d11
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r7, d11, dam 8x18
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+5(SM-profile) = 7, r
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r9,11, d11, dam 9
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r13
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 23 Beam: Precision Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r7
Dam 7d/2-15
]

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
20@25, 13, 13, 1 -2, -6, 4@-11
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon


01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3535 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 23 Dec 2020
at 19:26
  • msg #166

Re: Working the Spinward Worlds

Let's Keep the distance until wewhittle more of he fighters away... Good shooting by the way.

12:25, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 4,1,1.  Seru 1.
12:25, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 1,6,4.  Seru 2.
12:25, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 6,2,3.  Kugelblitz Beams Group 1 (5 beams).
12:24, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,5,3.  Kugelblitz Beams Group 2 (6 beams).
12:24, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 1,4,5.  Kugelblitz Beams Group 3 (5 beams).
12:23, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,4,1.  Kugelblitz Beams Group 4 (6 beams).
12:23, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 6,1,4.  Kugelblitz Sand Casters.
Fate
GM, 4725 posts
Roll for dodge!
Thu 24 Dec 2020
at 07:04
  • msg #167

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 166):

Seven more are taken out as they tried to close by your combined combat, including the one attempting to land. The rest close to 35,000 miles (-15).

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile) = 10, r7,10,14,11, d10 dam 2x14, 2x7
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r11, d10
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r8, d10, dam 8x14
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+5(SM-profile) = 7, r
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-16(Range)+5(SM-profile)= 10, r6,11, d10, dam 21
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r10
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 16 Beam: Precision Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r18
Dam 7d/2-15
]

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons
14@25, 4 , 18, -1, -1, -6 -2, -6, 4@-11, 4@-3
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon


01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3536 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 24 Dec 2020
at 17:15
  • msg #168

Re: Working the Spinward Worlds

Ho, Ho, Ho, well until we suddenly get more rolls below 10, we will just ping away...

10:13, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,6,2.  Kugelblitz Sand Casters.
10:13, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 3,4,4.  Kugelblitz Beams Group 1 (5 beams).
10:13, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,3,5.  Kugelblitz Beams Group 2 (6 beams).
10:12, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,6,1.  Kugelblitz Beams Group 3 (5 beams).
10:12, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,5,3.  Kugelblitz Beams Group 4 (6 beams).
10:12, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,6,2.  Seru 1.
10:12, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 6,2,2.  Seru 2.
Fate
GM, 4727 posts
Roll for dodge!
Mon 28 Dec 2020
at 01:35
  • msg #169

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 168):

This round was not so impressive. Closing to closer range, the enemy beam fighters finally hit their targets, the engines of the Raiders: one engine of each Raider is disabled, reducing their speed to 2G and giving the Vilani mastery of the encounter.

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-15(Range)+5(SM-profile) = 11, r11,13,9,10, d9 dam 2x10, 2x20
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+9(SM-profile) = 12, r9, d9
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-11(Range)+5(SM-profile)= 11, r13, d9, dam
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+5(SM-profile) = 8, r12
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-15(Range)+5(SM-profile)= 11, r10,13, d9, dam 10
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, not launched
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r11
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 15 Beam: Precision Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r5, d15
Dam 7d/2-8
]

Hardrada Raider, 700 M Solars, 800 dTons
64/80, 64/80, all lost 1 Man drive (2G)
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
12@25, 5, 2@15, -2, 2@-1, 3@-6 -2, 4@-11, 4@-3
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3537 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 28 Dec 2020
at 03:26
  • msg #170

Re: Working the Spinward Worlds

Cyril is not willing to desert the raiders, but the gods of the slanted die roller are deciding this. He decides to do the unexpected and close the range, to as close as 10k miles and start smashing some ships.  Bombers out.

20:21, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,4,4.  Kugelblitz Sand Casters.
20:21, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 1,6,3.  Kugelblitz Beams Group 1 (5 beams).
20:21, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 3,2,1.  Kugelblitz Beams Group 2 (6 beams).
20:21, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 5,1,4.  Kugelblitz Beams Group 3 (5 beams).
20:21, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,5,4.  Kugelblitz Beams Group 4 (6 beams).
20:20, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 6,2,3.  Seru 1.
20:20, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,2,4.  Seru 2.

Just in case you allow Bombers to shoot.
20:25, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 4,6,4.  Bomber 1.
20:25, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 5,1,3.  Bomber 2.

Amazing! only three out of 9 above a 10
Fate
GM, 4729 posts
Roll for dodge!
Tue 29 Dec 2020
at 02:04
  • msg #171

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 170):

You launch the Bombers, but, happy with the results of that round, they maintain the range at 35,000 miles, staying out of range of the Plasmas...but this may not last! All the fighters are hit this round, with 5 more spinning out of control as they are disabled by the barrage of beams. However, the sight of your bombers is not likely to make them more likely to close...

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-15(Range)+5(SM-profile) = 11, r15,10,6,10, d9 dam 2x9, 2x6, 2x27
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+9(SM-profile) = 12, r9, d9
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-11(Range)+5(SM-profile)= 11, r8, d9, dam 8x18
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+5(SM-profile) = 8, r13
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-15(Range)+5(SM-profile)= 11, r9,11, d9, dam 9,18
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, launched
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r13
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 10 Beam: Precision Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r8
Dam 7d/2-8
]

Hardrada Raider, 700 M Solars, 800 dTons
64/80, 64/80, all lost 1 Man drive (2G)
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
8@7, 16, 15, -2, 2@-1, 3@-6 4@-2, 4@-11, 5@-3, -4
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3538 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 29 Dec 2020
at 04:21
  • msg #172

Re: Working the Spinward Worlds

No, I have 6 Gs capability, they do not have 6Gs, they have 5Gs ... so I don't care how happy they are, we close and continue to close.

21:20, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 6,2,1.  Kugelblitz Sand Casters.
21:19, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,2,5.  Kugelblitz Beams Group 1 (5 beams).
21:19, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 6,3,2.  Kugelblitz Beams Group 2 (6 beams).
21:19, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,4,3.  Kugelblitz Beams Group 3 (5 beams).
21:19, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,4,1.  Kugelblitz Beams Group 4 (6 beams).
21:18, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 3,4,5.  Seru 1.
21:18, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 3,1,3.  Seru 2.
21:18, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 4,1,5.  Bomber 1.
21:18, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 1,6,6.  Bomber 2.

We suggest the two terran ships keep up as best they can .. I am prepared to launch the AK Modular Fighters if need be...
This message was last edited by the player at 04:24, Tue 29 Dec 2020.
Fate
GM, 4731 posts
Roll for dodge!
Tue 29 Dec 2020
at 07:32
  • msg #173

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 172):

You can only do that if you separate from the Raiders, that are stuck at 2G. Which is something you wisely said you would not do, as that would expose either of you to the 150 missile swarm the Shamshirs are still capable of launching. Please confirm this is what you wish to do...

Otherwise, the range remains at 35,000 miles, but this time all enemy fighters are destroyed!

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-15(Range)+5(SM-profile) = 11, r9,13,11,12, d12 dam 2x16, 2x32
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+9(SM-profile) = 12, r9, d12
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-11(Range)+5(SM-profile)= 11, r7, d12, dam 8x48
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+5(SM-profile) = 8, r12
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-15(Range)+5(SM-profile)= 11, r7,12, d12, dam 48
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, launched
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r7
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 10 Beam: Precision Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r12
Dam 7d/2-8
]

Hardrada Raider, 700 M Solars, 800 dTons
64/80, 64/80, all lost 1 Man drive (2G)
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
10 dest, -2, 2@-1, 3@-6 4@-2, 4@-11, 5@-3, -4
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3539 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 29 Dec 2020
at 18:20
  • msg #174

Re: Working the Spinward Worlds

Yes, thought about that after the fact... 150 missiles would be hard to beat back, even with the AK fighters depoyed; guess we'll stay and struggle, keep the Bombers aboard, no need to risk them yet... I just don't feel good about this pinging each other,although with the fighters gone, we should start to do better.

11:19, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,4,3.  Kugelblitz Sand Casters.
11:19, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,5,4.  Kugelblitz Beams Group 1 (5 beams).
11:19, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,6,1.  Kugelblitz Beams Group 2 (6 beams).
11:17, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 5,3,3.  Kugelblitz Beams Group 3 (5 beams).
11:17, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,6,2.  Kugelblitz Beams Group 4 (6 beams).
11:17, Today: Cyril Zotmund rolled 5 using 3d6 with rolls of 2,2,1.  Seru 1.
11:17, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 6,1,4.  Seru 2
Fate
GM, 4732 posts
Roll for dodge!
Wed 30 Dec 2020
at 23:46
  • msg #175

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 174):

They still outnumber you and the Raiders are damaged. Without the fighters, they still outnumber you, and Vilani confidence in numbers means that they start to close the distance between you once again when this round reveals that your weapons and theirs are not effective at this range. Next round will be at 25,000 miles (-14).

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-15(Range) = 6, r11,13,11,14
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+9(SM-profile) = 12, r9, d12
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-11(Range)= 6, r11
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+9(SM-profile) = 12, r
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r5,11, d12, dam 0
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, launched
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r10
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
Fighter Beam, 10 Beam: Precision Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r
Dam 7d/2-8
]

Hardrada Raider, 700 M Solars, 800 dTons
64/80, 64/80, all lost 1 Man drive (2G)
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
10 dest, -2, 2@-1, 3@-6 4@-2, 4@-11, 5@-3, -4
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3540 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 31 Dec 2020
at 03:38
  • msg #176

Re: Working the Spinward Worlds

OK, so when they show signs of closing, the bombers are deployed, they have been waiting, so are ready.
I presume we have identified a command ship, so it becomes a target for the bombers along with one other.

20:37, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 6,6,4.  Kugelblitz Sand Casters.
20:37, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,3,5.  Kugelblitz Beams Group 1 (5 beams).
20:37, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,4,2.  Kugelblitz Beams Group 2 (6 beams).
20:37, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,4,4.  Kugelblitz Beams Group 3 (5 beams).
20:36, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,3,2.  Kugelblitz Beams Group 4 (6 beams).
20:36, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,4,5.  Seru 1.
20:36, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 3,5,2.  Seru 2.
20:36, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,2,5.  Bomber 1.
20:36, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,4,4.  Bomber 2.
Fate
GM, 4733 posts
Roll for dodge!
Sun 3 Jan 2021
at 12:12
  • msg #177

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 176):

This round saw any weapons hit, but neither the Pulse weapons, which were not attempting precision attacks, nor the Plasmas were able to penetrate the others armour.

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-14(Range) = 7, r9,12,8,12
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-14(Range)+9(SM-profile) = 13, r16, d
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-14(Range)= 7, r8
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-14(Range)+9(SM-profile) = 13, r15,10, d
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r5,11, d12, dam 0
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, r11,12, d13, 0 dam
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-14(Range)+6(SM, Bomber)= 12, r9, d8, 0 dam
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
]

Hardrada Raider, 700 M Solars, 800 dTons
64/80, 64/80, all lost 1 Man drive (2G)
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
10 dest, -2, 2@-1, 3@-6 4@-2, 4@-11, 5@-3, -4
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3541 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 3 Jan 2021
at 17:20
  • msg #178

Re: Working the Spinward Worlds

OK, Gents we need to close if we can... their pulse lasers are less threat than our beams. and we have more beams as well. Good Shooting.

Targetting the ship that seems to be in command

10:19, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,1,6.  Kugelblitz Sand Casters.
10:19, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,2,4.  Kugelblitz Beams Group 1 (5 beams).
10:19, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,3,3.  Kugelblitz Beams Group 2 (6 beams).
10:19, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 3,5,3.  Kugelblitz Beams Group 3 (5 beams).
10:19, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,2,3.  Kugelblitz Beams Group 4 (6 beams).
10:19, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,3,4.  Seru 1.
10:18, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,4,4.  Seru 2.
10:18, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,1,6.  Bomber 1.
10:18, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 1,3,3.  Bomber 2.
Fate
GM, 4737 posts
Roll for dodge!
Mon 4 Jan 2021
at 05:58
  • msg #179

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 178):

Finally you get the break you are looking for! As your beams from 2 turrets smash both the Manoeuvrer drives of the Command ship, The Raiders match your skills, taking out both drives from four other ships! With half their number now no longer able to manoeuvrer under their own power, you are once again able to command the range...and the encounter. Though the range for this round remained at 25,000 miles, you can close to up to 5,000 miles for the next round, as the remaining vessels stay in tight formation to maintain defensive formation.

Even the dice roller must be festive!

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-14(Range) = 7, r12,12,11,7, d9, dam 20,30
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-14(Range)+9(SM-profile) = 13, r8, d
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-14(Range)= 7, r7, d9, dam 8x30
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-14(Range)+9(SM-profile) = 13, r
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-14(Range)= 7, r12,13, d, dam 0
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, r7,8, d, 0 dam
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-14(Range)= 6, r14, d8, 0 dam
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
]

Hardrada Raider, 700 M Solars, 800 dTons
64/80, 64/80, all lost 1 Man drive (2G)
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
50/100(0G), 40/100(0G), 40/100(0G), 40/100(0G), 40/100(0G), 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
10 dest, -2, 2@-1, 3@-6 4@-2, 4@-11, 5@-3, -4
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3543 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 4 Jan 2021
at 19:26
  • msg #180

Re: Working the Spinward Worlds

OK, you ready to close to 20k miles?

We hold formation and go back to work.

12:24, Today: Cyril Zotmund rolled 18 using 3d6 with rolls of 6,6,6.  Kugelblitz Sand Casters.
12:23, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,5,4.  Kugelblitz Beams Group 1 (5 beams).
12:23, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 1,5,6.  Kugelblitz Beams Group 2 (6 beams).
12:23, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,3,4.  Kugelblitz Beams Group 3 (5 beams).
12:23, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 1,6,5.  Kugelblitz Beams Group 4 (6 beams).
12:23, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 3,1,3.  Seru 1.
12:22, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,4,3.  Seru 2.
12:22, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,4,5.  Bomber 1.
12:22, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 6,1,2.  Bomber 2

Well so much for the good die rolling... one Bomber and 2 Seru managed to hit. Sand caster puked big time.
Fate
GM, 4741 posts
Roll for dodge!
Tue 5 Jan 2021
at 13:03
  • msg #181

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 180):

20,000 miles is still -14, and half damage for Plasmas (until < 10,000 miles).

This round is much less spectacular for all, with only one Ball fighter managing to hit the target...the bridge of the Command Shamshir. They remain confused as they scramble to recover.

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-14(Range) = 7, r15,12,13,12
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-14(Range)+9(SM-profile) = 13, r18, Exploded in launcher, launchers out of action!
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-14(Range)= 7, r9
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-14(Range)+9(SM-profile) = 13, r
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-14(Range)= 7, r7,9, d, dam 18
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 13, r15,9, d11, 0 dam
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-14(Range)= 6, r13
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
]

Hardrada Raider, 700 M Solars, 800 dTons
64/80, 64/80, all lost 1 Man drive (2G)
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
32/100(0G, -bridge), 40/100(0G), 40/100(0G), 40/100(0G), 40/100(0G), 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
10 dest, -2, 2@-1, 3@-6 4@-2, 4@-11, 5@-3, -4
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3544 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 5 Jan 2021
at 19:08
  • msg #182

Re: Working the Spinward Worlds

OK, so the raiders are working in closer with me...  we continue to close; the bridge hit may have deprivedus of much intell, oh well.
Keep after them as best we can.

12:04, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 5,6,4.  Kugelblitz Sand Casters.
12:04, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 3,1,2.  Kugelblitz Beams Group 1 (5 beams).
12:04, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,3,3.  Kugelblitz Beams Group 2 (6 beams).
12:04, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,4,5.  Kugelblitz Beams Group 3 (5 beams).
12:03, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 3,4,4.  Kugelblitz Beams Group 4 (6 beams).
12:03, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,2,4.  Seru 1.
12:03, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 4,6,6.  Seru 2.
12:03, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,3,6.  Bomber 1.
12:03, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 3,3,5.  Bomber 2.

It seems to be a Vilani dice roller... just two numbers under 11 out of 9 rolls. Need to subtract 2 from all rolls to even be close to a normal distribution.
Fate
GM, 4744 posts
Roll for dodge!
Tue 5 Jan 2021
at 23:12
  • msg #183

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 182):

Perhaps. Feel free to direct attacks. What range do you close to? I have assumed 10,000 miles, lacking further advice, at which you have a range penalty of -12.

Your exchange continues as you cautiously close to 10,000 miles. Your Beams continue to damage 2 of them, knocking out another 2 manoeuvrer drives. It occurs to you that you man not be able to salvage any if you take out all manoeuvrer drives...

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-12(Range) = 9, r6,12,13,11, d11, Damage 24
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+9(SM-profile) = 15, Repairing
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r14
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+9(SM-profile) = 15, did not fire.
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r8,16, d11, dam 24
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-12(Range)+9(SM-profile)= 15, r11,13, d11
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r11
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
]

Hardrada Raider, 700 M Solars, 800 dTons
64/80, 64/80, all lost 1 Man drive (2G)
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
32/100(0G, -bridge), 40/100(0G), 40/100(0G), 40/100(0G), 40/100(0G), 76/100 (2.5G), 76/100(2.5G), 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
10 dest, -2, 2@-1, 3@-6 4@-2, 4@-11, 5@-3, -4
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3545 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Jan 2021
at 03:01
  • msg #184

Re: Working the Spinward Worlds

We tell the gunners to shoot for things other than maneuver drives if they can...  and tell the enemy they can surender when they have had enough, but we will continue to kill ships until they do...
10k miles is fine... hopefully the raiders are with me...


20:01, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,5,2.  Kugelblitz Sand Casters.
20:00, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 4,2,4.  Kugelblitz Beams Group 1 (5 beams).
20:00, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,3,4.  Kugelblitz Beams Group 2 (6 beams).
20:00, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,4,5.  Kugelblitz Beams Group 3 (5 beams).
20:00, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,3,2.  Kugelblitz Beams Group 4 (6 beams).
20:00, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,3,5.  Seru 1.
20:00, Today: Cyril Zotmund rolled 17 using 3d6 with rolls of 6,6,5.  Seru 2.
20:00, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,2,6.  Bomber 1.
19:59, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 3,4,4.  Bomber 2.
Fate
GM, 4747 posts
Roll for dodge!
Wed 6 Jan 2021
at 03:35
  • msg #185

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 184):

The raiders stay as near to you as possible. 10,000 miles is still half damage for Plasmas, full damage is defined as less than that...not that it matters.

As you all prepare to fire your salvos, they turn into your line of fire, maximizing the damage you inflict instead of avoiding it! Combined with some of the best shooting on behalf of the Raiders you have seen, all enemy ships are disabled, with damage penetrating the turrets to cause considerable internal damage as well as disabling numerous communications systems!

They Vilani begin making preparations to abandon their ships, asking for quarter...

[OOC: An extraordinary round of near Critical success on behalf of the Raiders and a Critical fail in their dodge!]

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-12(Range) = 9, r10,8,11,7, d17, Damage 2x52, 2x78
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+9(SM-profile) = 15, Repairing
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r5, d17, dam 8x78
Dam 7d/2-16, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+9(SM-profile) = 15, did not fire.
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r13,17, d, dam
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-12(Range)+9(SM-profile)= 15, r13,11, d17, dam 38, 57
Dam 12d-53

[Private to GM:
Shamshir pulse, Precision 60xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r10
Dam 2d-15, Raider, 2d-18, KB, 150 x10 salvos missiles
]

Hardrada Raider, 700 M Solars, 800 dTons
64/80, 64/80, all lost 1 Man drive (2G)
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
-6/100(0G, -bridge, -turret), -17/100(0G,-turret), -12/100(0G, -turret), -12/100(0G, -turret), -106/100(0G, -2xturret), -2/100 (2.5G, -turret), -2/100(2.5G,-turret,-comms), -56/100 (-2xturret, -comms), -56/100 (-2xturret, -comms), -56/100 (-2xturre,-comms)
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
10 dest, -2, 2@-1, 3@-6 4@-2, 4@-11, 5@-3, -4
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
This message was last edited by the GM at 03:37, Wed 06 Jan 2021.
Cyril Zotmund
Captain, 3546 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Jan 2021
at 16:57
  • msg #186

Re: Working the Spinward Worlds

We will accept your surrender under the following terms- You do not blow up any ships, there is no colony here, so you will need some of them to live on until help arrives. All of your crew will evacuate the ships, we intend to look for parts to fix our ships and enough of the others so you will survive, we do not need any one messing with our efforts; any offensive action vacates the agreement and places all of you in peril.


To the two raiders - Get your engineers ready, we have decent repair capabilities and will look at placing Shamshir maneuver drives on your ships to replace those damaged. You can replenish missiles and anything else you need, if you wish you can even take a ship or two. We intend to inspect the command ship first, do keep a close eye on these yahoos, as every now and again we get a die hard. Your Marines and engineers should start going through the ships, pay attention to drives and safes.  We have found useful intelligence in them.


Check all fighters for condition, recall any needing repair, we will use the AK Modular fithers to watch the enemy shuttles.
Fate
GM, 4749 posts
Roll for dodge!
Thu 7 Jan 2021
at 13:26
  • msg #187

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 186):

The enemy do abandon their ships, requesting to leave engineers aboard to assist in repairs. If you refuse them that, they will begrudgingly take them off.

The Raiders, by contrast, are very co-operative. They have a group of 10 capable engineers on each vessel. The share information, indicating that this group have been chasing raiders for several months now, and have indeed accounted for at least three they know of. Grateful for your assistance, they do request to take a Shamshir each, and offer to assist you with all intelligence they can and ain any other way possible. They also ask if you know how to get to the Giriian systems, and if they might find refuge and places to repair there.

Your fighters are all in good condition, and some of the enemy fighters may well be salvageable. But the rest will take some time to work out, including getting all the data off the enemy ships' drives.

01 July 2181, Irshirshu 21.6/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3547 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Jan 2021
at 17:17
  • msg #188

Re: Working the Spinward Worlds

We will ask them to take all engineers off until we clear the ships and asses them, so there is no danger of anyone getting shot by our Marines, who are inclined to shoot first and then ask questions. . Once we have assessed things, we will bring their engineers back to assist in making things habitable.

To the raiders- Shamshirs cannot double jump which will make getting them out of here, because there are several systems with no GG to spinward, which is the best  and closest way out. we can show them the others. Girii is not going to be inclined to assist Terran ships in their war... but we can send them to other places that will help.

We deploy the Repair ball and get to work fixing maneuver drives and looking at damage to other Maneuver drives that may be repairable.
Once we establish which ships we want, we will let a few engineers board a couple of Shamshirs to make them habitable for all the crews.
We intend to destroy some of the ships and wedge all their crews into just a couple ships, based on life asupport. Any ships they get back will have no missiles and no working lasers. The Jump drives will be removed or disabled and the maneuver drives will be limited to one.Basically I want to make the ships as useless as possible with out just leaving the crews to their deaths.
Fate
GM, 4751 posts
Roll for dodge!
Fri 8 Jan 2021
at 11:31
  • msg #189

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 188):

By the time you are finished cannibalizing the ship's for the parts for the Raiders, there are just six with a working maneuver drive. It will take some time to get the others modified, though it is possible. Let me know the time you want to spend and what you want to do with it...given time, you can probably modify one ore two to safely accommodate the survivors after removing fuel and jump drives...

02 July 2181, Irshirshu 21.4/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3548 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 8 Jan 2021
at 18:46
  • msg #190

Re: Working the Spinward Worlds

Well we need to refule, the Raidrs likely need to refuel, as will the Shamshirs we take.
Let's get a better estimate on making those survival ships up... leaving two streipped ships out of 10 seems appealing, we'll take perhaps three among us and the others get sent to the GG so as to be of no further use to the Vilani.  Wewill leave them communications so they can radio for help.

Will the Shamshir maneuver drives give much benefit to the Raiders?
We will also swap information and such navigation and knowledge aswe have, then suggest they visit AK industries at Argon. we also make sure they understand the criticality of not letting this information get into Vilani hands.
Fate
GM, 4752 posts
Roll for dodge!
Sat 9 Jan 2021
at 11:17
  • msg #191

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 190):

It will take about a week to modify the Shamshirs, cannibalizing five to get five with a working maneuver drive, though only one has two working drives. What weapons fitout do you want, bearing on mind there were 30 beam fighters with a beam weapon, though you would need a bigger reactor to power it. Each Shamshir had 2 ships boats, one cargo and one passenger, though they used these to abandon ships. You do note that the combat ships boats are also on file on their computers.

The Raiders get there own drives working, since they do not have room for a bigger drive.

It is also significant to note that the size of the force at Chrysolite is recorded as being significant. Most anti-piracy fleets consist of Gashiddas as a result, with combat fleets held in reserve for battle fleets. The fleet you just defeated was a significant exception.

02 July 2181, Irshirshu 21.4/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3549 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 9 Jan 2021
at 16:14
  • msg #192

Re: Working the Spinward Worlds

Well since we were just taking the best three, we will put all the maneuver drives on those. The two we are making into life boats can use the Fighter drives, which will make them slow but not immobile. The other shamshirs go visit a Gas Giant. Hopefully the two we leave will not be worth the effort of recovering, thus the Vilani lose all 10 of them.

So what are the plans of the two raiders?

Forgot to mention the Beam wepons, where we can , we will replace Pulse lasers with Beam Lasers and use the power plants from the fighters to power them. The power plants can replace one fighter bay(still leaves room for a 30 ton shuttle and a fighter if desired) or some cargo space. We will not have enough to replace all the lasers, but each ship will have at least two, hopefully in sepate turrets paired with a Pulse laser, so one hit doesn't detroy them all.   I am guessing that we don't have the time equipment to add turrets.  All missiles will be transferred to the raiders and ships we are keeping. Any excess will be sent to the GG along with the hulks we don't keep.
This message was last edited by the player at 16:42, Sat 09 Jan 2021.
Fate
GM, 4755 posts
Roll for dodge!
Tue 12 Jan 2021
at 23:49
  • msg #193

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 192):

You will have 27 working Beam weapons, but the 3 Shamshirs you are taking have 6 Pulse and 15 Missiles, so you can replace 9 of the Missiles with Beams for each Shamshir, so you can leave each Shamshir with 6 Missiles or replace them with Pulse weapons as well, your call. I will have to do a redesign to see the amount of Cargo space they take up, but do not expect to have any left. It will be close to 2 weeks before all those changes have been made, in addition to making two hulks into lifeboats.

The Raiders plan to split up, since together they clearly present a credible threat and are likely to get hunted by ever bigger fleets. The destruction of 10 Shamshirs is likely to send ripples to Dingir, so they suggest disappearing, taking note of the issues around Sukun, they consider ways to get to Vegan or Shululsish territory. They ask about your own intentions.

14 July 2181, Irshirshu 20.0/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3550 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 13 Jan 2021
at 03:15
  • msg #194

Re: Working the Spinward Worlds

Well I had planned to stir up some trouble around here...  Which perhaps we have. There is no way to go Spinward without double jump capability, which leaves the route coreward around Apishlun, which may be unexpected, but will be well watched I would think. Right now, the Shamshirs are a ball and chain, we need a tanker, which would allow us to move a bit more freely. I am wondering about making a Shamshir tanker, but have low expectations, as it is making an elephant out of a race horse.
Terran Scout
NPC, 21 posts
Member of Terras Scouts
Thu 14 Jan 2021
at 02:27
  • msg #195

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 194):

"Yeah, we get that. But they also add to firepower considerably. We will probably send our three Shamshirs back to Terra, or perhaps to Chrysolite. Is the route to the outback colonies there clear? Perhaps we could head to the outback worlds as well. They may be able to use the extra firepower..."
Cyril Zotmund
Captain, 3551 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Jan 2021
at 02:59
  • msg #196

Re: Working the Spinward Worlds

Well Ceti Command would dearly love to get them, but again you face the problem of no Gas Giants in either Shalgaar or Enulden, which makes them dead traps. You can go via Kuneikar, Siikani and Ishu, but each of those is a major system with good starports, and Ishu is a border system with a likely powerful fleet to keep those dastardly Terrans out... can it be done? maybe with a bit of luck, but I think it is a very iffy choice.  Chrysolite is all but impossible to get to because of the route and the large fleets protecting it. It would be far easier with just our three ships with our double jump ability, but the Shamshirs can't do that. be happy to listen to any ideas you have.
Terran Scout
NPC, 22 posts
Member of Terras Scouts
Thu 14 Jan 2021
at 05:18
  • msg #197

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 196):

"We have a reliable report that one of the outer object in Enulden is actually largely ice. Whilst not easy for unarmed ships to get to, using beam weapons to melt the ice can mean that we can get through there. From there to Kishakhpap, then Sikigi may work if you have charts for beyond that system. What is the border at Sikigi and Dzosuiken like? Possible to raid there on the way through?"
Cyril Zotmund
Captain, 3552 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Jan 2021
at 18:44
  • msg #198

Re: Working the Spinward Worlds

Actually we don't raid Dzosuiken or Sukun as they have Kimashargur who are inclined to be tolerant or even friendly to us... The Government iisn't of course, but the people are. The ships are manned by locals in most cases with a Vilani captain and an officer or two.  Sikigi is getting fortified because we have used to so often... It's a worthless little dump, but an important place on the route. If we can indeed refuel at Enulden, then we have a way through with our capatures.

OOC - So Kugelblitz has a Shamshir and the raiders can man three of them?
 Two are for the captured crews ...  so 6 out of ten are being taken... Can Kugelblitz man another? That would mean we could theoretically abscond with 5 ships, which seems unlikely given the damage we did. Or was the robo fac able to restore damaged equipment?  Bet the raiders want one of those!
Terran Scout
NPC, 23 posts
Member of Terras Scouts
Thu 14 Jan 2021
at 20:42
  • msg #199

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 198):

"Then Enulden sounds like our route. Lead the way, and please transfer any jump charts beyond Sikigi."

OOC: The Robofac and the Repair Ball were busy transferring parts and rebuilding critical parts, but you only had enough drives for 3 ships, with two other ships used as lifeboats. As such, you could only get 5 ships total, with 5 to be trashed, unless you wanted to hang around for longer to rebuild drives...or steal them.

14 July 2181, Irshirshu 20.0/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3553 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 14 Jan 2021
at 23:42
  • msg #200

Re: Working the Spinward Worlds

Nope, That's fine... the raiders then get one each and I get one... solves that issue. I presume each is well enough manned to be fought as needed.

I do transfer navigation charts to allow the raiders to reach Argon on their own if need be and some extra information on Orgill, Ceti-Command and vicinity as well as what we have on the adjoining vilani systems.

I recommend the outside of the outer GG at Lakisha and expect at least a Gashidda, perhaps more.
Fate
GM, 4761 posts
Roll for dodge!
Fri 15 Jan 2021
at 04:05
  • msg #201

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 200):

The Shamshirs have the same Specs:

Modified Terran Shamsir: 1.2 B, 1000 dTon Flattened Sphere
(5G/Move:3250, dDR:160, dHP: 70, Cargo Space: 53 dTons, SM:+10)
Crew:66, Endurance: 10 weeks, 1 Hanger Bays, Capacity: 90 Tons, 1 Sickbay
Weapons: 9xBeam, 6xPulse, 6xMissile,
Cyril Zotmund
Captain, 3554 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Jan 2021
at 17:58
  • msg #202

Re: Working the Spinward Worlds

OK, and we were able to reclaim several Ships boats and perhaps a few fighters to shareamong them?
Goal is at least one Ships Boat and perhaps two, plus a fighter for any empty hanger space if available.

We wish the Prison hulks well and move off after destroying any ships (large and small) that we didn't take. We leave each of them a Shuttle without missiles. Not sure they need a pulse laser either, but damn sure don't have a beam weapon.

We all move to a jump point and head for the outside of the outer GG at Lakisha ... the Shamshirs will also have updated Nav charts too.
Fate
GM, 4762 posts
Roll for dodge!
Fri 15 Jan 2021
at 18:36
  • msg #203

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 202):

The fighters were all disassembled for parts, mainly beam weapons but a number of fusion plants as well. The ships boats were used by the crews as lifeboats while you made these modifications, but since there were about 20, and the lifeships could only hold six, there were 14 that had to get dumped into space, so you could claim some of them. Your hanger space will allow you to have up to three of them per ship, so 9 in total.

Arriving at the outer Gas Giant at Lakisha, your heart drops as you detect 5 Kargash Light Cruisers in a lazy orbit of the planet. At the arrival of your fleet, they predictably move to intercept. At the other gas giant 8 days away, 5 more are waiting, but they do not respond.

Fortunately, the other craft arrive withing 15 minutes. As the raiders and the captured ships close formation, the Kargash hail you.

"Terran Pirates, you have been caught red handed. You stand no chance now...stand down and prepare to be boarded."

The raiders link laser comms and respond.

"They only have 2 plasma cannon each., for a total of 10. With precision hits, we can take them..."

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
This message was last edited by the GM at 18:36, Fri 15 Jan 2021.
Cyril Zotmund
Captain, 3555 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Jan 2021
at 22:39
  • msg #204

Re: Working the Spinward Worlds

Perhaps, But I have found them nasty to deal with as they have very thick armor.

OK, so they left the planet and headed our way... how far away, since we are out at the farthest GG.  Can we just refuel and tell them to F off?
Of Course, A Kargash or two wpuld be a fine prize!
Fate
GM, 4764 posts
Roll for dodge!
Fri 15 Jan 2021
at 22:48
  • msg #205

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 204):

They are at the GG you were heading to, so refuelling without dealing with them is out of the question. Range is about 3 million miles, and reducing by 1.8 million miles per hour unless you move. They should be at your position in about 100 minutes.

There were 5 more at the other uninhabited Gas Giant, and 10 at the Gas Giant with the colony in orbit.

For them, you also would make a fine prize! Your successes have raised the stakes...you calculate that you need only 60 beam/pulse weapons to deal with their missile swarm. With 15 per Shamshir, you and the fighters could manage, if you wanted the Raiders to get away. But the best chance of success comes from sticking together...

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3556 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Jan 2021
at 23:38
  • msg #206

Re: Working the Spinward Worlds

No Question, I suggest that we need to get inside beam range and hold it there, BTW, they normally have two turrets with two Plasma canon in each, so 20 of them and they are also fast as I am. This will require some very fine work on our part to succeed.

Accelerate to close the range, then at about 60 k miles we will reverse and hold them off as long as we can, expecting them to push hard to close. Seru go out as we reverse to assit in shooting these ships up, and Precision shots at he turrets are the prime target, followed by their targeting systems. The below rolls are our opening shots at around 55k miles.

16:33, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,3,3.  Kugelblitz Sand Casters.
16:32, Today: Cyril Zotmund rolled 4 using 3d6 with rolls of 2,1,1.  Kugelblitz Beams Group 1 (5 beams).
16:32, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 5,3,6.  Kugelblitz Beams Group 2 (6 beams).
16:32, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,4,4.  Kugelblitz Beams Group 3 (5 beams).
16:31, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 3,3,4.  Kugelblitz Beams Group 4 (6 beams).
16:30, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 2,5,5.  Seru 1.
16:30, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 5,6,5.  Seru 2.
Terran Scout
NPC, 24 posts
Member of Terras Scouts
Sat 16 Jan 2021
at 00:10
  • msg #207

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 206):

"Fortunately there are only five of them here, so just 10 turrets. However, they also have some susceptibility to missile fire, for which they most likely have defence fighters they will deploy as they get close, or we launch. Our sandcasters will not be needed unless they launch beam fighters, or in case pulse fighters get close..."

Forming up and closing, you both launch a salvo at full range. They launch 4 Pulse defence fighters each, and manage to shoot down your missiles as easily as you shoot down theirs. As you approach, they keep coming, and you reverse direction, reducing the closure speed to 20,000 miles per 20 minutes. Incredibly, as you focus on the lead ship, you are able to disable one turret!

Range: 55,000 miles (-16), reducing at 20,000 miles per round. Next Round 35,000 miles (-15).

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Modified Terran Shamsir: 1.2 B, 1000 dTon Flattened Sphere
100/100, 100/100, 100/100
(5G/Move:3250, dDR:160, dHP: 100, Cargo Space: 53 dTons, SM:+10)
Crew:66, Endurance: 10 weeks, 1 Hanger Bays, Capacity: 90 Tons, 1 Sickbay
Weapons: 9xBeam, 6xPulse, 6xMissile,

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-16(Range) = 5, r10,14,14,4, dam 2 per beam
Dam 7d/2 -16
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-16(Range)+9(SM-profile) = 11, r9
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r8,13
Dam 7d/2-24, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+5(SM-profile) = 8, did not fire.
Shamshirs, 3x9 Beams, Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r10,12,12
Dam 7d-24 per beam
Shamshirs, 3x6 Pulse, Skill 16+2(sAcc)+2(Comp)-15(Range)+5(SM-profile)= 10, r12
Damage 12d-24 per ship
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-16(Range)= 5, r12,16
Dam 7d/2-8
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-14(Range)+9(SM-profile)= 15, not yet launched
Dam 12d-53

[Private to GM:
Fighters pulse, Precision 3x20xPulse: Skill 16+2(sAcc)+2(Comp)-16(Range)= 4, r10
Dam 2d-15, Raider, 2d-18, KB, 48x5=240 salvos missiles
Kargash Plasma, Skill 17-1(sAcc)+2(Comp)-14(Range)+10(SM-profile)= 14, out of range
]

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
110/120 (1 turret), 120/120, 120/120, 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons
20@ 22/22,
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0), Weapons:3x Pulse Lasers
This message was last edited by the player at 00:42, Sat 16 Jan 2021.
Cyril Zotmund
Captain, 3557 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 16 Jan 2021
at 02:33
  • msg #208

Re: Working the Spinward Worlds

OK, Lets use the pulse lasers to zap the fighters too if you can, we'll take care of the missiles and snipe at the cruisers firepower. Beware the surprise, sand casters are cheap, use them.


19:31, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,3,5.  Kugelblitz Sand Casters.
19:31, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,3,4.  Kugelblitz Beams Group 1 (5 beams).
19:31, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 3,4,5.  Kugelblitz Beams Group 2 (6 beams).
19:30, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 1,1,4.  Kugelblitz Beams Group 3 (5 beams).
19:30, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,6,2.  Kugelblitz Beams Group 4 (6 beams).
19:29, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 1,4,1.  Seru 1.
19:29, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,5,2.  Seru 2.

With luck, two hits ...
Fate
GM, 4767 posts
Roll for dodge!
Sat 16 Jan 2021
at 03:35
  • msg #209

Re: Working the Spinward Worlds

In reply to Terran Scout (msg # 207):

Range: 35,000 miles (-15), reducing at 20,000 miles per round. Next Round 15,000 miles (-12). Plasma's 0.5 damage, Beams/Pulse full damage.

You do succeed in hitting, but the heavy armour is just too much at this range. I presume you launched the bombers this round as well, given the closure?

Three defence fighters are hit, and though not destroyed, they cease fighting. At this range, with their armour, you are advised to use the Bombers against the fighters...

Of course, that means that you will be engaging the Cruisers plasma guns next round. They are clearly looking forward to that...but you are manoeuvrable. Dodging is always a possibility, and your pilots are good at it! (10 or less for KB and the raiders, 9 or less for the Shamshirs)

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Modified Terran Shamsir: 1.2 B, 1000 dTon Flattened Sphere
100/100, 100/100, 100/100
(5G/Move:3250, dDR:160, dHP: 100, Cargo Space: 53 dTons, SM:+10)
Crew:66, Endurance: 10 weeks, 1 Hanger Bays, Capacity: 90 Tons, 1 Sickbay
Weapons: 9xBeam, 6xPulse, 6xMissile,

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-15(Range) = 6, r11,12,6,12, d10, dam 0
Dam 7d/2 -24
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+5(SM-profile) = 8, r10
Raider, 24xBeams: Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r16,14
Dam 7d/2-24, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-15(Range)+5(SM-profile) = 10, did not fire.
Shamshirs, 3x9 Beams, Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r10,12,12
Dam 7d-24 per beam
Shamshirs, 3x6 Pulse, Skill 16+2(sAcc)+2(Comp)-15(Range)+5(SM-profile)= 10, r9, d9, dam 3x17
Damage 12d-24 per ship
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-15(Range)= 6, r6,11, d10, dam 0
Dam 7d-24
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-12(Range)+5(SM-profile)= 11, not yet launched
Dam 12d-80 vs Cruisers...

[Private to GM:
Fighters pulse, Precision 3x20xPulse: Skill 16+2(sAcc)+2(Comp)-15(Range)= 5, r6
Dam 2d-15, Raider, 2d-18, KB, 48x5=240 salvos missiles
Kargash Plasma, Skill 17-1(sAcc)+2(Comp)-12(Range)+8(SM-profile)= 14, dam 12d-25
]

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
110/120 (1 turret), 120/120, 120/120, 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM:+8(End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons
17@ 22/22, 3@5/22 (Cockpit hit, no longer fighting)
(6G/Move:2255, dDR:20, dHP:22, SM:+5 (end)), Weapons:3x Pulse Lasers

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3558 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 16 Jan 2021
at 18:34
  • msg #210

Re: Working the Spinward Worlds

So our attempts at precision fire did not succeed at 6? Ouch!
Yes Bombers deployed and the suggestion to kill fighterswith them is taken; but as soon as the big ships get in full up Plasma range, they are the primary target.

11:33, Today: Cyril Zotmund rolled 5 using 3d6 with rolls of 1,1,3.  Kugelblitz Sand Casters.
11:33, Today: Cyril Zotmund rolled 18 using 3d6 with rolls of 6,6,6.  Kugelblitz Beams Group 1 (5 beams).
11:32, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 3,4,5.  Kugelblitz Beams Group 2 (6 beams).
11:32, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 3,4,6.  Kugelblitz Beams Group 3 (5 beams).
11:32, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,5,2.  Kugelblitz Beams Group 4 (6 beams).
11:32, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 5,6,3.  Seru 1.
11:32, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 5,6,4.  Seru 2.
11:31, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 6,1,4.  Bomber 1.
11:31, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 5,1,4.  Bomber 2.

Die roller is back to normal (Fouled Up).
Fate
GM, 4770 posts
Roll for dodge!
Sat 16 Jan 2021
at 21:14
  • msg #211

Re: Working the Spinward Worlds

In reply to Fate (msg # 209):

The attempts at precision fire did hit, but the armour was too thick due to 1/2 damage. Now at full damage, this is when it counts! Nasty rolls, even for you! With just 3 Fighters left, sandcasters will soon be irrelevant! But missiles...if you can keep all your ships in the game!

The Pulse weapons demonstrate just how vulnerable the Vilani defence fighters are at this range, crippling 12 of them with just 6 turrets, two per Shamshir, with the Bombers taking care of another one each. Despite trying precision attacks, this seems to unsettle them as they fail to hit their targets. Incredibly, the Plasma Cannons of the Cruisers also fail to hit the Raiders, but the return fire from combined beam weapons sees four of the turrets put out of action, making two of the cruisers little more than missile platforms. As such, they launch another salvo...but the point defences targeting them next round barely need to change targets, since the missiles are so close to the cruisers.

As if to resolve their lack of gunnery, they continue to close...to just 4,000 miles!

Range: 15,000 miles (-12). Next Round 4,000 miles (-8). Everything full damage. Ships will use 2 turrets per enemy turret unless directed otherwise.

Hardrada Raider, 700 M Solars, 800 dTons
80/80, 80/80
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Modified Terran Shamsir: 1.2 B, 1000 dTon Flattened Sphere
100/100, 100/100, 100/100
(5G/Move:3250, dDR:160, dHP: 100, Cargo Space: 53 dTons, SM:+10)
Crew:66, Endurance: 10 weeks, 1 Hanger Bays, Capacity: 90 Tons, 1 Sickbay
Weapons: 9xBeam, 6xPulse, 6xMissile,

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-12(Range) = 9, r12,13,12,18, d10, dam
Dam 7d -24
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+5(SM-profile) = 11, r5, d11
Raider, 2x12 Beams: Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r6,12, d14, dam 2x18
Dam 7d-24, 12 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-12(Range)+5(SM-profile) = 13, r15
Shamshirs, 3x9 Beams, Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r9,7,16, d14, dam 18,9
Dam 7d-24 per beam
Shamshirs, 3x2x3(turret) Pulse, Skill 16+2(sAcc)+2(Comp)-12(Range)+5(SM-profile)= 13, r11, d11, dam 40x6x2
Damage 12d-12 per turret
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-12(Range)= 9, r14,15
Dam 7d-24
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-12(Range)+5(SM-profile)= 11, r10,11, d11,
Dam 12d-80 vs Cruisers...

[Private to GM:
Fighters pulse, Precision 3x20xPulse: Skill 16+2(sAcc)+2(Comp)-12(Range)= 8, r11
Dam 2d-15, Raider, 2d-18, KB, 48x5=240 salvos missiles
Kargash Plasma, Skill 17-1(sAcc)+2(Comp)-12(Range)+8(SM-profile)= 14, r16
dam 12d-25
]

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
92/120 (0 turret), 84/120 (0 turrets), 111/120, 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM:+8(End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons
3@ 22/22, 12@-18/22, 2@-5/22, 3@5/22 (Cockpit hit, no longer fighting)
(6G/Move:2255, dDR:20, dHP:22, SM:+5 (end)), Weapons:3x Pulse Lasers

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3559 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 16 Jan 2021
at 23:28
  • msg #212

Re: Working the Spinward Worlds

Cyril agrees, he is swaeting now, as things are not going well and he doesn't understand why no one can hit anything
Must be a damned Vilani bug in the targeting codes he thinks. Maybe I should just ram one

16:27, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 5,4,6.  Kugelblitz Sand Casters.
16:27, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,3,5.  Kugelblitz Beams Group 1 (5 beams).
16:26, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,6,1.  Kugelblitz Beams Group 2 (6 beams).
16:26, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 5,4,2.  Kugelblitz Beams Group 3 (5 beams).
16:26, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,6,2.  Kugelblitz Beams Group 4 (6 beams).
16:26, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,3,2.  Seru 1.
16:26, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 4,1,3.  Seru 2.
16:26, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,6,3.  Bomber 1.
16:25, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,3,4.  Bomber 2.
Fate
GM, 4773 posts
Roll for dodge!
Sun 17 Jan 2021
at 00:06
  • msg #213

Re: Working the Spinward Worlds

In reply to Fate (msg # 211):

The turrets that overheated last round (the 18) are being repaired this round. In anticipation of damage, all non-essential crew from the Hardradas board small craft, since they are being targeted.

It proves to be wise. With the range now very close, the three remaining light cruisers now find their range. Smashing the two raiders, both manoeuvrer with extraordinary luck, one avoiding all rounds, but the other still bearing enough hits to destroy it. But the cost of such a daring manoeuvrer is high. At this range, the beams can precisely cut into the outnumbered cruisers with even average skill, and your gunners are more than average. All enemy plasma turrets are damaged, most badly, and all enemy comms are disabled, allowing the swarm of missiles to fly off harmlessly into the distance past you. Worse, one manoeuvrer drive of the command cruiser is disabled, slowing the fleet as they try to work out what to do next.

Slowed, the troops from the damaged Raider depart as their ships disintegrates around them. Being Military ships boats, they are faster than the now-defenceless Cruiser, and with 120 survivors crammed in and out for vengeance, they ask for you to cover them while they attempt to dock with the damaged Cruiser.

Of course, with just three defence fighters left, the enemy will be vulnerable to missile fire if they can be destroyed. As if aware of the critical role they play, the fighters manage to avoid all hostile fire this round, dodging artfully among the stricken cruisers.

Range: 4,000 miles (-8). Next Round ? Everything full damage. Ships will use 2 turrets per enemy turret unless directed otherwise.

Hardrada Raider, 700 M Solars, 800 dTons
80/80, destroyed
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Modified Terran Shamsir: 1.2 B, 1000 dTon Flattened Sphere
100/100, 100/100, 100/100
(5G/Move:3250, dDR:160, dHP: 100, Cargo Space: 53 dTons, SM:+10)
Crew:66, Endurance: 10 weeks, 1 Hanger Bays, Capacity: 90 Tons, 1 Sickbay
Weapons: 9xBeam, 6xPulse, 6xMissile,

Total swarm of 24 missiles.

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-8(Range) = 13, r12,12,11,- (last rnd was 18), d12, dam 2x30, 1x25, (3 enemy turrets destroyed)
Dam 7d -24
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-8(Range)+5(SM-profile) = 15, r15, d14
Raider, 2x12 Beams: Skill 17+2(sAcc)+2(Comp)-8(Range)= 13, r10,7, d12, dam 4x30
Dam 7d-24, 6 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-8(Range)+5(SM-profile) = 15, did not fire
Shamshirs, 3x9 Beams, Skill 16+2(sAcc)+2(Comp)-8(Range)= 12, r7,8,17, d12, dam 3x30
Dam 7d-24 per beam
Shamshirs, 3x2x3(turret) Pulse, Skill 16+2(sAcc)+2(Comp)-8(Range)+5(SM-profile)= 17, r14, d6
Damage 12d-12 per turret
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-8(Range)= 13, r8,9, d12, 2x15
Dam 7d-24
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-8(Range)+5(SM-profile)= 15, r9,13, d12, 2,4 hits, dam 0, did not penetrate
Dam 2x12d-80 vs Cruisers...

[Private to GM:
Fighters pulse, Precision 3x20xPulse: Skill 16+2(sAcc)+2(Comp)-8(Range)= 12, r10, d8
Dam 2d-15, Raider, 2d-18, KB, 48x5=240 salvos missiles
Kargash Plasma, 3x2, Skill 17-1(sAcc)+2(Comp)-8(Range)+8(SM-profile)= 18, r9, d6,8, 6x2,6x0 hits dam, 54 per hit, so
dam 2x12d-25
]

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
32/120 (0 turret, -comms, 2.5G), 54/120 (0 turrets,-comms), 21/120 (0 turrets,-comms), 50/120 (0 turrets,-comms), 60/120 (0 turrets,-comms)
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM:+8(End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons
3@ 22/22, 12@-18/22, 2@-5/22, 3@5/22 (Cockpit hit, no longer fighting)
(6G/Move:2255, dDR:20, dHP:22, SM:+5 (end)), Weapons:3x Pulse Lasers

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3560 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Jan 2021
at 02:55
  • msg #214

Re: Working the Spinward Worlds

I order the Bombers to eliminate a Cruiser each, the two Seru to keep the enemy fighters dancing if not dead and have our Shamshir use the pulse lasers on the figthers as well.

Broadcast When you have had enough , let us know and we'll provide terms.

19:53, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,4,3.  Kugelblitz Sand Casters.
19:53, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,4,1.  Kugelblitz Beams Group 1 (5 beams).
19:52, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,3,4.  Kugelblitz Beams Group 2 (6 beams).
19:52, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 5,2,4.  Kugelblitz Beams Group 3 (5 beams).
19:52, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 5,2,1.  Kugelblitz Beams Group 4 (6 beams).
19:52, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,4,3.  Seru 1.
19:52, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,4,2.  Seru 2.
19:52, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 1,3,6.  Bomber 1.
19:51, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 4,2,2.  Bomber 2.
Fate
GM, 4776 posts
Roll for dodge!
Sun 17 Jan 2021
at 03:24
  • msg #215

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 214):

With the Cruisers in confusion, you hammer home your point. But the armour is too thick, and many of your shots, though precisely aimed and hitting their targets, fail to penetrate the heavy armour. Even the plasma cannons of the bombers struggles to penetrate the heavy armour, and it is just with some luck that the remaining raider manages to disable one manoeuvrer drive of each of the remaining ships. The Shamshirs Pulse lasers, meanwhile, take care of the remaining fighters and begin the process of collecting the disabled craft.

That is all the last raider was waiting for. As the Shuttles from the destroyed Raider close to dock with the lead cruiser, the second Raider selects their target and moves in... the fourth ship in the line. They request that you close the range to 100 miles to cover boarding operations.

Range: 3,000 miles (-8).

Hardrada Raider, 700 M Solars, 800 dTons
80/80, destroyed
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Modified Terran Shamsir: 1.2 B, 1000 dTon Flattened Sphere
100/100, 100/100, 100/100
(5G/Move:3250, dDR:160, dHP: 100, Cargo Space: 53 dTons, SM:+10)
Crew:66, Endurance: 10 weeks, 1 Hanger Bays, Capacity: 90 Tons, 1 Sickbay
Weapons: 9xBeam, 6xPulse, 6xMissile,

Total swarm of 24 missiles.

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-8(Range) = 13, r7,9,11,8, d6, 2x3 hit, 0 dam (did not penetrate armour)
Dam 7d -24
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-8(Range)+5(SM-profile) = 15, r12, d14
Raider, 12 Beams: Skill 17+2(sAcc)+2(Comp)-8(Range)= 13, r7, d6, 4x3 hit, 4x24 dam
Dam 7d-24, 6 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-8(Range)+5(SM-profile) = 15, did not fire
Shamshirs, 3x9 Beams, Skill 16+2(sAcc)+2(Comp)-8(Range)= 12, r8, d6
Dam 7d-24 per beam
Shamshirs, 3x2x3(turret) Pulse, Skill 16+2(sAcc)+2(Comp)-8(Range)+5(SM-profile)= 17, r8, d14, 6x27 dam
Damage 12d-12 per turret
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-8(Range)= 13, r9,13, d6 (all fighters gone)
Dam 7d-24
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-8(Range)+5(SM-profile)= 15, r8,10, d14, 12,16 dam
Dam 2x12d-80 vs Cruisers...

[Private to GM:
Fighters pulse, Precision 3x20xPulse: Skill 16+2(sAcc)+2(Comp)-8(Range)= 12, r9, d11, 0 dam
Dam 2d-15, Raider, 2d-18, KB, 48x5=240 salvos missiles
Kargash Plasma, 3x2, Skill 17-1(sAcc)+2(Comp)-8(Range)+8(SM-profile)= 18, No weapons
dam 2x12d-25
]

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
32/120 (0 turret, -comms, 3G), 18/120 (0 turrets,-comms, 3G), -3/120 (0 turrets,-comms, 3G), 26/120 (0 turrets,-comms, 3G), 20/120 (0 turrets,-comms, 3G)
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM:+8(End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons
3 dest, 12@-18/22, 2@-5/22, 3@5/22 (Cockpit hit, no longer fighting)
(6G/Move:2255, dDR:20, dHP:22, SM:+5 (end)), Weapons:3x Pulse Lasers

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3561 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Jan 2021
at 03:35
  • msg #216

Re: Working the Spinward Worlds

We Move in and gather what Marines and prize crew we have available. I assume around 50 some?  60 with a slight squeeze?

If we have enough, we will go board one of the Cruisers as well.
Fate
GM, 4779 posts
Roll for dodge!
Sun 17 Jan 2021
at 03:54
  • msg #217

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 216):

You had 100 troops, so with 20 in the Shamshir, you could have 80 if you wanted to dock directly. Using the transport, you could squeeze in 60.

Kargash have around 100 crew, but only 25 of these are soldiers, whilst all your guys are! And they will have taken casualties. Attack plan?
Cyril Zotmund
Captain, 3562 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Jan 2021
at 03:58
  • msg #218

Re: Working the Spinward Worlds

Squeeze in 60 and go in, we have well trained marines, so hopefully we can force the issue. we make sure all five are behaving and the Bombers/Seru can blast any ships, not being boarded, bridges if the need to.
Fate
GM, 4781 posts
Roll for dodge!
Sun 17 Jan 2021
at 04:04
  • msg #219

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 218):

With three ships being boarded, the remaining Raider Captain points out that they will be unlikely to be able to do anything with the other two except to take their Maneuver drives, and perhaps some other parts. The Shamshirs close on the remaining two, one crippled and the other soon crippled as two turrets blast out it's bridge. They warn the crew that destroying their ships will see their shuttles suffer a similar fate, noting that they are, by Vilani law, already considered as pirates since they are operating stolen Vilani warships without any Vilani authority to do so.

With the Cruiser force defeated, a large force of 10 Gashiddas are launched from the planet, apparently to meet with the 10 Kargash already there. They remind you that you are still in Vilani space, and there are strong border forces. They appear to be heading to a jump point, either Shaalgar, Eneldun or Siikani. Other Gashiddas depart for all these systems.

Hardrada Raider, 700 M Solars, 800 dTons
80/80, destroyed
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Modified Terran Shamsir: 1.2 B, 1000 dTon Flattened Sphere
100/100, 100/100, 100/100
(5G/Move:3250, dDR:160, dHP: 100, Cargo Space: 53 dTons, SM:+10)
Crew:66, Endurance: 10 weeks, 1 Hanger Bays, Capacity: 90 Tons, 1 Sickbay
Weapons: 9xBeam, 6xPulse, 6xMissile,

Total swarm of 24 missiles.

KB 22xBeams: Skill 17+2(sAcc)+2(Comp)-8(Range) = 13, r7,9,11,8, d6, 2x3 hit, 0 dam (did not penetrate armour)
Dam 7d -24
KB 2xSandcasters, dDR: 110, skill 16+2(Comp)-8(Range)+5(SM-profile) = 15, r12, d14
Raider, 12 Beams: Skill 17+2(sAcc)+2(Comp)-8(Range)= 13, r7, d6, 4x3 hit, 4x24 dam
Dam 7d-24, 6 missiles
Raider, 2xSandcasters, dDR: 110, skill 16+2(Comp)-8(Range)+5(SM-profile) = 15, did not fire
Shamshirs, 3x9 Beams, Skill 16+2(sAcc)+2(Comp)-8(Range)= 12, r8, d6
Dam 7d-24 per beam
Shamshirs, 3x2x3(turret) Pulse, Skill 16+2(sAcc)+2(Comp)-8(Range)+5(SM-profile)= 17, r8, d14, 6x27 dam
Damage 12d-12 per turret
6xAKHB Beams: Skill 17+2(sAcc)+2(Comp)-8(Range)= 13, r9,13, d6 (all fighters gone)
Dam 7d-24
2xBombers Plasmas: Skill 17-1(sAcc)+2(Comp)-8(Range)+5(SM-profile)= 15, r8,10, d14, 12,16 dam
Dam 2x12d-80 vs Cruisers...

[Private to GM:
Fighters pulse, Precision 3x20xPulse: Skill 16+2(sAcc)+2(Comp)-8(Range)= 12, r9, d11, 0 dam
Dam 2d-15, Raider, 2d-18, KB, 48x5=240 salvos missiles
Kargash Plasma, 3x2, Skill 17-1(sAcc)+2(Comp)-8(Range)+8(SM-profile)= 18, No weapons
dam 2x12d-25
]

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
32/120 (0 turret, -comms, 3G), -36/120 (0 turrets,-comms, 3G,-Bridge), -3/120 (0 turrets,-comms, 3G), 26/120 (0 turrets,-comms, 3G), 20/120 (0 turrets,-comms, 3G)
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM:+8(End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons
3 dest, 12@-18/22, 2@-5/22, 3@5/22 (Cockpit hit, no longer fighting)
(6G/Move:2255, dDR:20, dHP:22, SM:+5 (end)), Weapons:3x Pulse Lasers

Roll this using mass combat, details as per below. You can roll on behalf of your Assault commander, or have me roll.

Troops:
10 men per unit, 10 units. Consider riflemen. TS 640x10 = 6400 (640 for TL10 riflemen)
Vilani Troops: Average Quality, Basic Equipment (They are not all equipped for personal combat)
Initial casualties: 30%, (-6), Position Bonus = +2 due to doors being used, defence Bonus of +4 due to bridge control of systems.

Hence, Vilani forces TS 400, 30% starting casualties (-6),PB=+2, DB=+4, Initial roll = Tactics Skill of leader, usually 12-14. The book states that they should take deliberate defence on the first round, though some opt for all out defence.

[Private to GM: Opted for Deliberate defence, +5% enemy casualties, rolled 14, 1 under modified skill.]

Your forces, 60 troops, Riflemen, TS = 6x640= 3840
Good quality, well trained veterans, have captured numerous ships so far, consider Elite +100%
Fine quality equipment, they are given everything then might need for this particular job. +100%

Hence Your forces, TS 11,520, 0% starting casualties, ratio 1.8:1 in your favour, +2

Your Assault leader has Tactics skill of 14 and usually takes a risk factor of 2, so rolling against 18.

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
This message was last edited by the GM at 10:03, Sun 17 Jan 2021.
Cyril Zotmund
Captain, 3563 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Jan 2021
at 18:24
  • msg #220

Re: Working the Spinward Worlds

I read all that and my head hurts...  I'll roll for my guys.


11:21, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,2,5.  Marines.   Not great, but better than it could have been.
Fate
GM, 4785 posts
Roll for dodge!
Sun 17 Jan 2021
at 19:38
  • msg #221

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 220):

Yeah, a lot there!

Assuming you use the regular 'Deliberate Attack' option.

Your Assault leader has Tactics skill of 14 and usually takes a risk factor of 2, so rolling against 18. Rolled 11, so 7 under.

Results: Vilani Casualties, 30%, Your casualties, 10%, you win +3 Position bonus. The enemy Commander is killed in addition.

Next round,

TS 6400
Initial casualties: 60%, (-12), defence Bonus of +4 due to bridge control of systems.

[Private to GM: Opted for Deliberate defence, +5% enemy casualties, rolled 7, Skill 11-12+2=4, so 6 over modified skill.]

Your forces, TS 11,520, 10% casualties (-2), ratio 1.8:1 in your favour, +2, Position Bonus +1, skill 14-2(cas)+1(PB)+2(risk)+1(Deliberate attack)=16

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3565 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 17 Jan 2021
at 20:42
  • msg #222

Re: Working the Spinward Worlds

OK, so low is better...  wasn't sure.


13:42, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,3,2.  Marines.
Fate
GM, 4789 posts
Roll for dodge!
Mon 18 Jan 2021
at 02:23
  • msg #223

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 222):

Still assuming you use the regular 'Deliberate Attack' option.

Your Assault leader has Tactics skill of 14 and usually takes a risk factor of 2, so rolling against 16. Rolled 9, so 7 under again.

Results: Vilani Casualties, 85%, Your casualties, 10%, you win +2 Position bonus. You capture the bridge, and controls of the ship defences, though you cannot yet log in to take control yourself.

Next round, with the loss of the bridge, they want to negotiate a surrender. Only roll if you want to keep fighting. There are a LOT of injured, mostly theirs, but 15 of your men are injured as well.

TS 6400
Initial casualties: 85%, (-17), lost defence Bonus of +4 due loss of bridge control of systems.

[Private to GM: Opted for Deliberate defence, +5% enemy casualties, rolled ?, Skill 11-18=-7, so ? over modified skill.]

Your forces, TS 11,520, 20% casualties (-4), ratio 1.8:1 in your favour, +2, Position Bonus +3, skill 14-4(cas)+2(ratio)+1(PB)+2(risk)+1(Deliberate attack)=16

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3566 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Jan 2021
at 03:28
  • msg #224

Re: Working the Spinward Worlds

Absolute surrender, No weapons, searched and moved to a separate room where medics treat the wounded. Any offensicve action will be dealth with harshly (excepting those already surrendered). We seize all Computer stations and access to all drives. All power and drive controls. Separate officers from petty offcers from enlisted. Standard drill.  Transport returns for Prize crew and brings  our wounded back.
Fate
GM, 4792 posts
Roll for dodge!
Mon 18 Jan 2021
at 05:41
  • msg #225

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 224):

There are a lot of injured, especially among the officers and soldiers, who wore the brunt of your assaults, and the remainder surrender if you promise to spare them.

Most of the prize crew were among those who assisted the soldiers in capturing the vessel, although it was soldiers mainly in the front, so they were the ones injured. You transport your injured back, and treat the injured crews. What do you do with them?

The vessel is battered badly, but still operational. The hard drives reveal considerable data about anti-piracy patrols in the region. It is a similar story on the other two captured cruisers.  As they stand, they have no working turrets and no working comms to guide the missiles, as well as only one of two manoeuvrer drives giving a maximum speed of 3G. To swap out two of the manoeuvrer drives (the destroyed ones) with good ones from the other ships will take about 4 days, during which time you have a 50% chance of getting each comms active (roll 3 individual D6, on a roll of 4-6, the comms are able to be fixed in those 4 days, using spares from the other two vessels.)

21 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3567 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Jan 2021
at 18:32
  • msg #226

Re: Working the Spinward Worlds

Obviously the repair ball is going to be busy... Priority is the ship the Raider crew takes over. We treat their injured,will bring really serious cases to KUgelblitz for teatment, but all prisoners go in ships shuttles and head for the planet. Next prioity is the ship I am taking, then the last Kargash the other raider and any spare crew for the destroyed one can man. We look over the turrets and plasma weapons to see if they can be restored. Also look at using some of the surpus ulse lasers in those turrets if the plasma can't be fixed but the turret can be.


11:30, Today: Cyril Zotmund rolled 2 using 1d6 with rolls of 2.  Comms Repair.
11:30, Today: Cyril Zotmund rolled 2 using 1d6 with rolls of 2.  Comms Repair.
11:30, Today: Cyril Zotmund rolled 5 using 1d6 with rolls of 5.  Comms Repair.  -- this is the new raider ship

What else do you want rolled?

We will make ship to ship comms work, then work on repairing/ recreating the broken stuff.
Fate
GM, 4797 posts
Roll for dodge!
Mon 18 Jan 2021
at 19:37
  • msg #227

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 226):

Over the next 4 days you manage to get the Comms working on one Cruiser, though two others require some more work. Two of the three have their manoeuvre drives replaced, giving them full 6G speed, but the third is stuck at 3G, with all the spares you could recover from the other two cruisers. You also reload all missiles.

Meanwhile, the other Cruisers at other planets hold their position, but the large force at the colony wait at the jump point, clearly watching for your next destination. From this range, they are unliklely to know exactly which planet you head to, but are likely to detect which system when you jump. You do know that some Gashiddas left for Siikani (and probably Kidashi) soon after you defeated the cruisers.

For the following, using the Robofac you have a 50% chance to repair either the damaged manei=uvre drive or the remaining comms units over the next week. This chance drops to 33% chance if you are in hyperspace (5-6 on d6). What are your actions now.

25 July 2181, Lakisha 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3568 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 18 Jan 2021
at 22:19
  • msg #228

Re: Working the Spinward Worlds


15:14, Today: Cyril Zotmund rolled 5 using 1d6 with rolls of 5.  Maneuver Drive fix.

We'll work on comms in Hyperspace; we jump to the ice planet and get to work refueling everything, Raider and Kugelblitz go last, as they have another jump available.

Fixes in Hyperspace
15:17, Today: Cyril Zotmund rolled 5 using 1d6 with rolls of 5.  Comms Repair.
15:17, Today: Cyril Zotmund rolled 4 using 1d6 with rolls of 4.  Comms Repair.

We get another one up and functional... Vilani Crews are sent Planet ward, we also send a message n the clear saying they have been treated, but need medical help as soon as possible.  The two remaining cruisers take a trip to the GG.
Fate
GM, 4800 posts
Roll for dodge!
Tue 19 Jan 2021
at 02:12
  • msg #229

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 228):

You set the destination for Enulden, the outer planet as directed by the Raider. There is a lot of work done, and the recovery ball is in the hold of a cruiser that needs both comms and manuever drive repaired, and both are done by the time you exit hyperspace. This means only one cruiser cannot launch missiles.

The planet is deserted, though there are patrols at the planet. Not long after you arrive, the fleet of Gashiddas and Kargash arrive at the main system planet, nearly 3 weeks away by non-hyperspace drives. You are able to refuel safely, and they do the same, noting your location. They once again move to a jump point and wait, in about the same time as you do.

02 Aug 2181, Enulden 19.3/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3569 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Jan 2021
at 02:24
  • msg #230

Re: Working the Spinward Worlds

OK, we now go to work fixing up the last cruiser. We also jump to Kish aak pap as soon as we are ready, choosing the outermost GG to refuel.


19:24, Today: Cyril Zotmund rolled 1 using 1d6 with rolls of 1.  Comms Repair.
Fate
GM, 4803 posts
Roll for dodge!
Tue 19 Jan 2021
at 06:38
  • msg #231

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 230):

That last comms is stubborn in it's refusal to work. You refuel, and re-enter Hyperspace, bound for the outer Gas Giant at Kishakhpap. Once there, you arrive and the Gashidda there quickly departs, unfortunately far enough away to do so before you can reach him and already at the jump point. As you reach the Gas Giant and begin refuelling, you observe the fleet of 10 Kargash and 20 Gashiddas arrive...at the nearest Gas Giant 8 days away by conventional drives.

The problem you now face is that at Sikigi, there are just 2 Gas Giants. One has a colony in orbit, and a Patrol of 10 Kargash and numerous Gashiddas. The other has a Shamshir and a small number of Gashiddas, but these only need delay you long enough to allow this fleet, which has been following you, to catch up.

You Navigator gives 2 options:
a) jump to the Star. Refuelling will be difficult there, but it will be safer if you are not detected.
b) jump to the distant Gas Giant. The slower raider has enough fuel for another jump, so it goes straight to the jump point and departs. The Shamshirs and the Kargash go straight to refuel, while you take care of the patrol, since you also do not need to refuel, making sure you travel far from where the Kargash fleet is likely to arrive.
c) you engage one of the fleets...10 Kargash +10 Gashiddas = 480 +90 = 570 missiles...you need 143 beams, you have 85 plus any defence fighters repaired (17, but you do not have trained pilots to use them properly!) so this will unlikely go well!

Just so you are aware, I used the following to determine where the patrol jumped to; Patrol Destination: 1-2: inner GG, 3:2nd GG, 4:3rd GG, 5-6: outer GG.

09 Aug 2181, Kishakhpap 17.9/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3570 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 19 Jan 2021
at 23:31
  • msg #232

Re: Working the Spinward Worlds

I thought they had to jump to the colony... no other jump points existed and their computers were "Hard wired" to those locations ...

Plan B looks the most likely to succeed, and I should be able to out run them and their missiles ... and our Kargash could launch enough missiles, along with the raider on arrival, to threaten them some.

We do work on the comms again during our time in Hyperspace. Robofac is busy making bit s and pieces. But nothing seems to work.
Fate
GM, 4804 posts
Roll for dodge!
Wed 20 Jan 2021
at 06:47
  • msg #233

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 232):

Civilian vessels, yes, but these are pirate hunters. They have all the jump points in their systems, as one would expect of the Vilani military.

The best you can come up with is a way to hand control of the missiles to one of the Shamshirs. Not Ideal, but workable.

You set course for the outer Gas Giant, fully expecting the Vilani fleet to engage. As you arrive, the Shamshir and 5 Gashidda loom close, but head for the jump point as soon as you arrive, understanding they are well out-gunned.

The Kargash and the Shamshirs head straight to the Gas Giant to refuel, while the Raider heads straight for the Jump point. It departs about the same time as the Shamshir and it's escorts. There is a large force of 10 more Kargash at the colony, along with 15 Gashiddas. They take a defensive position, but hold.

What are your immediate actions, and intended action depending on the arrival of the fleet. You have a reasonable idea of where the fleet will arrive.

16 Aug 2181, Sikigi 17.9/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3571 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 20 Jan 2021
at 18:27
  • msg #234

Re: Working the Spinward Worlds

Our best hope is to greet them with more missiles than they can deal with as they begin to exit Hyperspace. As soon as refueld I want them to move well away to a Jump point and process fuel, I'll need the Missiles, two of the Kargash can control them and all of the shamshirs can, so one Shamshir gives it's missiles to another one and then it controls those from the Kargash which has bad comms.

That should give us 180 Missiles plus the couple I can thow in for 186 ... since ships arrive spaced out in time, we can hopefully eliminate some ships and cause confusion for the rest ... they will not have fighters oout to defend them.  We launch around half followed closely by the second half when the first ship appears and then launch half again perhaps 30 seconds later, as soon as  several/most are ready, we launch another wave, trying to bury them in missiles. Best we have, most all their missile defense is in Gashiddas, so if those die, the Kargash are in trouble. If a Kargash is early, it gets pummuled. Fighters are fair targets too. I am prefectly willing to fire off most all of our missilesif needed, but I think this may catch them at a weak moment with their ships support capabilities split. As soon as everyone can jump, we do so as a group.
This message was last edited by the player at 18:38, Wed 20 Jan 2021.
Fate
GM, 4810 posts
Roll for dodge!
Wed 20 Jan 2021
at 19:30
  • msg #235

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 234):

If the Shamshirs and Kargash stay back to fight, they cannot go and refuel. Of course, defeating them as they exit hyperspace is a good idea, but generally they come through within a few minutes of each other (one of the advantages of Jump tapes is consistent jumps), essentially one combat round, and the exact location they exit hyperspace from can vary by as much as about 150,000 miles (They aim at a planet from 2 parsecs away...) so you really need to decide between fighting and refuelling. The idea of fighting is a solid idea, catching them before they have time to prepare, though individual ships would still get a shot at point defences before they were destroyed. First combat round they would exit hyperspace (you get one round notice) and the next round they would form up, meaning that you have basically the first round with them out of formation, when they will be up to 75,000 miles away. You launch missiles in the warning round, and they hit in the next round...if not shot down.

Or you get a head start running for the Gas Giant of up to an hour, or more if they are delayed.

48 missiles per Kargash, 6 missiles per Shamshir.

16 Aug 2181, Sikigi 17.9/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3572 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Jan 2021
at 02:48
  • msg #236

Re: Working the Spinward Worlds

OK, so screw it, I thought they had time to scoop fuel and then support  with missiles ...  We'll all refuel and run in a circle around to the back side of the GG. Use a recon missile to watch them.
Fate
GM, 4813 posts
Roll for dodge!
Thu 21 Jan 2021
at 06:07
  • msg #237

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 236):

Ok, going over the run option in more detail, it will take them about an hour to get to the Gas Giant, an hour to scoop fuel, and then another hour to get to the jump point on the other side of the planet. Depending on when the other fleet arrives, the other fleet can probably catch them before they get to the jump point, and they would be jumping with unrefined fuel (Jump roll target of 14 for each vessel). However, if they are not delayed by more than an hour, they will detect your position, and may be able to catch you before you enter hyperspace. We would have to do an opposed Tactics roll...it will really depend on if they were delayed by their hyperspace exit.

You will also have to program the destination into the computers as well, since it is outside known Vilani Jump Tapes. But I will handwave this, as this would have been required anyway, and would have been done during your time in hyperspace.

16 Aug 2181, Sikigi 17.9/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3573 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Jan 2021
at 18:33
  • msg #238

Re: Working the Spinward Worlds

Actually we dd it back when we were repairing and fixing the up, and I think I stated as much.

Since the ships appear out of hyperspace over a spread of time, which doesn't seem very predictable or necessarily very close (i seemed like 5 minutes or so in previous descriptions), I thought the ambush would be viable. But the ships do need to refuel as soon as reasonably possible ... would holding and doing the ambush be a better strategy?  If we peel off many of the Gashiddas, the Kargash are in some difficulty., as they have poor missile defenses. If we can destroy several Gashiddas in the first  swat... hopefully four or more, we would seem to  have a decent chance of just beating them soundly.
Fate
GM, 4816 posts
Roll for dodge!
Thu 21 Jan 2021
at 19:54
  • msg #239

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 238):

I was not mentioned, but it does make sense, so I will say it was done.

Ships do appear over a few minutes in time, that is correct, but the space combat rounds are 20 minutes, and since all ships in the fleet use the same jump tapes, the same start positions and direction, the come out over the space of one combat round, or about 20 minutes. Hence, the ambush is indeed a viable strategy. Whether it is better than refuelling and running is questionable, and a risk you will have to decide on as a commander.

This kind of ambush is known by military fleets, and some military strategies call for a more distant entry approach, but most likely, having watched these guys for a few jumps already, you believe these guys are bent on catching you, so they will unlikely do that. It does expose them, but calculations are that each Kargash can deal with 12 missiles on a reasonable PD roll of 12, but can deal with all 24 on a PD roll of 5 or better, while Gashiddas can deal with 12 on a roll of 12 as well, but need a critical success to deal with 24. Unless they are using escort Gashiddas, which can deal with a lot more missiles...Hence, you really need 1ight missile array to deal with each vessel, and that could fall apart if you target the Gashiddas and they prove to be Escort Gashiddas... You have 6 light missile arrays, and 18 other missiles altogether, and you expect 10 Gashiddas and 10 Kargash, so you could deal with 7 Kargash and maybe 7 Gashiddas.... But there is another factor...Gashiddas are speed 4 and vulnerable to precision fire at half damage range of the beams...

On the other hand, running becomes a possibility, since the Gashiddas have a speed of 4G, and are likely to slow the fleet down, which would make it altogether possible you could aoutrun them and get away. Unless they have Escort Gashiddas...
Cyril Zotmund
Captain, 3574 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 21 Jan 2021
at 20:37
  • msg #240

Re: Working the Spinward Worlds

OK, Given the odds, we'll do the refuel and run, too many variables i cannot predict and my crews are not as familiarwith their ships.

I swear I wrote about the navigation computer swap/upgrade. I think I am going crazy or something...
Fate
GM, 4819 posts
Roll for dodge!
Fri 22 Jan 2021
at 05:14
  • msg #241

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 240):

Lol, it happens to us all. As mentioned, it makes sense, and you often do, so I will say you did it.

Refuelling and running...ok. Did the first roll.

By the time you arrive at the gas giant, the hyperspace alarm has sounded, and the fleet has just exited hyperspace behind you. They will take abut 140 minutes to get to the jump point you need, but you have set a different jump point in your systems in anticipation of this, about 20 minutes beyond where they are headed.

The Raider, as agreed, has headed straight to the normal jump point, and the the enemy fleet heads there at full speed. Most concerning, you notice that the Kargash separate from the Gashiddas to give them greater speed, clearly assuming that you do not have the missile capacity to threaten them. They are close to right, as they are able to shoot down 120 missiles without even trying (ie without needing to roll). More of a concern is that they will be able to launch missiles at you to stop you from being able to enter hyperspace if they get close enough.

But they will not reach the jump point in time to stop the raider. It is close...and they do launch a salvo but the missiles do not reach the raider in time. It disappears into hyperspace while the missiles are still 100,000 miles away.

Of course, by this time you have refuelled and are approaching you jump point. it is quite separate. The Kugel Blitz, with the double tank capacity, has no problem. The others have a more nervous time...with the enemy fleet at 300,000 miles, you reach the jump point. Two Kargash are the first to enter hyperspace, closely followed by 2 Shamshir. The third Shamshir was the next, jumping when the enemy fleet reached 240,000 miles, at which point they launched three salvos of 24 missiles each. Finally, the Kargash entered hyperspace, and you followed soon after, with the enemy missiles coming up to 80,000 miles as the hyperspace envelope clsed over you.

One week later, you exit hyperspace. The Raider and One Kargash is waiting there, along with all the fighters from the planet. One of the Shamshirs and another Kargash have just exited hyperspace nearby as well, but the others are nowhere to be seen.

23 Aug 2181, Leikung 17.9/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276

[Private to GM: One Kargash came out at 2923, outer Gas Giant.]
Cyril Zotmund
Captain, 3575 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 22 Jan 2021
at 20:19
  • msg #242

Re: Working the Spinward Worlds

OK, so we are off Two Shamshirs and a Kargash.  We do a scan of the areas around the System (and also refuel).  No clue as to how far off we they may be, but we run some computer simulations to assist us in finding them.
Fate
GM, 4822 posts
Roll for dodge!
Fri 22 Jan 2021
at 20:23
  • msg #243

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 242):

Over the next three hours, two more Shamshirs show up. Simulations indicate that it did jump correctly, but once it entered hyperspace, it is impossible to tell what happened to it. The unrefined fuel could have created a twist in the hyperspace bubble, and sent it to any of the surrounding systems.

[OOC: It actually suffered a critical failure in the jump, of course! Given that it only had Vilani jump tapes, what systems (up to 10) did you give it tapes for? Each system is quite a but of work to create a Jump tape from Terran data.]

23 Aug 2181, Leikung 17.9/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276

[Private to GM: One Kargash came out at 2923, outer Gas Giant or 23 Aug.]
This message was last edited by the GM at 20:25, Fri 22 Jan 2021.
Cyril Zotmund
Captain, 3576 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 22 Jan 2021
at 20:32
  • msg #244

Re: Working the Spinward Worlds

Well the outer ice ball at Enelden, The Outer GG at Kishhakhpap, the GG at Sikigi, 2923, 2924, 2724, 2523, 2422
Fate
GM, 4825 posts
Roll for dodge!
Fri 22 Jan 2021
at 20:37
  • msg #245

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 244):

Ok. By the end of the day, the last Kargash has not appeared.

24 Aug 2181, Leikung 17.9/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276

[Private to GM: One Kargash came out at 2923, outer Gas Giant or 23 Aug, will refuel and arrive at 2724 by 01 Sep.]
Cyril Zotmund
Captain, 3577 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 22 Jan 2021
at 20:41
  • msg #246

Re: Working the Spinward Worlds

Do we get any potential solutions from our simulations?
Fate
GM, 4828 posts
Roll for dodge!
Fri 22 Jan 2021
at 20:44
  • msg #247

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 246):

Most likely misjump targets: 2622, 2822, 2923, 2724. They could be at any of them, or worse, stuck somewhere uncharted in between any of them.

24 Aug 2181, Leikung 17.9/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276

[Private to GM: One Kargash came out at 2923, outer Gas Giant or 23 Aug, will refuel and arrive at 2724 by 01 Sep.]
Cyril Zotmund
Captain, 3578 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 23 Jan 2021
at 02:56
  • msg #248

Re: Working the Spinward Worlds

Wunnerful, wunnerful.  Must be a good thing to be able to execute Jump 4 or 5...if we could just control it a bit better.

We herd the rest of the ships back toward Argon, while looking for any sort of signal, regardless of how unlikely,
Fate
GM, 4830 posts
Roll for dodge!
Sat 23 Jan 2021
at 03:06
  • msg #249

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 248):

There is a whole bunch of research going into making controlled jumps of that length, be assured!

Which route, I should ask?

24 Aug 2181, Leikung 17.9/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276

[Private to GM: One Kargash came out at 2923, outer Gas Giant or 23 Aug, will refuel and arrive at 2724 by 01 Sep.]
Cyril Zotmund
Captain, 3579 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 23 Jan 2021
at 17:28
  • msg #250

Re: Working the Spinward Worlds

We'll go the shortest route, 2724, 2523, 2422.
Fate
GM, 4833 posts
Roll for dodge!
Sat 23 Jan 2021
at 19:59
  • msg #251

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 250):

Cool. Then the next destination is 2724, and you arrive there by 02 Sep, after refuelling and taking some time to look fr the lost vessel.

Coming out of Hyperspace at the planet they had in their database, you find the lost Kargash refuelling at the Gas Giant! The misjump had taken them to 2923, and they refuelled and jumped here, anticipating this would be where you were next headed! There is considerable relief among all crews when that is found out.

02 Sep 2181, Twins (2724) 16.5/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3580 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 24 Jan 2021
at 02:46
  • msg #252

Re: Working the Spinward Worlds

Yes Indeed, much relief. we form up and Kugelblitz provides an IFF signal that should prevent them from being seen as hostile on arrival, but all are warned to not do anying that might seem hostile until the situation can be explained.
Fate
GM, 4836 posts
Roll for dodge!
Sun 24 Jan 2021
at 02:57
  • msg #253

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 252):

The sight of you arriving in hyperspace with captives in to is not new, but this is possibly the first time the captives were cruisers!

The Raider explains their situation, pointing out that the Terran Cofederacy claims two Shamshirs and two Kargash. You may be surprised when Kalishnikov accepts that without any ado, until you then hear him offer to modify them with Terran computers and parts, no doubt offering him good business as well. The third Kargash and the Shamshir the local Terran consulate offer to buy off you for 2 Billion Solars, stating that all three of both, in their current configuration, would be of great benefit to Ceti-Command.

Alexander agrees, noting that you have essentially completed your task of setting up defences of Argon.

[OOC: You will get 10 cp for completion of this task. What kind of task do you look for from here? Cyril has accomplished a lot of status, so he could take over a small task force if you wanted to start getting involved in the war at a higher level. Otherwise, what would you be interested in?]

17 Sep 2181, Twins (2724) 15.0/28 dTon of supplies (0.7 dTon/week), Current Budget: M$1,276
Cyril Zotmund
Captain, 3581 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 24 Jan 2021
at 03:09
  • msg #254

Re: Working the Spinward Worlds

Well commanding this little task force might be interesting in the short term, I encourage them to let AK "modernize" these ships. I debate whether taking Kugelblitz into fleet combat would be wise,
I also suggest taking out the last AK Modulare Fighters and adding a third Seru.

We provide all we have found on Vilani operations and Pirate hunting, including our pursuit by a small  Vilani fleet. The depredations are causing the Vilani serious problems, as the size of their pirate hunting forces shows. The Ball Raider is an effective and efficient design, which seriously stresses their abilities. Perhaps Terra would be interested in the design or ships like it to supplant their Hardrada class raiders.
Andrew Kalishnakov
GM, 119 posts
Eccentric Entrepreneur
Sun 24 Jan 2021
at 03:30
  • msg #255

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 254):

That is exactly the kind of report Alexander wanted. The Terran Consulate had agreed to modernize all six ships, and send them back to Ceti-Command. The Raider captain that survived in the Kargash is given Kugel Blitz, and you are offered command of the Executive, a pirate vessel hired by Kalishnikov in return for numerous trade favours, to lead. The vessel is one of three modifiec captured Merrishmer class cruisers.

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft, Usually 12x Seru Heavy Ball Fighter, 3x AK Heavy Ball Transport, 2x AK Heavy Ball Freight
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Your orders are to report to Ceti-Command, and to co-ordinate with them.

24 Sep 2181, Argon
Cyril Zotmund
Captain, 3582 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 24 Jan 2021
at 20:10
  • msg #256

Re: Working the Spinward Worlds

Cyril takes as much of his crew with him as he can, while training thew Raider crew up as best they can in the time available.
Kat and son get moved into our new ship. We wait a few weeks, training and learning about our new ship while the Shamshirs and Kargash's are fixed up.
He is very interested in what the AK engneers think can be done with the Kargask's, he asks about a Bay Plasma weapon or other bay weapons in lieu of the missiles. Of course they have to have more beam weapons to defend against the missiles expected. He does mention the possible value of a large missile strike aganst Kargash's that can be separated from thei escorts protection. Perhaps a large Ball craft with scores of missiles that can be fored from behind the fleets ... it of course needs large numbers of pulse weapons to defend itself from missiles launched at it.
Fate
GM, 4841 posts
Roll for dodge!
Mon 25 Jan 2021
at 04:06
  • msg #257

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 256):

The Kargash can have a Bay Plasma and maybe a light particle cannon in place of the missile arrays, but Power supply will have to be watched carefully...they were underpowered already. But they will see what can be done. Changing out the plasmas will reduce their capacity, however.

For large missile strikes, the Kargash are already very well suited, as long as they are escorted.

The AK Engineers come up with the following design:

Terran Kargash, 4.4 B, 2000 dTon Cylinder
(6G/Move:3250, dDR:195, dHP: 120, Cargo Space: 15.5 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:99, Endurance: 0.49dTon/week, Life Support: 130
Weapons: 4x Plasma Cannon in 2 turrets, 1x Light particle Cannon, 1x Bay Plasma Cannon,
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter

To escort them, the Shamshirs have minimal modifications

Terran Shamshir 1.4 B, 1000 dTon Flattened Sphere
(6G/Move:3250, dDR:110, dHP: 70, Cargo Space: 32.5 dTons, SM:+10)
Crew:151, Endurance: 4 weeks,
Weapons: 18xBeam, 3xSandcaster,
1x AK Heavy Bomber, 1x AK Ball Heavy Recovery, 5x AK APC,

You will have three of each when the modifications are complete. However, Ceti-Command are likely to alter the fleet configuration to suit what they want you to achieve.

24 Sep 2181, Argon
This message was last edited by the GM at 05:54, Mon 25 Jan 2021.
Cyril Zotmund
Captain, 3583 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 25 Jan 2021
at 16:52
  • msg #258

Re: Working the Spinward Worlds

Cyril reviews the plans and asks the obvious ... why Plasma cannon when they have the Bay plasma? wouldn't some beams be more useful and functional? Also use less power IIRC. If an additional Plasma weapon is seen as needed, add a Bomber in lieu of a Seru. 6 beams on the main ship make that quite supportable. Also, with two bay weapons, we can only use one at a time. Wondering if keeping the bay Plasma and dispensing with the particle cannon (or vice vera) wouldn't allow the ship to be more self supportable. Those with the Bay Plasma are in close fighters and those with the Particle cannon are sniping and more distant fighters.
Fate
GM, 4847 posts
Roll for dodge!
Mon 25 Jan 2021
at 20:33
  • msg #259

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 258):

"Yes, indeed. But this design is somewhat of an enigma for us. Technically, we should only be able to fit two light turrets in addition to the Bay weapons, so if we remove the plasma turrets, we will not be able to fit in the four light turrets one would expect. We could only really fit in one light turret in place of the plasma turret.

We have however, upgraded the power supply to provide enough power to operate both bay weapons. True, the Bay plasma is nasty close in, but the Particle cannon does allow for longer range sniping to deal with faster vessels that stay back. The plasma weapons do make this craft deadly at close ranges.
"

24 Sep 2181, Argon
Cyril Zotmund
Captain, 3584 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Jan 2021
at 02:58
  • msg #260

Re: Working the Spinward Worlds

Cyril's eyes glaze over and he shakes his head ... Huh? if we install a less powerful weapon it overloads the circuits? A single heavy turret should use less power than  a dual Plasma turret.


OK, I did not pull up Interstellar wars... but I thought the plasma weaponspulled more power than the beams... NBD, as this is engineers talking with tactical guys.
AK Engineers
Tue 26 Jan 2021
at 03:04
  • msg #261

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 260):

"No, No, The Heavy Turrets ARE plasma turrets...that is what we have. If we change them, we will change out a heavy turret for a light turret on a 1-1 basis. We will loose firepower that way. Probably use less power, that is true, but have less firepower. Better to use AKHB Fighters instead."

Lol, yes, I have seen how those discussions go!
Cyril Zotmund
Captain, 3585 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Jan 2021
at 03:06
  • msg #262

Re: Working the Spinward Worlds

I have been lied to then, I was told a 3 beam weapon turret was a heavy turret.
AK Engineers
Tue 26 Jan 2021
at 03:09
  • msg #263

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 262):

"I think you have confused things, Sir. Three Beam weapons are in a Light Turret. Heavy Turrets are only used for plasma cannon, and they contain two and take up twice the size of a light turret. Normally. A heavy turret has twice the firepower of a AKHB Bomber, but a light turret has similar firepower to a AHHB Fighter."
Cyril Zotmund
Captain, 3586 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Jan 2021
at 03:18
  • msg #264

Re: Working the Spinward Worlds

So I have been misled through all the previous briefings I have recieved... I am displeased.
AK Engineers
Tue 26 Jan 2021
at 03:32
  • msg #265

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 264):

"The turret designs have not changed, Sir. Not in the last twenty years, anyhow. However, just checking, a Beam laser and a plasma cannon do seem to have the same power requirements, so a light turret with three beams will use more power than a heavy turret with 2 plasma cannon."
Cyril Zotmund
Captain, 3587 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 26 Jan 2021
at 22:23
  • msg #266

Re: Working the Spinward Worlds

I see... so these Kargash will be very susceptible to missiles and must be protected, as even seven Seru may not be enough. I am no engineer, but in my fighting experience, having to rely on another for protection is never a positive thing.  If one of the bay weapons were disposed of and Beam' turrets added, how many such turrets could be made? I note that you have thinned the armor too, and perhaps that won't be so much of a concern, but the Vilani Kargash is not a logical design to me. I very much wish to eleiminate it's flaws.
AK Engineers
Wed 27 Jan 2021
at 05:45
  • msg #267

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 266):

"In this case we could put another four light turrets with 12 beams in place of the Light Particle Cannon, which would save considerably on power as well. The final vessel would look something like this...more in line with what we would expect the frame to handle."

Terran Kargash, 4.3 B, 2000 dTon Cylinder
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
Weapons: 18xBeam, 1x Bay Plasma Cannon,
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Cyril Zotmund
Captain, 3588 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 27 Jan 2021
at 22:16
  • msg #268

Re: Working the Spinward Worlds

Very Good, I like it, so that is Terran Kargash A
for Terran Kargash B, we remove the Bay plasma and leave the Light particle cannon. Again we add light turrets.
Armor may be a bit thinner as it is not intended to close in with the enemy. How might that work out?
Fate
GM, 4855 posts
Roll for dodge!
Thu 28 Jan 2021
at 02:30
  • msg #269

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 268):

Plausible, but they want all three the same for now. In the B variant, they suggest removing 2 turrets and making it a heavy particle cannon though.
Cyril Zotmund
Captain, 3589 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Jan 2021
at 03:11
  • msg #270

Re: Working the Spinward Worlds

Sosomething like this:
Terran Kargash B, 4.3 B, 2000 dTon Cylinder
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew: 120 (20 troops), Life Support: 130
Weapons: 12xBeam, 1x heavy particle Cannon,
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Fate
GM, 4858 posts
Roll for dodge!
Thu 28 Jan 2021
at 05:51
  • msg #271

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 270):

More like this, due to the massive power requirements of the HPC reducing the available space and costing 4 Ball craft as well as 2 turrets. But at least you get more troops as you have less small craft crew.

Terran Kargash B, 3.6 B, 2000 dTon Cylinder
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 14 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:150 (60 troops), Endurance: 0.72 dTon/week, Life Support: 130
Weapons: 12xBeam, 1xHeavy Particle,
1x 100 person Survival Vessel, 1x AK Heavy Ball Fighter

But the Terran command do not want one of these yet, as Executive has a HPC, and they do not think you will need more than one of them if you can snipe, but if things get close and ugly, they want all the firepower they can get.

24 Sep 2181, Argon
Cyril Zotmund
Captain, 3590 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 28 Jan 2021
at 18:45
  • msg #272

Re: Working the Spinward Worlds

Yes, and that ship needs some adjustments. I doubt it needs so many troops which it has no way to deploy.
It would be nice to have more Seru, so perhaps some adjustents can be made.

But for the Moment, we'll take three of the type A Kargashes and the Shamshirs and head to Ceti-Command?
There I assume we find all these other ships, some of which still smell of Gloria ;-)
We'll see what they want us to do...  may not need the LST.
Commodore Freelu
Thu 28 Jan 2021
at 19:55
  • msg #273

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 272):

You head to Ceti-Command, as directed. Commodore Freelunder invites you personally to office.

"I understand Kalishnikov Enterprises has sent you to command a task force to raid the Vilani in support of our operations. We have a number of other vessels that we have acquired, The Jeremiah Jones, the Madame Fourcade and a couple of smaller vessels. I want you to take those forces and raid Sikigi on 10 Feb 2182. We will have scouts in place in Nunashi to observe if they send forces from there to respond, and if they do not, you should use the troops to occupy the planet and neutralise the defences, forcing a gateway for scout and raiders. We will send a scout with further instructions, but you should be ready after the first week to leave in a hurry if they send a proper relief fleet."

Vessels shown in 'Players Vessels' thread.

13 Dec 2181, Ceti-Command
This message was last edited by the GM at 19:56, Thu 28 Jan 2021.
Cyril Zotmund
Captain, 3591 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 29 Jan 2021
at 03:18
  • msg #274

Re: Working the Spinward Worlds

Shouldn't be a problem, Was there recently , wish I'd known would have saved a trip... But last I saw they had about 5 Kargash and a similare number of Shamshirs I think.  We'll take crews to bring as many back as we can regardless of their response.
 You wish us to withdraw to Liekung or perhaps go elsewhere? If the strip Nunashi, that becomes a target and going from There to Kishakhpap would allow us to visit Lishu. Not sure how well manned these places are, but I am sure we would cause a stir.

Commodore Freelunder
Fri 29 Jan 2021
at 03:51
  • msg #275

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 274):

"Stripping Nunushi so we can hit it again is the ultimate goal. If they keep loosing ships here, they will have to employ bigger and bigger fleets, reducing the pressure on Terra. Any ships captured can be brought to Ceti-Command or Argon for clean-up and modifications, and they can add to the weight of our forces. Liekung is a good staging point for that, but we do not want them to suffer repercussions. Any pillage that can be taken should be, and any civilians that can be taken to populate other colonies here should be as well. All the better if they can be convinced to come willingly.

Dirramu would be a great target as well, as it is not so Kimashargur as far as we know, and the guards at Dzosuiken would make good targets as well, though best to leave the planet as they already dislike Dingir from what we have heard. Both locations are said to have 10 Kargash and 10 Shamshirs, so the more Kargash we remove, the weaker they will be. Forces of that size have been enough up until now...hit as many of them as you can before they start consolidating them.
"
Cyril Zotmund
Captain, 3592 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 29 Jan 2021
at 18:29
  • msg #276

Re: Working the Spinward Worlds

OK, we can do that. Now I gather you want Sikigi permanently garrisonned? or did you just mean for us to rip it up and leave?

Commodore Freelunder
Fri 29 Jan 2021
at 20:31
  • msg #277

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 276):

He laughs.

"If we had the forces to permanently garrison it, I would. But they would never allow that, and we could not afford a battle where we committed all our forces to defend it, so just 'rip it up and leave' as you say. But make them think you are staying if you can, so they send large forces there, hopefully pulling forces from elsewhere..."
Cyril Zotmund
Captain, 3593 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 29 Jan 2021
at 22:53
  • msg #278

Re: Working the Spinward Worlds

OK, Can do, we'll plan on about 4 days there, then send the LST back to Leikung with any civilians, it will be crowded but probably bearable.
Commodore Freelunder
Sat 30 Jan 2021
at 01:48
  • msg #279

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 278):

"There is a population of about 2,000 there, many military, so I doubt you will be able to take them all. But take the tradesmen and technicians, that will hurt the most. Remember, hit Sikigi on 10 Feb 2182. That is all."
Cyril Zotmund
Captain, 3594 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 30 Jan 2021
at 02:31
  • msg #280

Re: Working the Spinward Worlds

Will do ... we move to position and stand by to jump in on time.
Fate
GM, 4867 posts
Roll for dodge!
Sat 30 Jan 2021
at 02:52
  • msg #281

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 280):

You make good time in returning to Leikung, arriving by the 20th of January 2182.

The small planet barely has supplies to provide for your fleet, but the income is welcome, so they increase supplies to match demand. Not the cheapest, but the freshest anyone has had in a very long time, and so most do not mind paying.

You have enough time to jump to jump to Dzosuiken first if you choose to.

25 Jan 2182, Leikung

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters,14 HB bombers
4 Recovery Balls
1 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9 G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)
This message was last edited by the GM at 20:27, Sat 30 Jan 2021.
Cyril Zotmund
Captain, 3595 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 30 Jan 2021
at 06:10
  • msg #282

Re: Working the Spinward Worlds

OK, Collective Statsare off in places... should be 3 100 person transports, one per ship...
I'll go back through if I get a chance; up late tonight as my brother ishaving issues.

Trying to time things out... I am thinking we may not want to hang around Dzosuiken too long.
But want timeto repair if needed. Might jump there on the 23rd.
Then jump from there on the 3rd to Sikigi
Fate
GM, 4872 posts
Roll for dodge!
Sat 30 Jan 2021
at 07:11
  • msg #283

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 282):

Sorry to hear about your issues.

I have corrected the stats...

It is already 25th, still want to go? it is cutting it tight.

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9 G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

25 Jan 2182, Leikung
This message was last edited by the GM at 20:26, Sat 30 Jan 2021.
Cyril Zotmund
Captain, 3596 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 31 Jan 2021
at 03:46
  • msg #284

Re: Working the Spinward Worlds

No, not interested in fouling up the 10 Feb date. That is key, the rest is flexible. Extra training to get everyone as ready as possible and some discussions about working together. Discuss any new tactics discovered that the Vilani have used (Beam armed shuttles and fighters, Plasma armed shuttles etc) and anything they have learned.
Fate
GM, 4874 posts
Roll for dodge!
Sun 31 Jan 2021
at 05:38
  • msg #285

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 284):

Ok. It is a good idea to practice formation flying together and you manage to do so very well after some practice. The plan to stay out of range of the plasma cannons is discussed and considered wise, despite the fact that the beam weapons would only do half damage, because some of your vessels have limited armour.

Concern about the combat shuttles with Plasma Cannons and beam fighter is real, and there is concern about the number on the planet. They suggest that you want to hit the warships as soon as you leave hyperspace before the fighters can be launched and arrive.

So training until the 3rd of Feb?

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9 G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

25 Jan 2182, Leikung
Cyril Zotmund
Captain, 3597 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 31 Jan 2021
at 23:05
  • msg #286

Re: Working the Spinward Worlds

All definitely good thinking, execution is always harder.
Yes, train until jump time.
Fate
GM, 4876 posts
Roll for dodge!
Mon 1 Feb 2021
at 06:12
  • msg #287

Re: Working the Spinward Worlds

In reply to Fate (msg # 285):

You train together for the fortnight leading up to the jump time. Forming up and setting your hyperspace navigation computers to limit your spread, you prepare to jump.

And then there is the week in Hyperspace.

On exiting hyperspace, you find the larger enemy fleet as advertised: 10 Kargash and 10 Shamshir. Intelligence suggesting use of enemy fighters is good too, with each vessel launching three fighters and a Combat ships boat. The Kargash launch Defence fighters, but the Shamshirs launch a Beam fighter each. You guess each vessel keeps a ships boat in the hanger...

The Planet also launches their defences. 50 Combat boats and 200 fighters, half beam and half missile. It is disturbing the movement away from missile craft, but hardly surprising given your recent history. Still, you wonder if the traditionalists are loosing grip just a little....

But such concerns are for another day. You need to survive this one. Your fleet, as you have trained them to do, form up on your flagship as you move towards the enemy fleet. The ever predictable salvo is launched to greet you, but you already know your defences will match it. So do they, by the look of it. Unlike before, they move back towards the incoming fleet of fighters from the planet.

Note: If you are moving straight in to attack and wish to use the Heavy Particle Cannon as you approach, roll 4 attacks on the approach, and then a fifth attack at 50,000 miles. If you want to keep a longer range, please tell me what ranges you are holding. You are faster than the enemy fleet, so you can control the range to some degree, though with a successful tactics roll, they can temporarily reduce or increase the range by up to 1,000 miles times the margin of victory on the opposed Tactics roll. Let me know what you want to roll for (ie whole fleet, some ships or just your ship) and what orders you give, since you are commanding this fleet. I will try to keep it running smoothly...

Range: 150,000 miles

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x20 +50 at planet
Imperial Defence Fighters x30
Imperial Beam Fighters x30    + 100 at planet
Imperial Missile Fighters       100 at planet (+200 missiles)
PD, Pulse 60+90(f) = 600 missiles
    Beam 30(f) = 120 missiles
    Plasmas = 20+20(f)= 120
Missiles: 630
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

To keep rolls to a minimum, I suggest roll once for all Beams, once for all Pulse, and once for all Plasma Cannon. Bay weapons you can either roll once per weapon, or roll once for all Bay Plasmas as well. I will roll once for each group of 50 or less Vilani Beams, Vilani Pulse weapons and, when in range, Vilani plasma cannons.

10 Feb 2182, Sikigi

Fleet Details

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

Terran Shamshir 1.4 B, 1000 dTon Flattened Sphere
dHP:  Dagger: 70/70, Stiletto: 70/70, Barb: 70/70
(6G/Move:3250, dDR:110, Cargo Space: 32.5 dTons, SM:+10)
Crew:151 (90 Troops), 1 Workshop, 4 Bed Hospital
2x Heavy Ball Craft, 5x AK Modular craft,
Weapons: 18xBeam, 3xSandcaster,

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 100, dTons of Cargo Space: 7, SM:+10)
Crew:62, Accommodation: 70, 1 Workshop, 2 Sickbays
1 Hanger Bays, Capacity: 90 Tons (4 MHeavy Ball craft, 1 Modular Craft)
Weapons: 12xBeam, 4xPlasma,

Jeremiah Johnston, 1.7 B, 1200 dTon Flattened Sphere
(6.1G/Move:3250, dDR:156, dHP: 107, Cargo Space: 26 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:98 (40 Troops), Life Support: 100
5x Heavy Ball craft
Weapons: 9x Beam, 6x Pulse, 6x Missile, 2x Plasma Cannon

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter 46 M Solars, 20 dTon Sphere, 10 yd dia
32@30
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport: 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x20
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Imperial Defence Fighter, 22 M Solars, 10 dTons x30
30@ 22/22,
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons, x30
30@25
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

LAUNCHING FROM PLANET, Range: 500,000 miles

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Imperial Beam Fighter, 26 M Solars, 10 dTons, x100
100@25
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +6), Weapons:1xBeam Weapon

Imperial Fighter, 20 M Solars, 10 dTons x100
100@25
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles,
This message was last edited by the GM at 10:10, Mon 01 Feb 2021.
Cyril Zotmund
Captain, 3598 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Feb 2021
at 03:14
  • msg #288

Re: Working the Spinward Worlds

We will move into about 35,000 miles and hold while we eliminate fighters. Meanwhile Executive's approach shooting will be at the  leaders ... Starting with Kargashes as they are most likely the senior leaders ships.

20:09, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 1,4,1.  Heavy Particle Cannon 5.
20:09, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,1,4.  Heavy Particle Cannon 4.
20:09, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 5,1,2.  Heavy Particle Cannon 3.
20:09, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 4,3,3.  Heavy Particle Cannon 2.
20:07, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 5,1,5.  Heavy Particle Cannon 1.

First Beam weapons Rolls

20:13, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,3,6.  Beam Weapons 3.
20:13, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,5,2.  Beam Weapons 2.
20:13, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 5,4,6.  Beam Weapons 1.
Fate
GM, 4878 posts
Roll for dodge!
Tue 2 Feb 2021
at 05:48
  • msg #289

Re: Working the Spinward Worlds

Despite your best efforts, the two enemy fleets meet well before you get within range, but you maintain do have the advantage of being able to control the range once you get close. Prior to getting to this range, you fire several times with the Heavy Particle cannon, but you only manage to hit them when the beams are within range and can distract them. The hit badly damages one of their engines, but unfortunately does not reduce performance. You manage to take down 19 of the beam fighters, but a substantial number remain. By this time, you have shot down two salvos of missiles. Their beam weapons seem to be targeting your Bay Weapons, both the plasma and the HPC.

You are targeting the Kargash with precision attacks from Heavy Particle Cannon and targeting the Beam fighters with beams. Do you want to roll 2 rounds at once?

90,000 miles (-18), 4d(10) damage, Need 4+Size modifier to hit, r11
80,000 miles (-17), 4d(10) damage, Need 5+Size modifier to hit, r10, [Private to GM: Dodge 11]
70,000 miles (-17), 4d(10) damage, Need 5+Size modifier to hit, r8, [Private to GM: Dodge 10]
60,000 miles (-17), 4d(10) damage, Need 5+Size modifier to hit, r9, [Private to GM: Dodge 6]

Range: 50,000 miles (-16), Range next round: 40,000 miles (-16)

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-16(Range) = 6, r6, d12, dam 9
[Private to GM: Bay Plasma, {< 40,000 miles (-15) only}, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-15(Range)= 11, 6dx4(3) damage]
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-16(Range) = 5
Beams/Pulse, if Attacking fighters, Precision attack+ SM, 5+5 = 10, r15,8,11, d12, so 59 hit, dam 27 x19 (per turret), pulse did not penetrate armour
[Private to GM: Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage]

[Private to GM: Imperial Craft, Dodge 12
Beams/Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-16(Range) = 5, r7
Target Bay weapons first...
Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage, Target Shamshirs first
]

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x30
Imperial Beam Fighters x130 (2 groups of 50, 1 group of 30)
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
    Pulse 60+90(f) = 600 missiles
    Beam 130(f) = 520 missiles
    Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

10 Feb 2182, Sikigi

Fleet Details

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

Terran Shamshir 1.4 B, 1000 dTon Flattened Sphere
dHP:  Dagger: 70/70, Stiletto: 70/70, Barb: 70/70
(6G/Move:3250, dDR:110, Cargo Space: 32.5 dTons, SM:+10)
Crew:151 (90 Troops), 1 Workshop, 4 Bed Hospital
2x Heavy Ball Craft, 5x AK Modular craft,
Weapons: 18xBeam, 3xSandcaster,

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 100, dTons of Cargo Space: 7, SM:+10)
Crew:62, Accommodation: 70, 1 Workshop, 2 Sickbays
1 Hanger Bays, Capacity: 90 Tons (4 Heavy Ball craft, 1 Modular Craft)
Weapons: 12xBeam, 4xPlasma,

Jeremiah Johnston, 1.7 B, 1200 dTon Flattened Sphere
(6.1G/Move:3250, dDR:156, dHP: 107, Cargo Space: 26 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:98 (40 Troops), Life Support: 100
5x Heavy Ball craft
Weapons: 9x Beam, 6x Pulse, 6x Missile, 2x Plasma Cannon

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter 46 M Solars, 20 dTon Sphere, 10 yd dia
32@30
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport: 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
111/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
50@40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+5(End))
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Imperial Defence Fighter, 22 M Solars, 10 dTons x30
30@ 22/22,
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons, x130
111@25, 19@-2
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +5(Side/end)), Weapons:1xBeam Weapon

Imperial Fighter, 20 M Solars, 10 dTons x100
100@25
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:2x Missiles,
This message was last edited by the GM at 08:14, Tue 02 Feb 2021.
Cyril Zotmund
Captain, 3599 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Feb 2021
at 02:42
  • msg #290

Re: Working the Spinward Worlds

A little confusing as to what you want...

19:40, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 6,1,4.  Beams Grp 3.
19:40, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,3,4.  Beams Grp 2.
19:40, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,5,3.  Beams Grp 1.
19:39, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,4,3.  Heavy Particle Cannon .

We move to about 35,000 miles for the beams.  (If I recall, the Bay plasma are effective at 30K, but the turret plasma need to be closer?)
Fate
GM, 4881 posts
Roll for dodge!
Wed 3 Feb 2021
at 06:00
  • msg #291

Re: Working the Spinward Worlds

In reply to Fate (msg # 289):

I was just looking at doing 2 rolls each post, to speed up the combat a little. Bay Plasmas work out to 39,000 miles, Plasma Cannons 29,000 miles. Approximately. And a tactics roll...

This tie he only managed to reduce the range by 2,000 miles as you approached, before you reacted, and held the gap back to 35,000 miles. Your beams are effective and damage another 38 fighters, but all remain operational.

A third Salvo of missiles is launched as the fighting intensifies. The Vilani have clearly been practising evasive tactics, and they are doing them well. Fortunately, they are not so accurate whilst doing them, allowing you to close the range.

Range: 40,000 miles (-16), Range next round: 35,000 miles (-15)

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-16(Range) = 6, r13
[Private to GM: Bay Plasma, {< 40,000 miles (-15) only}, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-15(Range)= 11, 6dx4(3) damage]
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-16(Range) = 5
Beams/Pulse, if Attacking fighters, Precision attack+ SM, 5+5 = 10, r10,8,11, d6, dam 19x7, 19x14, 3
[Private to GM: Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage]

[Private to GM: Imperial Craft, Dodge 7, Fighter dodge 6
Beams/Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-16(Range) = 5
Beams 60,59, Target Bay Weapons r11,8
Pulse 50,50,50, Target AKHB Fighters r10,9,11
Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage, Target Shamshirs first
]

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x30
Imperial Beam Fighters x130 (56, 55)
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
    Pulse 60+90(f) = 600 missiles
    Beam 130(f) = 520 missiles
    Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

1200 10 Feb 2182, Sikigi

Fleet Details

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

Terran Shamshir 1.4 B, 1000 dTon Flattened Sphere
dHP:  Dagger: 70/70, Stiletto: 70/70, Barb: 70/70
(6G/Move:3250, dDR:110, Cargo Space: 32.5 dTons, SM:+10)
Crew:151 (90 Troops), 1 Workshop, 4 Bed Hospital
2x Heavy Ball Craft, 5x AK Modular craft,
Weapons: 18xBeam, 3xSandcaster,

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 100, dTons of Cargo Space: 7, SM:+10)
Crew:62, Accommodation: 70, 1 Workshop, 2 Sickbays
1 Hanger Bays, Capacity: 90 Tons (4 Heavy Ball craft, 1 Modular Craft)
Weapons: 12xBeam, 4xPlasma,

Jeremiah Johnston, 1.7 B, 1200 dTon Flattened Sphere
(6.1G/Move:3250, dDR:156, dHP: 107, Cargo Space: 26 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:98 (40 Troops), Life Support: 100
5x Heavy Ball craft
Weapons: 9x Beam, 6x Pulse, 6x Missile, 2x Plasma Cannon

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter 46 M Solars, 20 dTon Sphere, 10 yd dia
32@30
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport: 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
111/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
50@40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+5(End))
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Imperial Defence Fighter, 22 M Solars, 10 dTons x30
30@ 22/22,
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons, x130
111@25, 19@18, 19@11, 19@-2
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +5(Side/end)), Weapons:1xBeam Weapon

Imperial Fighter, 20 M Solars, 10 dTons x100
100@25
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:2x Missiles,
Cyril Zotmund
Captain, 3600 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Feb 2021
at 19:47
  • msg #292

Re: Working the Spinward Worlds

Once we close inside 39,000 miles (instead of 40k) we fire the bay plasmas as well, targeting ships susceptible to their half damage.  we will stay 39-35,000 in range until we have things trimmed down a bit.

12:43, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 1,5,4.  Tactics.

12:45, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 3,4,1.  Heavy Particle Cannon .
12:45, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 2,5,6.  Bay Plasma.
12:45, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 5,2,2.  Beams Grp 1.
12:44, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,3,2.  Beams Grp 2.
12:44, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,5,2.  Beams Grp 3.

12:47, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,2,6.  Heavy Particle Cannon .
12:46, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,5,3.  Bay Plasma.
12:46, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 6,5,5.  Beams Grp 1.
12:46, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,4,2.  Beams Grp 2.
12:46, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 3,1,5.  Beams Grp 3.
Fate
GM, 4887 posts
Roll for dodge!
Thu 4 Feb 2021
at 06:39
  • msg #293

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 292):

The Vilani warships try various tactics to close the range further, and almost succeed, but you are forced to reverse as they about turn, and you are forced to move away from them to maintain the distance, only just managing to get your bay weapons fired before you turn. Now, heading the other way, your bay weapons are not useable as they seek to once again close the gap, now actually pursuing you at their full speed. The number of beam fighters they have is diminishing, however, and this unusual tactical manoeuvrer catches some of them by surprise as they rake the Cruisers with their laser fire. Fortunately for the cruisers, their armour is thick enough to absorb the damage without causing problems.

A detail their desperate tactics indicates the concern about their diminishing fighters is not lost on them. At the end of this hour (half hour rounds) those capable have increased speed to 6G, which will divide their fleets next round as you move at maximum speed to keep away from them. To use your bay weapons will be to surrender your range advantage.

Range: 30,000 miles (-15), Range next round: 35,000 miles (-15)

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-15(Range) = 7, r8
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-15(Range)= 11, r13
   6dx4(3) damage
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Beams/Pulse, if Attacking fighters, Precision attack+ SM, 6+5 = 11, r9,7,11, d13, dam 19x6, 19x12, 19x18, 6

[Private to GM: Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage]

[Private to GM: Imperial Craft, Dodge 11, Fighter dodge 13
Beams/Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Beams 60,59, Target Bay Weapons r10,8
Pulse 50,50,50, Target AKHB Fighters r9,8,19
Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage, Target Shamshirs first
]

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x30
Imperial Beam Fighters x92 (46, 46)
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
    Pulse 60+90(f) = 600 missiles
    Beam 130(f) = 520 missiles
    Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

1230 10 Feb 2182, Sikigi

Range: 33,000(f, -15)/33,000(a,-16) miles, Range next round: 33,000(f, -15)/43,000(a, -16) miles

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-15(Range) = 7, r13
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-15(Range)= 11, r10, d10, dam 0, failed to penetrate.
   6dx4(3) damage, or 4x(6d-20)
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Beams/Pulse, if Attacking fighters, Precision attack+ SM, 6+5 = 11, r16,9,9, d11, dam 38x14,

[Private to GM: Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage]

[Private to GM: Imperial Craft, Dodge 10, Fighter dodge 11
Beams/Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Beams 46, 46 Target Bay Weapons r17,7
Pulse 50,50,50, Target AKHB Fighters r11,13,12
Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage, Target Shamshirs first
]

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x30
Imperial Beam Fighters x54 (27,27)
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
    Pulse 60+90(f) = 600 missiles
    Beam 130(f) = 520 missiles
    Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

1300 10 Feb 2182, Sikigi

Fleet Details

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

Terran Shamshir 1.4 B, 1000 dTon Flattened Sphere
dHP:  Dagger: 70/70, Stiletto: 70/70, Barb: 70/70
(6G/Move:3250, dDR:110, Cargo Space: 32.5 dTons, SM:+10)
Crew:151 (90 Troops), 1 Workshop, 4 Bed Hospital
2x Heavy Ball Craft, 5x AK Modular craft,
Weapons: 18xBeam, 3xSandcaster,

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 100, dTons of Cargo Space: 7, SM:+10)
Crew:62, Accommodation: 70, 1 Workshop, 2 Sickbays
1 Hanger Bays, Capacity: 90 Tons (4 Heavy Ball craft, 1 Modular Craft)
Weapons: 12xBeam, 4xPlasma,

Jeremiah Johnston, 1.7 B, 1200 dTon Flattened Sphere
(6.1G/Move:3250, dDR:156, dHP: 107, Cargo Space: 26 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:98 (40 Troops), Life Support: 100
5x Heavy Ball craft
Weapons: 9x Beam, 6x Pulse, 6x Missile, 2x Plasma Cannon

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter 46 M Solars, 20 dTon Sphere, 10 yd dia
32@30
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport: 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships, Forward Group

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
111/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons x30
30@ 22/22,
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons, x130
53@25, 1@16, 19@-7, 19@-2, 19@-1, 19@-2
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +5(Side/end)), Weapons:1xBeam Weapon

Imperial Fighter, 20 M Solars, 10 dTons x100
100@25
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:2x Missiles,

Aft Group
Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
50@40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+5(End))
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces
This message was last edited by the GM at 02:10, Fri 05 Feb 2021.
Cyril Zotmund
Captain, 3601 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Feb 2021
at 02:51
  • msg #294

Re: Working the Spinward Worlds

I presume the Partical cannon is also unable to shoot.  So just Beam weapons.

19:48, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,2,6.  Tactics.  [Private to GM: Skill 14]

19:49, Today: Cyril Zotmund rolled 4 using 3d6 with rolls of 1,1,2.  Beams Grp 1.
19:48, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 5,1,3.  Beams Grp 2.
19:48, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,4,2.  Beams Grp 3.

19:50, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 1,5,5.  Beams Grp 1.
19:50, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 4,2,4.  Beams Grp 2.
19:50, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 3,4,3.  Beams Grp 3.
Fate
GM, 4894 posts
Roll for dodge!
Fri 5 Feb 2021
at 07:31
  • msg #295

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 294):

This round is spectuacular, in that the Beam fighters are completely neutralized. Only 32 survive, taking a beating even as they attempt to land back on the Cruisers, but they cease attacking. Of course, there are still the 30 defence fighters and the 100 missile fighters. Interestingly, the missile fighters drop bacl to the second group...

But as you are using full speed to get away, as they are using full speed to try to catch you, there is another problem...the LST, with her Tanks, is slightly slower that the 6G the enemy is maintaining. They are slightly gaining on you. Ever so slightly, but enough that you realize it will not be long before they catch up. Once they are within range of the Plasma cannons, the pulse lasers will also be much more deadly, but hopefully the second group will be far enough back to not be able to effectively contribute for a round or two? Perhaps the enemy commander is not such a fool after all...

Range: 33,000(f, -15)/43,000(a,-16) miles, Range next round: 32,000(f, -15)/52,000(a, -16) miles

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-15(Range) = 7, Not able to be used
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-15(Range)= 11, Not able to be used
   6dx4(3) damage
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Beams/Pulse, if Attacking fighters, Precision attack+ SM, 6+5 = 11, r4,9,8, d10, dam 19x84, 38x14, 32

[Private to GM: Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage]

[Private to GM: Imperial Craft, Dodge 12, Fighter dodge 10
Beams/Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Beams 60,59, Target Bay Weapons r8,8
Pulse 45,45,60 (-1), Target AKHB Fighters r8,9,8
Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage, Target Shamshirs first
]

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x30
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
    Pulse 60+90(f) = 600 missiles
    Beam 130(f) = 520 missiles
    Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

1330 10 Feb 2182, Sikigi

Range: 32,000(f, -15)/52,000(a,-16) miles, Range next round: 31,000(f, -15)/61,000(a, -17) miles

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-15(Range) = 7, Not able to be used
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-15(Range)= 11, Not able to be used
   6dx4(3) damage, or 4x(6d-20)
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Beams/Pulse, if Attacking fighters, Precision attack+ SM, 6+5 = 11, r11,10,10, d12, dam 57x3,

[Private to GM: Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage]

[Private to GM: Imperial Craft, Dodge 13, Fighter dodge 12
Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Pulse 45,45,60(-), Target AKHB Fighters r15,9
Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage, Target Shamshirs first
]

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x30
Imperial Beam Fighters x54 (27,27)
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
    Pulse 60+90(f) = 600 missiles
    Beam 130(f) = 520 missiles
    Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

1400 10 Feb 2182, Sikigi

Fleet Details

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

Terran Shamshir 1.4 B, 1000 dTon Flattened Sphere
dHP:  Dagger: 70/70, Stiletto: 70/70, Barb: 70/70
(6G/Move:3250, dDR:110, Cargo Space: 32.5 dTons, SM:+10)
Crew:151 (90 Troops), 1 Workshop, 4 Bed Hospital
2x Heavy Ball Craft, 5x AK Modular craft,
Weapons: 18xBeam, 3xSandcaster,

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 100, dTons of Cargo Space: 7, SM:+10)
Crew:62, Accommodation: 70, 1 Workshop, 2 Sickbays
1 Hanger Bays, Capacity: 90 Tons (4 Heavy Ball craft, 1 Modular Craft)
Weapons: 12xBeam, 4xPlasma,

Jeremiah Johnston, 1.7 B, 1200 dTon Flattened Sphere
(6.1G/Move:3250, dDR:156, dHP: 107, Cargo Space: 26 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:98 (40 Troops), Life Support: 100
5x Heavy Ball craft
Weapons: 9x Beam, 6x Pulse, 6x Missile, 2x Plasma Cannon

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter 46 M Solars, 20 dTon Sphere, 10 yd dia
32@30
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport: 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships, Forward Group

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
111/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons x30
30@ 22/22,
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons, x130
3@11, 1@9, 28@7, 1@2, (All 32 weapons destroyed!!!) 19@-7, 19@-2, 19@-1, 19@-2, 1@-3, 1@-21, 19 Dest
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +5(Side/end)), Weapons:1xBeam Weapon

Aft Group
Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
50@40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+5(End))
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Imperial Fighter, 20 M Solars, 10 dTons x100
100@25
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:2x Missiles
Cyril Zotmund
Captain, 3602 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Feb 2021
at 18:34
  • msg #296

Re: Working the Spinward Worlds

Never presumed he was a fool, just in doctrinated into a way of thought that discourages innovation.  I doubt he specifically I dentified the LST as slower, rather just figured to see if we had any slower ships. The LST should have been well back, but in time it will become exposed.

How far are the two forces split apart now?  May be time to do some precision shooting at targeting, turrets etc.  and let everybody in on the need to reverse course and get seriously ugly. We'll need to deploy our Heavy Fighters now and have the Bombers deploy just as we close inside 30K miles when we do. Right now, we want to use the next three turns to disable as many of the Kargash as we can... Pulse lasers can work on fighters as can Beams not useful elsewhere.

11:19, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,4,3.  Tactics.

11:31, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,2,6.  beams Grp 1.
11:31, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,4,5.  Beams Grp 1.
11:31, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 4,5,6.  Beams Grp 2.
11:31, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,5,3.  Beams Grp 3.
11:20, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 3,6,3.  Beams Grp 2.
11:20, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,5,2.  Beams Grp 3.

As usual the damed die roller is wrecking the game. You could subtract 3 from all rolls and it still wouldn't be good rolling.
Fate
GM, 4895 posts
Roll for dodge!
Fri 5 Feb 2021
at 20:41
  • msg #297

Re: Working the Spinward Worlds

No, I know. You are right, they would not be able to tell which are the slowest ships, since you are maintaining formation, but once they reached 6G and you remained at 5.9G, they would pick up the difference. Range is given at the start of each round and they will be in range of full damage next round, so we might go back to 1 round per post for the knifefight! I note the dice roller seems to go in waves...if they roll high, sometimes just come back a bit later and check again!

Note that turning results for a quick shot will result in dropping all acceleration for one round (ie speed of zero for that round) Normally, you need to turn around for an entire round, meaning that on the next round you are limited to only half you movement away from the enemy, but I am willing to say that if you do not move in the round, you can change direction a full 360, get your shot off, and continue in the following round away from the enemy at full speed.

You maintain maximum speed. Your Warfare officer points out that the thirty defence fighters, with three pulse cannons each, are targets that can seriously damage many of the lighter defended vessels, and they should not be ignored. But the Plasma cannons clearly are more of a threat...or their engines. Unfortunately, with that targeting, it seems your gunners are getting a bit flustered...

Range: 31,000(f, -15)/61,000(a,-17) miles, Range next round: 30,000(f, -15)/70,000(a, -17) miles

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-15(Range) = 7, Not able to be used
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-15(Range)= 11, Not able to be used
   6dx4(3) damage
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Beams/Pulse, if Attacking fighters, Precision attack+ SM, 6+5 = 11, r13,15,13

[Private to GM: Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage]

[Private to GM: Imperial Craft, Dodge 8, Fighter dodge 12
Beams/Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Pulse 45,45,60 (-1), Target AKHB Fighters r13,9
Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage, Target Shamshirs first
]

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x30
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
    Pulse 60+90(f) = 600 missiles
    Beam 130(f) = 520 missiles
    Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

1430 10 Feb 2182, Sikigi

Range: 30,000(f, -15)/70,000(a,-16) miles, Range next round: 29,000(f, -14)/79,000(a, -17) miles, or however close they want to be if you turn to engage, but the aft fleet range will drop to 29,000(-14) miles.

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-15(Range) = 7, Not able to be used
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-15(Range)= 11, Not able to be used
   6dx4(3) damage, or 4x(6d-20)
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Beams/Pulse, if Attacking fighters, Precision attack+ SM, 6+5 = 11, r13,12,13
[Private to GM: Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage]

[Private to GM: Imperial Craft, Dodge 9, Fighter dodge 8
Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-15(Range) = 6
Pulse 45,45,60(-), Target AKHB Fighters r13,12
Plasma Cannon, {< 30,000 miles (-14) only}, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-14(Range)= 12, 12d(3) damage, Target Shamshirs first
]

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
32 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
177 Beams (including 6 pulse weapons) capable of dealing with 708 Missiles (without fighters) or 1092 missiles (with 32 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax/Terran Shamshir)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x30
Imperial Beam Fighters x54 (27,27)
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
    Pulse 60+90(f) = 600 missiles
    Beam 130(f) = 520 missiles
    Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

1500 10 Feb 2182, Sikigi

Fleet Details

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

Terran Shamshir 1.4 B, 1000 dTon Flattened Sphere
dHP:  Dagger: 70/70, Stiletto: 70/70, Barb: 70/70
(6G/Move:3250, dDR:110, Cargo Space: 32.5 dTons, SM:+10)
Crew:151 (90 Troops), 1 Workshop, 4 Bed Hospital
2x Heavy Ball Craft, 5x AK Modular craft,
Weapons: 18xBeam, 3xSandcaster,

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 100, dTons of Cargo Space: 7, SM:+10)
Crew:62, Accommodation: 70, 1 Workshop, 2 Sickbays
1 Hanger Bays, Capacity: 90 Tons (4 Heavy Ball craft, 1 Modular Craft)
Weapons: 12xBeam, 4xPlasma,

Jeremiah Johnston, 1.7 B, 1200 dTon Flattened Sphere
(6.1G/Move:3250, dDR:156, dHP: 107, Cargo Space: 26 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:98 (40 Troops), Life Support: 100
5x Heavy Ball craft
Weapons: 9x Beam, 6x Pulse, 6x Missile, 2x Plasma Cannon

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter 46 M Solars, 20 dTon Sphere, 10 yd dia
32@30
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport: 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships, Forward Group

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
111/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons x30
30@ 22/22,
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons, x130
3@11, 1@9, 28@7, 1@2, (All 32 weapons destroyed!!!) 19@-7, 19@-2, 19@-1, 19@-2, 1@-3, 1@-21, 19 Dest
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +5(Side/end)), Weapons:1xBeam Weapon

Aft Group
Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
50@40
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+5(End))
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Imperial Fighterr, 20 M Solars, 10 dTons x100
100@25
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:2x Missiles
Cyril Zotmund
Captain, 3603 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Feb 2021
at 21:40
  • msg #298

Re: Working the Spinward Worlds

So we did no damage at all last turn? ... that's BS.  I concur with the Warfare Officer, what is his better suggestion?

As for the range... being picky I admit, but the rules say Less than 30k miles, so 30k miles is just outside that range.

As you know, 29K offers little benefit, so next turn the better armored ships are going to turn anddecelerate enough to get inside 10k miles while the lighter ships hang back about 100 miles at most. Plasmas at the Kargashes, Beams taking out fighters and a few of the best gunners on each ship (one per) being detailed to precision shots. Basically the 3 Shamshirs,Seax and the LST will hang back a little while the rest of us get in range. 6 on 10 plus our bombers and fighters, it's going to be a tough go. If I get another group of crappy rolls, I'll reroll using 3D6 on my desk.

So last turn just outside common plasma range and we have not turned yet...next turn.

14:36, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 1,6,4.  Tactics.  3D6 = 12

14:36, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,4,5.  beams Grp 1.
14:36, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,1,6.  Beams Grp 2.
14:36, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 6,6,4.  Beams Grp 3.

Hell, even 3D6 was rolling high...

14:39, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,6,1.  beams Grp 1.
14:39, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 5,1,3.  Beams Grp 2.
14:39, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,2,4.  Beams Grp 3.

Slightly better
Fate
GM, 4899 posts
Roll for dodge!
Fri 5 Feb 2021
at 21:59
  • msg #299

Re: Working the Spinward Worlds

Yeah, bad rolls.The next round are better...need the 'Luck' advantage!

The range is actually shown per round, so last post, being 2 rounds, had these.

Fate:
Range: 31,000(f, -15)/61,000(a,-17) miles, Range next round: 30,000(f, -15)/70,000(a, -17) miles

...

Range: 30,000(f, -15)/70,000(a,-16) miles, Range next round: 29,000(f, -14)/79,000(a, -17) miles, or however close they want to be if you turn to engage, but the aft fleet range will drop to 29,000(-14) miles.


Which means you will be in Plasma Cannon range next round. I know at 30,000 miles, which you were last round, you are still out of range...just. But next round you will be at 29,000 miles...

Feel free to make extra rolls, just mark them as tests and I will ignore them! But as noted, when you turn, the range is likely to drop to under 9,000 miles, full damage for Plasma cannon, and a range penalty of -10, so Beams will need 11 or less for precision hits. So 2 out of three of the banks would hit in both rounds using the rolls you made.

Given that you are going to be in range for these rounds, I will let you either re-roll all rolls, or just roll the extra weapons that will be used (presumably all!) for the first round.
Cyril Zotmund
Captain, 3604 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Feb 2021
at 22:25
  • msg #300

Re: Working the Spinward Worlds

OK, I am a bit confused about your suggestions... Last round rolled was at 30K miles?
Next will be at 29K and then we close quickly... is that correct?

I hate to do 20 rolls and cherry pick, although most of the chrries may be rotten anyway....

I will execute the 29k turnaround next if that is what is needed.
Fate
GM, 4902 posts
Roll for dodge!
Fri 5 Feb 2021
at 22:31
  • msg #301

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 300):

Yep, next round will be at 29K, so the Plasma Cannons will start firing. So yeah, time for the turnaround...or you can just drop speed to put them at close range. It will not allow the bay weapons to be used, but perhaps the precision shots will allow you to take out a few engines, enabling you to get back out and take control of the range without allowing the second group to close.

I know, I hate the 20 rolls too, and at the end of the day, when you make them as something, that is what they are. Sometimes, better to roll them into a single roll and apply the luck advantage!
Cyril Zotmund
Captain, 3605 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Feb 2021
at 22:35
  • msg #302

Re: Working the Spinward Worlds

Cyrill doesn't have the LUCK advantage... I never choose it as a matter of habit.

Give me a bit and I'll try to get back to it...
Fate
GM, 4904 posts
Roll for dodge!
Fri 5 Feb 2021
at 22:39
  • msg #303

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 302):

Sure, how is you brother doing, by the way?

Edit, looking at plasma damage, it may be worth keeping going straight, and using beams to try to disable the turrets whilt they do 1/2 damage. On a typical damage roll, the Shamshirs would take 9 per hit at 29,000 miles, but if they drop that to 5,000 miles when you turn, the range modifier drops to -10 instead of -14 (so they hit 2 more times) and the damage doubles, dramatically reducing the armour effectiveness, so the Shamshirs would take 54 damage per hit, and be hit 2 more times! 20 x 9 = 180 damage, spread across 3 Shamshirs, leaving them with 10 dHP each...probably some major damage, but alive...

Of course, you will still need to roll 7s or better to have precision hits with the beams...but your plasmas can deal with the fighters...
This message was last edited by the GM at 23:10, Fri 05 Feb 2021.
Cyril Zotmund
Captain, 3606 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Feb 2021
at 02:55
  • msg #304

Re: Working the Spinward Worlds

OK, that's a plan I considerd but chose not to use... of course I didn't have that math either...

OK, in REAL space, a body continues to move unless you do something to alter course, so all the ships could move away at 6Gs and turn around and shoot back at those following us. Or are we all continuing to accelerate all this time?

Anyway... die rolls for shooting. I'll include all weapons assuming we do turn about briefly to shoot.

19:49, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 3,6,1.  Tactics.

19:52, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,1,5.  Bombers.
19:52, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,4,3.  Seru .
19:51, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 1,4,6.  beams Grp 1.
19:51, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,6,1.  Beams Grp 2.
19:51, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 5,4,6.  Beams Grp 3.
19:51, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 2,1,3.  Turret Plasma.
19:50, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,4,5.  Bay Plasma.
19:50, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 3,5,3.  Heavy Particle Cannon .

19:54, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 3,1,4.  Heavy Particle Cannon .
19:54, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,4,2.  Bay Plasma.
19:54, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 4,2,1.  Turret Plasma.
19:54, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,4,2.  beams Grp 1.
19:53, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,4,2.  Beams Grp 2.
19:53, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,4,3.  Beams Grp 3.
19:53, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 5,6,4.  Seru .
19:53, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,4,1.  Bombers.
Fate
GM, 4908 posts
Roll for dodge!
Sat 6 Feb 2021
at 04:40
  • msg #305

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 298):

Lol, I know, but in real space, if engines are used, you keep accelerating, which is what we assume is actually happening here. Turn the engines off, and you stop accelerating, giving you relative speed of zero compared to the guy who keep accelerating. Ok, so we are turning and fighting...

And so the knife-fight begins. The enemy opens up with the long awaited plasma barrage, as expected, but they target the Shamshirs as you stop and turn. All five Shamshirs are devastated, beginning to break up under the relentless Plasma cannons. Even the Defence fighters are able, at this close range, to start to damage the heavy Ball fighters, and 15 of them are badly damaged. But it is not all their way. Each Bay plasma is able to tear a Kargash apart as well, and the Heavy Particle Cannon rips out one engine after another. The fighting is heavy as the second fleet, with it's seventy combat ships boats, heavily armoured plasma cannons, are able to be brought in to bear.

By the second half of the hour, all your beam weapons and plasma cannon are focussed on dealing with the remaining combat ships boats and enemy fighters, whilst they focus their weapons on the four cruisers remaining. The pilots, through extraordinary skill [Private to Cyril Zotmund: I rolled a critical success for your dodge!], manage to dodge the incoming fire, drawing the fire after blasting another 3 cruisers into oblivion and disabling a fourth, manage to once again turn around and prepare to withdraw back past the new arrivals, forcing them to double back. They launch a fourth salvo of missiles, but it becomes clear you still have sufficient point defences...

Your officers request to send the 100 person ships in the Kargash as lifeboats to the stricken vessels. They also suggest based on the heavy armour to focus Beams on taking out Shamshir engines, comms and reactors or jump drives (half reactors and half jump drives) and use the plasma cannons to get rid of the rest of the fighters, while the Bay weapons work on the remaining two threats. Perhaps the HPC can take our comms of one of the crippled ones to stop the missile launches.

[OK, very heavy damage to both sides. They have 2 Cruisers and 10 Shamshirs, plus two half-speed cruisers. You have 4 cruisers and some smaller craft, including fighters. Your smaller craft were saved the last round because they focussed on the capital ships, but if it was not for the critical dodge, their plan would probably have worked. I took the liberty of redirecting weapons onto the Combat boats because I realized 70 plasmas was going to destroy you if not dealt with! Men will be scrambling for life-boats on the stricken ships, but you will be too busy to worry about that now. Capturing those injured Kargash may be the best way to get them home alive...those who are left! Dice rolls are crippling you...I am giving you the luck advantage for the next round. Rolls needed: HPC, Bay Plasma, 2 Beams, Plasma Cannons. Dodge rolls are optional. They will continue to target the Capital ships with the plasma cannons, and the Fighters with precision shots from the beams. You won the tactics this round, so I opened up range to 9,000 before they realized.]

Range: 5,000 (f, -10)/29,000(a,-14)

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-10(Range) = 12, r11, d15, dam 22
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-10(Range)= 16, r11, d15, dam
   6dx4(3) damage, 104x3 x3
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range) = 11, r11,11,15, d15,
Pulse, if Attacking fighters, Precision attack+ SM, 11+5 = 17,
Plasma Cannon, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(4)-10(Range)= 12, r6, d9
12d(3) damage 41x10

[Private to GM: Imperial Craft, Dodge 15, Fighter dodge 9
Beams/Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range) = 11
Pulse 45,45,60 (-4), Target AKHB Fighters r7,12,7, d7, dam 15x 33
Plasma Cannon, x10 pairs Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-10(Range)= 17, r8, d8, dam 108x3 close up to Shamshirs, 76x3 to Jeremiah Jones
12d(3) damage
]

Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
  Supplies: 150/200

1500 Crew/troops consuming 8 dTons of supplies per week
17 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
96 Beams capable of dealing with 384 Missiles (without fighters) or 588 missiles (with 17 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax)

Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x6
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
    Pulse 60+18(f) = 312 missiles
    Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),

1530 10 Feb 2182, Sikigi

Next Round

Range: 9,000 (-10), you can now extend this to 19,000(-12) next round, though 2 of the Kargash may try to keep up. If the Shamshirs stay with the two injured Kargash, you may even extend this further...if you survive.

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-10(Range) = 12, r8, d14, dam 11
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-10(Range)= 16, r12, d14, dam
   6dx4(3) damage, 144x3 x3
Beams into 2 groups of 16 Beam turrets (3 beams each)
Beams. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range)+SM(5) = 16, r12,12 d13, dam 21 per hit per turret.
Plasma Cannon, x18, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(5)-10(Range)= 16, r12, d13, dam 52 per hit, x3]

[Private to GM: Imperial Craft, Dodge 14, Fighter dodge 8
Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range) = 11
Pulse 39,39, Target AKHB Fighters r15,13
Plasma Cannon, 12 x Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-10(Range)= 17, r11, d4, 12d(3)
]

Collective stats:

17 HB Fighters 14 bombers
6 recovery Balls
96 Beams capable of dealing with 384 Missiles (without fighters) or 588 missiles (with 17 HB Fighters)
1 HPC, 4 Bay Plasma, 4+14 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax)

Enemy Combined Stats:
Imperial Missile Fighters x74
PD, 1390 missiles total capacity
    Plasmas = 20 = 270
Missiles: 490
Fleet Slowest Speed: 5G (Shamshirs),

1600 10 Feb 2182, Sikigi

Fleet Details

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

Terran Shamshir 1.4 B, 1000 dTon Flattened Sphere
All destroyed
(6G/Move:3250, dDR:110, Cargo Space: 32.5 dTons, SM:+10)
Crew:151 (90 Troops), 1 Workshop, 4 Bed Hospital
2x Heavy Ball Craft, 5x AK Modular craft,
Weapons: 18xBeam, 3xSandcaster,

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: dest, dTons of Cargo Space: 7, SM:+10)
Crew:62, Accommodation: 70, 1 Workshop, 2 Sickbays
1 Hanger Bays, Capacity: 90 Tons (4 Heavy Ball craft, 1 Modular Craft)
Weapons: 12xBeam, 4xPlasma,

Jeremiah Johnston, 1.7 B, 1200 dTon Flattened Sphere
(6.1G/Move:3250, dDR:156, dHP: dest, Cargo Space: 26 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:98 (40 Troops), Life Support: 100
5x Heavy Ball craft
Weapons: 9x Beam, 6x Pulse, 6x Missile, 2x Plasma Cannon

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter 46 M Solars, 20 dTon Sphere, 10 yd dia
17@30, 15@-2
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport: 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships, Forward Group

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
89/120 (Lost one engine, 3G), dest, dest, dest, dest, dest, dest, 109/120 (3G), 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Imperial Defence Fighter, 22 M Solars, 10 dTons x30
6 dest, 24@-19
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons, x130
3@11, 1@9, 28@7, 1@2, (All 32 weapons destroyed!!!) 19@-7, 19@-2, 19@-1, 19@-2, 1@-3, 1@-21, 19 Dest
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +5(Side/end)), Weapons:1xBeam Weapon

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
48@-2, rest dest
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+5(End))
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Imperial Fighter, 20 M Solars, 10 dTons x100
74@25, 26 dest
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:2x Missiles
This message was last edited by the GM at 07:15, Sat 06 Feb 2021.
Cyril Zotmund
Captain, 3607 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Feb 2021
at 17:10
  • msg #306

Re: Working the Spinward Worlds

I have no issue with launching the 100 man boats EXCEPT that we are still in combat... and they won't survive long.
So JJ, the 3 Kargash and Executive are all we have serviceable?  OH, and the LST, which has wisely stayed way back.

I'll go with your plan ...

10:05, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,2,5.  Tactics.

10:08, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,6,3.  Heavy Particle Cannon .
10:07, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 1,5,4.  Bay Plasma.
10:07, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 3,2,2.                        <-- Just clearing the 13s
10:07, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 5,2,6.  Turret Plasma.
10:06, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,2,5.  beams Grp 1.
10:06, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,6,3.  Beams Grp 2.
10:06, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 1,2,5.  Seru .
10:05, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 4,3,2.  Bombers.
This message was last edited by the player at 17:13, Sat 06 Feb 2021.
Fate
GM, 4911 posts
Roll for dodge!
Sat 6 Feb 2021
at 20:53
  • msg #307

Re: Working the Spinward Worlds

In reply to Fate (msg # 305):

JJ was also destroyed...

The next exchange sees the Vilani focus their plasma cannons on the Executive, while their beams focus of the fighters, but it is too little, too late. Your own beam weapons, at this short range, tear out maneuver drives, reactors and comms from the Shamshirs, restricting the speed of all of them, while the Bay weapons devastate the two remaining full speed Kargash and one of the Shamshirs. Your plasma cannons complete the job by destroying the remaining missile fighters in short order. While the HPC smashes a turret of a remaining Kargash, it starts to become clear now they are fighting a loosing battle. The remaining ships reform into a defensive knot, and from the wreckages of the other vessels, small craft start to dig their way out through the debris.

With some capabiity, but the outcome becoming clear, the Vilani commander asks for terms. The life of him, his men, and the soldiers at the colony he makes clear are what he will fight to the end for.

You safely launch all remaining 100 person craft, APCs transports and recovery craft, especially as most of these can now outpace the enemy fleet.

Range: 9,000(-10), Next round 13,000 (-12), or more. You can now set it.

Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-10(Range) = 12, r11, d14, 17 dam
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-10(Range)= 16, r10, d14, dam
   6dx8(3) damage, 384 damage per target, one changed to a Shamshir
Beams into 2 groups of 16 Beam turrets (3 beams each)
Beams. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range = 11, r7,13 d16, dam 15 per turret.
Plasma Cannon, x18, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(5)-10(Range)= 16, r8,13, d16, dam 74 per hit, all fighters destroyed

[Private to GM: Imperial Craft, Dodge 14, Fighter dodge 16
Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range) = 11
Pulse 60, Target AKHB Fighters r8, d10, dam 4 per pulse
Plasma Cannon, 12 x Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-10(Range)= 17, r14, d9, dam 6 per weapon, 12d(3)
]

Collective stats:

17 HB Fighters 14 bombers
6 recovery Balls
96 Beams capable of dealing with 384 Missiles (without fighters) or 588 missiles (with 17 HB Fighters)
1 HPC, 4 Bay Plasma, 4+14 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax)

Enemy Combined Stats:
PD, 249 missiles total capacity
    Plasmas x 3 = 9
    Pulse x 60 240
Missiles: 126
Fleet Slowest Speed: 2.5G (Shamshirs),

1630 10 Feb 2182, Sikigi

Fleet Details

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 70/142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber, 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter, 46 M Solars, 20 dTon Sphere, 10 yd dia
8@14/30, 9@18/30, 15@-2
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport, 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships, Forward Group

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
89/120 (3G), dest, dest, dest, dest, dest, dest, 92/120 (3G, -plasma), dest, dest
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
70/100(2.5G, - man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -react, -comms), 85/100(2.5G, -comms, -react), 85/100(2.5G, -react), 85/100(2.5G,-react), dest,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
Cyril Zotmund
Captain, 3608 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Feb 2021
at 21:22
  • msg #308

Re: Working the Spinward Worlds

In Reply to the Vilani Commander I have no intention of killing unnecessarily, You and your men may safely depart your ships for the Planet. Do Not destroy any ship! I claim your ships as prizes. Destroying a ship would be seen as a continuation of the fight and those small craft might well be destroyed as combatants. I do intend to seize the planet briefly, but again will leave those who do not fight unharmed. I will ensure, to the best of my ability that you and your men will have the ability to live on the planet until help comes. Again, if the Ground Commander prefers to fight, then I will have his and his troops pay for that decision.
Vilani Commander
NPC, 17 posts
Com. Eleni Managudeli
Sat 6 Feb 2021
at 21:53
  • msg #309

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 308):

"From our part, that is acceptable if you are willing to leave the accommodation sections on the planet intact. The air there is tainted with sulphur and dangerous to health without the proper life support systems. We will allow destruction of the missile base and turrets and leave our vessels as intact as they are in exchange for rescue of survivors and leaving the planet otherwise intact. Agreed?"

Combined Stats

32 HB Fighters (15 crippled) 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks
1 HPC, 4 Bay Plasma, 4 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax)

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 70/142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber, 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter, 46 M Solars, 20 dTon Sphere, 10 yd dia
8@14/30, 9@18/30, 15@-2
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport, 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships, Forward Group

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
89/120 (3G), 92/120 (3G, -plasma),
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
70/100(2.5G, - man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -react, -comms), 85/100(2.5G, -comms, -react), 85/100(2.5G, -react), 85/100(2.5G,-react)
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Crippled Ships

Imperial Defence Fighter, 22 M Solars, 10 dTons x30
24@-19
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons, x130
3@11, 1@9, 28@7, 1@2, (All 32 weapons destroyed!!!) 19@-7, 19@-2, 19@-1, 19@-2, 1@-3, 1@-21, 19
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +5(Side/end)), Weapons:1xBeam Weapon

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
48@-2,
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+5(End))
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

1800 10 Feb 2182, Sikigi
Cyril Zotmund
Captain, 3609 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Feb 2021
at 22:13
  • msg #310

Re: Working the Spinward Worlds

I think that is reasonable, except I intend to offer the right to leave to any civilians who wish to, Any form of coercion will be seen as breaking our agreement, we will not force anyone to leave however.

We get to work looking for survivors, stripping any of our ships that cannot be repaired, computers  hard drives weapons.. we put security crews with engineers aboard any useable captured ships and send search teams to the others for useful things, Safes, Hard drives, documents nd any usable repair bits we might need. We need to be out of here in four days.  Fighters an small craft can be stripped of weapons, but most will end up as GG feed, as will any ship we cannot take with us.
How serious are our losses in human life? how many crews can we create?
This message was last edited by the player at 22:20, Sat 06 Feb 2021.
Vilani Commander
NPC, 18 posts
Com. Eleni Managudeli
Sat 6 Feb 2021
at 22:25
  • msg #311

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 310):

He laughs.

"There are no civilians here. It is the troops I would be worried about, but since you are leaving them with their hand weapons, I could not stop them leaving with you if I tried! Civilians left here in fear of your raids years ago, and apparently their fear was justified!

Under this understanding, we accept your terms. We will depart, using this vessel only to gather and treat the wounded. I am sure you appreciate that...you doubtless have plenty of your own.
"

He is not incorrect. Initial estimates have about 450 dead, injured or missing.

Ok, will need to know what you are salvaging, what repair efforts are to be focussed on and what other actions are being taken, and when. Timing is also an element of that. You have the small craft shown below...most small craft are managing to emerge from the wrecks now. Casualty numbers still unknown, but in the hundreds, and that is just your side.

Edit: The following can be achieved in the following time frames, averaging the following:
You have 10 Groups of 10 Engineers capable of working 10 hours a day effectively and 6 Recovery Balls capable of working 12 hours a day (well, 24 hours a day, but the lower effective skill halves their average efficiency). So you have effectively 172 workgroup hours per day.

Transfer 1 Man Drive from one Shamshir to another: 40 workgroup hours each, 4 possible
Transfer 1 Heavy Turret from one Kargash to another: 20 workgroup hours each, 1 possible
Transfer 1 Communication array from one Shamshir to another: 20 workgroup hours each, 3 possible
Recover one Robofac and set up in Kargash: 40 workgroup hours each and 5 dTons of space, 2 possible, Half (setup) may be done in hyperspace
Recover one Workshop and set up in Shamshir: 30 workgroup hour and 2.5 dTons of Spaces each, 5 possible, Half (setup) may be done in hyperspace

All these will take approximately 3 days. (470 hours)

Repair one Ships Combat Boat: 5 workgroup hours each, 48 possible, may be done in hyperspace if in hangers.
Repair one Ball Fighter:  5 workgroup hours each, 15 possible, may be done in hyperspace. Engineers are not needed to collect them to put them in the hangers.

Transfer 1 Beam from one Ship to a Shamshir/Fighter: 10 workgroup hours each, 105 possible in Shamshir and 32 Beam fighters possible, Half to recover the beams and put into hold.

Overall, it will take about 4 days to collect up to 137 beam weapons and put them in the hold.

It is estimated that with 2 Kargash and 5 Shamshirs you will have 312.2 dTons of space and be able to carry 3 Combat Boats and 5 Vilani fighters in addition to your own craft. One APC has not been able to be recovered from the wreckage.

Combined Stats

32 HB Fighters (15 crippled) 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks
1 HPC, 4 Bay Plasma, 4 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax)

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 70/142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,

AKHB Bomber, 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,

AKHB Fighter, 46 M Solars, 20 dTon Sphere, 10 yd dia
8@14/30, 9@18/30, 15@-2
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,

AKHB Transport, 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,

Enemy Ships, Forward Group

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
89/120 (3G), 92/120 (3G, -plasma),
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
70/100(2.5G, - man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -man, -comms), 70/100(2.5G, -react, -comms), 85/100(2.5G, -comms, -react), 85/100(2.5G, -react), 85/100(2.5G,-react)
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Crippled Ships

Imperial Defence Fighter, 22 M Solars, 10 dTons x30
24@-19
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons, x130
3@11, 1@9, 28@7, 1@2, (All 32 weapons destroyed!!!) 19@-7, 19@-2, 19@-1, 19@-2, 1@-3, 1@-21, 19
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +5(Side/end)), Weapons:1xBeam Weapon

Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
48@-2,
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+5(End))
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

1800 10 Feb 2182, Sikigi
This message was last edited by the player at 02:14, Sun 07 Feb 2021.
Cyril Zotmund
Captain, 3610 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 7 Feb 2021
at 02:58
  • msg #312

Re: Working the Spinward Worlds

OK, we will not fix anything we don't absolutely need. So ships that can maneuver at half speed are fine.
i am recovering weapons is fine, but we are not replacing any, this is not a repair to 100% time, thus is get everything able to be moved time. Ball Fighters and stuff have priority... their fighters are empty space fillers, as we are not much impressed with them.

get them refuled, iff codes adjusted, computers updated and send them on to Liekung. Do a quick scan of the planaet and see if indeed there are no signs of civilians ... if that is the case, we destroy the facilities and the refueling capability there and head back to liekung our selves after shoving all wreckage into the star or GGs.
Fate
GM, 4922 posts
Roll for dodge!
Sun 7 Feb 2021
at 03:19
  • msg #313

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 312):

Ok. You grab all the parts you need and load up the 2 Kargash and 5 Shamshirs, as those without Fusion reactors intact cannot jump. Lets go with 6 days to gather everything possible, though not yet all working. There are 4 Combat Ships boats and two beam fighters in the hangers, along with all the small craft recovered from the wrecks. Your team brough Jump tapes for use if Vilani vessels were captured, so that is sorted.

Total losses: 93 dead, 184 injured, 12 unaccounted for and presumed dead. You have enough survivors to take the ships back to Liekung, just, though they will only be ready to leave on 17 Feb. We can allow that to happen in the background.

Leaving the teams to work, you head to the planet.

The facilities are built with the accommodation spaces as part of them, with the exception of the beam and missile turrets. The do carry out their promise, and explosions indicate they have kept their word and destroyed these facilities. Scans do reveal no signs of civilians, but you did agree to

Msg #309:
From our part, that is acceptable if you are willing to leave the accommodation sections on the planet intact. The air there is tainted with sulphur and dangerous to health without the proper life support systems. We will allow destruction of the missile base and turrets and leave our vessels as intact as they are in exchange for rescue of survivors and leaving the planet otherwise intact.


11 Feb 2182, Sikigi

115.5 dTons of Cargo Space, 90 dTons of Supplies
879 Crew, 5 dTons per week
18 HB Fighters (3 crippled) 14 bombers
3x 100 person transport, 2 Modular APCs, 1 Light Tanks
1 HPC, 4 Bay Plasma, 4 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax)

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 70/142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP:  Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,

AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets

Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,
This message was last edited by the GM at 09:16, Sun 07 Feb 2021.
Cyril Zotmund
Captain, 3611 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 7 Feb 2021
at 23:58
  • msg #314

Re: Working the Spinward Worlds

So I did.. and ?
I want everything out of here ASAP ... 6 days has Cyril very nervous of unexpected company, which he is not prepared to deal with just now.
I do want to make sure the refueling site is gone ... leave a few small tanks or one larger tank for the shuttles but no more.
Fate
GM, 4927 posts
Roll for dodge!
Mon 8 Feb 2021
at 05:50
  • msg #315

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 314):

Well, if you agreed to leave accommodation intact, you seemed in you last message to say that you were now going to destroy it all. The refuelling facilities are closely associated with some of the accommodation. I wanted clarification that you were going back on your word...the Vilani will not be as inclined to trust you in future. Shuttles do not require fuel per say...they do not jump.

You can shorten your time here by departing early and not collecting everything...up to you. You are unlikely to get any response before two weeks though. Anything before that would likely be only a replacement or a supply ship. The ships that were at the other gas giants had some ships enter jump space soon after you arrived. The rest wait at the jump points near their gas giants. If you want to collect less, what will not be collected and when would you depart?
Cyril Zotmund
Captain, 3612 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 8 Feb 2021
at 20:26
  • msg #316

Re: Working the Spinward Worlds

No, I have no intentions of going back on my word. If disabling the refueling sites risks damaging the accomodations we will not blow them up, maybe just drain them...  Let's gather what we can in 6 days and depart.
Fate
GM, 4930 posts
Roll for dodge!
Tue 9 Feb 2021
at 06:02
  • msg #317

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 316):

On the fourth day, you detect incoming hyperspace jump signals. A Branch freighter with four Gashiddas arrives... with 10 Fighters and 10 Bombers launched by your Cruisers as soon as they detected the signal, it is clear that none of them will get the chance to refuel, and they soon surrender.

Assuming you accept their surrender, what do you do with the crews and the supplies?

Carrying supplies and spare missiles, you have a few extra ships. One of your officers mentions that they could gather all the Combat ships boats as gifts for Leikung in that thing. It would probably take about 8 hours to empty and a day to load...delaying departure by only a few hours at most.

Looks like it will be easy to drain those fuel tanks after all...

15 Feb 2182, Sikigi
Cyril Zotmund
Captain, 3613 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 9 Feb 2021
at 16:48
  • msg #318

Re: Working the Spinward Worlds

Indeed, So what is the Cargo on the Freighter.  We obviously want to keep that ship.  They will likely need to food and medical supplies. Obviously we keep the missiles and any news/orders/ intell.
The Gahidda crews are sent down to the accomodations on the planet... we do a quick search of them and see if we can crew any of them to Liekung.  The others, if any, have to be wasted.  Are they all Plain Jane ships?
Fate
GM, 4933 posts
Roll for dodge!
Tue 9 Feb 2021
at 19:46
  • msg #319

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 318):

The Gashiddas are just vanilla variety, escorts of the supply run for the military coming from Kidashi. As such, they contain no great news, though there is the news about the war in general, and the usual stories of how the barbarians are being punished and beat on every system, so hold the line. The story regarding the trial of those responsible for the forces taken by surprise to allow Shuruppak to be raided is being published, and reports of your raids are likewise being issued as warnings for all fleets.

Other than that, the usual supplies of spare parts, supplies (including medical) for the colony and spare missiles is about all there is. You still have enough men to crew all ships...there are 200 troops of Executive alone!

15 Feb 2182, Sikigi
Cyril Zotmund
Captain, 3614 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 9 Feb 2021
at 23:40
  • msg #320

Re: Working the Spinward Worlds

OK, so we take them all, Food and adequate medical supplies are delivered, but any excess is retained. As soon as we can , we load up what we are taking and leave. The junk is sent crashing into the Gas Giant.
Fate
GM, 4939 posts
Roll for dodge!
Wed 10 Feb 2021
at 05:54
  • msg #321

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 320):

There is a lot sent into the Gas Giant. You manage about 42 of the Combat ships boats, loading them aboard the freighter, before departing for Leikung. It takes just two more days before you are ready to depart.

Back at Leikung, Terra is offered a small continent in exchange for the Combat boats, Vilani fighters and the Gashiddas. The extra firepower they offer is considered to be a significant benefit to the local security, and the goodwill of having Terra own land there is something they appreciate. But as the senior commander, that is your choice.

As a representative of AK Industries, the prospect of having Terra take charge of this location is also attractive, as it would suggest that the costs of developing this location, not to mention the trade route, could be passed to Ceti-Command. As such, you are aware Alexander would not object. Ceti-Command said nothing of it, however, so you are not aware of their view on the matter.

In addition to the Branch Freighter and 4 Gashiddas, you have captured 2 Kargash and 5 Shamshirs, as well as 45 Ships combat boats and 5 Beam fighters. They are space capable, but will require some repairs.

24 Feb 2182, Leikung
This message was last edited by the GM at 05:57, Wed 10 Feb 2021.
Cyril Zotmund
Captain, 3615 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 10 Feb 2021
at 18:40
  • msg #322

Re: Working the Spinward Worlds

The 45 Ships Combat Boats, 5 Beam fighters and 4 Gashiddas are salable, but continents are not readily transferrable, so funds would be preferable. The other ships go back to Argon for maintenance and upgrades. We will make sure Argon understands how the thin armor fared against the larger Vilani ships. Those and the Plasma fighters make thin armor a serious liability. It might be worth investigating a stretched (Oblong flattened sphere) Shamshir with dDR 200+ armor.
Fate
GM, 4942 posts
Roll for dodge!
Wed 10 Feb 2021
at 19:59
  • msg #323

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 322):

The planet simply does not have anywhere near the funds, so they can only offer what they have.

Stretching the Shamshirs is not considered feasible, but keeping the 160 dDR or the original Shamshirs is, and something the designers definitely consider in the light of your action. When you get back to Argon, that will be open for discussion.

For now, resolving what to do with Leikung...

AK does have a small base here, and would make use of the Combat boats, but if they can get the defensive benefit without taking on the maintenance, while getting control of more land, that is in the local managers interests. That would give them a bigger say in the running of the planet in the long term.

Otherwise, getting the craft elsewhere to sell is the other option. Ceti-Command is going to be more interested in upgrading the captured capital ships, and Girii is winding back it's military.

24 Feb 2182, Leikung
Cyril Zotmund
Captain, 3616 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 10 Feb 2021
at 22:26
  • msg #324

Re: Working the Spinward Worlds

OK, Well if AK is here and can get value for the ships, that's the deal we take. Then back to Argon.
I know armor has a price in speed, weapons and range. How might the Terrans want the Shamshirs configured?

I'd like to keep the 2 Kargash, one with the HPC and one with the Bay Plasma. We lost several very good ships in this little debacle ... Cyril is not happy with his heavy losses. [all those neat ships we designed getting blown up was very upsetting ;-)]
He feels that 10 Kargash and 10 Shamshir or more are becoming the norm, although he cannot explain where all the ships are coming from, given Dingir's supposed demand for warships.
Fate
GM, 4943 posts
Roll for dodge!
Wed 10 Feb 2021
at 23:52
  • msg #325

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 324):

I think you actually established the small AK base here as part of the defensive perimeter of Argon. These will build on that.

There is a new post in Gear Available  that details the new Kargash and Shamshir design, with heavier Armour. With Gloria's ships, I can appreciate the loss, but from a Vilani perspective I could not see why they would not target all 5 Shamshirs, and none had the armour to withstand 4 plasma cannons. Since they were captured by Gloria using Terran crew and Terran ships (she is still getting paid by the Terran Navy) using funds from ships sold that were captured in the same way, the losses, though significant, are Terran.

The Vilani Empire is still large, and Dingir at least is on a war footing. Despite the damage to their economy, they can still produce a lot of warships. Especially for systems that are recognised as being in contact with Terran systems. It does hollow the sectors defences, as is happening, with raider hunting fleets taking the place of anti piracy patrols, but you are engaging them with growing fleets, so you will be a priority for them. At the end of the day, you captured or destroyed 10 light cruisers and 10 escorts, plus numerous planetary defences for the loss of 5 escorts. It is war, and that is the first significant losses you have had.
Cyril Zotmund
Captain, 3617 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Feb 2021
at 02:17
  • msg #326

Re: Working the Spinward Worlds

I understood... I was just sort of attached to those ships, which weren't really designed for the fight we eneded up in. I not only got 10 escorts and 10 cruisers, I also absconded with a freighter and 4 more escorts, plus a bunch of fighters.  A small but notable dent in their perimeter.

Now, dumb question... If we took the Terran System Shamshir, swapped in a heavy turret with two plasma for a three beam turret and reduced the AK missile Fighters for another APC and a recovery ball, could we still maintain that speed?  That would seem to bea very well baanced ship.
Fate
GM, 4948 posts
Roll for dodge!
Thu 11 Feb 2021
at 04:21
  • msg #327

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 326):

Something like this?

Terran System Shamsir, B$2.1, Upgrade cost M$586, 1000 dTon Flattened Sphere
(5.9G(7.1G W/O Fighters)/Move:3250, dDR:160, dHP: 104, Cargo Space: 9.5 dTons, SM:+10)
Crew:110 (25 troops), Life Support: 110, Supplies: 45.51 dTons/week, 1 Workshop, 4 Bed Hospital,
Weapons: 18xBeam, 2xPlasma,
4x AK Heavy Bomber, 4x AK Heavy Ball Fighter, 3x AK APC, 3x AK Missile Fighter,

No point of putting in the recovery ball...this craft has no jump capacity, so the recovery ball can wait on the planet!

No, the Madame Fourcade and Jeremiah Jones were really raiders, and as such they would jump out from an overwhelming force. But in the end, their strength was their problem...they simply beat the forces sent for them through sheer strength, and that escalated things. The Vilani soon realized they needed a bigger hammer, and so they sent progressively bigger fleets. Of course, this is draining other sectors, which is part of what raiders intended to do, but the bigger fleet battles were what eventually killed them, because as you said, they were just not suited to that. Smaller raiders, that may or may not get away with it, are more likely to be deemed acceptable losses that the devastation the fleet of raider of JJ, MF and the other ships could inflict. They just could not be ignored.

Yes, the heavy ships boats, with a speed of 5G 90 dDR Armour and a plasma cannon, make for formidable planetary defences. Of course, it is debatable whether dropping the armour to dDR 70 to increase speed to 6G is worth the trade-off, because in reality, these things will be taking full damage from Beams anyway before they are useful. In space, the Ball Bombers are so much better, but planetside, these things are aerodynamic, so it may be different...but regardless, forty five of them are worth over 2.5 billion to buy, so they are a welcome addition to defences.

Kimashargur Combat boat 61.1M, 30 dTon Needle/Wedge
(6G/Move:1067, dDR:70, dHP: 38, dTons of Cargo Space: 0, SM:+7)
Weapons: 1xPlasma,  Crew:4, Endurance: 0.4Days,

You depart for Argon with the Branch Freighter, 2 Gashiddas, 2 Kargash and 5 Shamshirs. There will be a lot of modifications to be done, and Alexander will send some of them to Girii shipyards to be modified. He will be changing out the three Kargash you took with you to increase their armour as well, to the type A variants, while the two new ones are to become one type B and one type C, for evaluation. The Shamshirs are to be converted to two Type A, two Type B and a Type C to replace the two raiders, which will be removed from the front line fleets and sent off raiding on their own.

The freighter, meanwhile, is quickly armed and put to work with the many trade routes. The Gashiddas will be taken and modified, possibly as escorts for the freighter. One departs with it now.

You, meanwhile, should take Executive and head back to report to Ceti-Command. Your ships will likely be out of action until 30 September 2182, even with all the outsourcing they are managing.

[OOC: Let me know if you want to do more fleet action with Cyril, or if you want to get into something else. The losses do set him up for a lesser role, though the attack was ultimately successful, so it would be more for directing his story than as real punishment.]

15 Mar 2182, Argon
This message was last edited by the GM at 07:02, Thu 11 Feb 2021.
Cyril Zotmund
Captain, 3618 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Feb 2021
at 19:12
  • msg #328

Re: Working the Spinward Worlds

OK,  That's Ugly! I obviously missed the lack of jump capability ...  Makes it useless. I was wondering why it was obviously better than the others...

OC, Cyrill didn't lose and pulled off a hard fought battle against superior forces. That some of his ships were not appropriate to that sort of battle is not his fault, that is what he was given to fight with. Obviously the Intell on what he was expected to meet was bad. War is full of such situations, such as the battle of Java Sea in 1942.  It was a good thing he had Executive.

Cyril will take his ships and report back to Ceti-Command with the results.

As for what we do next...  I don't know. Big battles aren't a lot of fun, but the outcomes can be at times... your call.
Fate
GM, 4952 posts
Roll for dodge!
Thu 11 Feb 2021
at 20:10
  • msg #329

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 328):

Yeah, I know. Cyril did well, but I am looking to get a feel for what you want to do next with him. Commanding large fleet battles is suited for someone of his stature, but it is not always most fun from the players perspective.

Back at Ceti-command, the fleet had similar issues hitting Nunashi. The arrival of 100 ships combat boats and 500 fighters from the planet created more issues than they planned for. They did defeat the Vilani, but damage restricted them from hitting Iishu as planned. Regrouping at Orgil, they are now concerned about a counterattack from Kidashi.

The rest of your ships are to be refitted, including heavier armour for the three Kargash you used as well as those being refitted.

27 Apr 2182, Ceti-Command
Cyril Zotmund
Captain, 3619 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Feb 2021
at 21:06
  • msg #330

Re: Working the Spinward Worlds

OK, I go into the admiralty and ask what my status is now... if  Captured, I am not interested in being tried as a pirate. All I am right now is an Employee of AK Industries. I think they need to give me rank commensurate with my responsibilities, at least for the duration.
Fate
GM, 4955 posts
Roll for dodge!
Fri 12 Feb 2021
at 05:43
  • msg #331

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 330):

Hell, no. They are not talking about any legal actions. You carried out your orders, as best you could. As such, your rank, temporarily given as Commander for the last battle, is now made permanent as an extension of your rank within Kalishnikov Enterprises. [This is counted as courtesy rank equal to Merchant rank, and has been added to your character sheet]. There is some discussion about the losses, but when the losses that were incurred at Nunashi are considered, you did well. They lost 4 modified Shamshirs and 5 Escort Gashiddas, but managed to capture 2 Kargash and 4 Shamshirs. The losses have caused the Vilani to consolidate at  Iishu, but the massive number of mines produced at Orgill would make an assault on that system prohibitively expensive. The worry the Terran Navy has is about them bypassing Orgill, using one of the Gas Giants. The force at Iishu can currently amass over 3,200 missiles, not including fighters. This badly exceeds the defensive capacity of the fleet in the region, forcing them to rely heavily on fighters or mines as defences. For now, that creates a stalemate.

Fortunately, Chrysolite have also raided Saris. The fleet they used consisted of a number of Labrysian vessels, and smashed through the weak defences there.

While the numbers are holding, the finances are well past breaking point. You are right, you are an employee of AK Industries, and right now the Terran command at Ceti-Command are so heavily in debt to AK Industries that they are worried he may as well own the whole colonies.

But the attacks have had another benefit that is not so obvious: Intelligence. Scouts have used the breaches in the enemy lines to transfer a massive amount of valuable data about what is going on inside the Vilani courts in the sector. The attacks on all sides have resulted in unprecedented opposition to the heavy handed Anukundu approach by Sharik Yangila. With the borders breached in so many places, the fleets, spread far and wide, are being picked apart piecemeal by Terran fleets. Nusku is besieged, Shuruppak, Saris, Nunashi and Iishu have been raided by significant fleets and smaller raids are too numerous to count, from Ishirshu, Sikigi, Unsharlur, Akhamin, Apishal and even Shashamak. The economy of the Rim sector is in shambles, and there are planets where people are going without food for days until supplies arrive, because the freighters are becoming scarce. Every subsector is screaming for more ships, but none so loud as Kidashi.

In short, the war is working. But the sector is still very large, and is producing ships now at a higher rate than ever before, or at least since the Kimashargur were neutralized. This is raising a lot of old memories, which Traditional Vilani want forgotten.

You get to have a few days with Kat, which is much enjoyed. One evening, while you are home, you get a knock at the door. The person is an old scout captain you have not seen in years.

"Well, Commander, haven't we done well for ourselves?" You invite him in, and you share a few drinks as Seamus, having just turned 6 last month, plays with toy starships, ironically playing one ship destroying many Vilani ships, much to the amusement of all. You catch up with him, and it turns out he has been a deep scout, closely monitoring events in and around Shululsish.

After some time, he comes to the point.

"I have been investigating a planet in the Uriisha system."

You look at him, wondering the significance. They you hear

"They are called Nugiiri. We wanted to send someone who might be able to communicate with them, but you will need the Telesend ability. And you need to be receptive to it as well."

You realize he is not talking.

Seamus turns around.

"What is a Nugara, daddy?"

02 May 2182, Ceti-Command.
This message was last edited by the GM at 07:57, Fri 12 Feb 2021.
Cyril Zotmund
Captain, 3620 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 13 Feb 2021
at 00:30
  • msg #332

Re: Working the Spinward Worlds

A Fine question Seamus, I am assuming My Friend will be explaining in a moment... several things in fact. He looks at the fellow pointedly, since he has never shown or reported his abilities to anyone to his knowledge.

OOC - Commander is pretty darn low for a fleet comander ... even a small fleet. Cyril is unimpressed, especially as they could simply reactivate his retired rank of Commander ... it's a snub.
This message was last edited by the player at 00:31, Sat 13 Feb 2021.
Terran Scout
NPC, 25 posts
Member of Terras Scouts
Sat 13 Feb 2021
at 00:46
  • msg #333

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 332):

[OOC: Ranks are low in Terran Navy, apparently!

GURPS: ISW:140:
Captain (Rank 6) Commander of a large-ship squadron (heavy or attack cruisers, or a carrier wing), a capital warship, or a naval station

Commander (Rank 5): Commander of a medium-ship squadron (light cruisers or cruisers) or a large warship

Lieutenant Commander (Rank 4) Commander of a small-ship squadron (destroyers, corvettes, or frigates) or a medium warship


Bearing in mind the largest ship you commanded was only 4,000 dTons, and heavy Cruisers and light carriers are generally 5,000 - 10,000 dTons, your previous rank in the scouts was probably only Lieutenant Commander, commanding a small ship squadron. Of course, the same source has Lieutenants, rank 3, commanding small warships, and I am not aware of any real life navies where any ship is commanded by a Lieutenant!]


He looks at Seamus with a look of surprise.

"They are an unusual species with unusual abilities. Abilities many do not believe exist. I have been trained to identify those abilities, and at your briefing, I thought I detected something that might make you...admirably suited. And your family, apparently."
Cyril Zotmund
Captain, 3621 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 13 Feb 2021
at 03:43
  • msg #334

Re: Working the Spinward Worlds

I see, and you can teach me to also identify these abilities? I am not sure Kat has these abilities, but perhaps you can tell and awaken them if they exist. [I rolled 12 for her, so probably not]

OOC: Actually some small craft (the old Harpoon class hydrofoils for one) were commanded by Lieutenants.  WW2 MTBs were as well.
The US Army has numerous vessels commanded by warrent officers. You may not have known, but the US Army had more ships during WW2 than the Navy did! It's a fact... but they weren't war ships and some were rather small.

This does sound like an interesting mission ...
Terran Scout
NPC, 26 posts
Member of Terras Scouts
Sat 13 Feb 2021
at 03:56
  • msg #335

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 334):

"Possibly, but I have not detected anything with her, like 99.9% of the population.

Look, I will be blunt, many do not believe this has any credibility. But right now, the Navy in these parts have inflicted significant damage and created a lot of fear. The Vilani will bring in a big hammer, so we will likely sit in a stalemate for a few years, holding a whole lot of resources busy while the grunts capture Nusku. I doubt there will be much for you do do here outside the main fleet. Given your best skills are outside of big fleet action, you can sit around for a year or so and be bored, or you can let me ask command to borrow you for an intelligence mission to Shululsish. Not sure about bringing your family, but it is possible it may help.
"

[OOC: Yeah, the army has a lot of small craft here too, but they would be more akin to system vessels, and small ones at that! Interesting, I don't think we have any craft you could spend the night on that are commanded by anything less than LCDR. Anyway, the ships you have are fairly light. 4 Light cruisers and a number of escorts, really.]
Seamus Zotmund
NPC, 1 post
Son of Cyril and Kat
Sat 13 Feb 2021
at 03:59
  • msg #336

Re: Working the Spinward Worlds

In reply to Terran Scout (msg # 335):

"Oh, daddy, Nugari are clever flying bugs! That sounds like so much fun, can I pleeease come!"

The startled expression on your friends face is matched by the kaleidoscope of emotions that crosses Kat's face. You can pick up astonishment and concern amoung them.
Cyril Zotmund
Captain, 3622 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 13 Feb 2021
at 04:04
  • msg #337

Re: Working the Spinward Worlds

Bugs are they? Not just a different sort of people who don't look much like us?   said aloud
Seamus Zotmund
NPC, 2 posts
Son of Cyril and Kat
Sat 13 Feb 2021
at 04:08
  • msg #338

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 337):

"Nope. They have 2 arms, 2 legs and wings, and are about as big as me! He has seen them...tell daddy, Mister!"
Terran Scout
NPC, 27 posts
Member of Terras Scouts
Sat 13 Feb 2021
at 04:10
  • msg #339

Re: Working the Spinward Worlds

In reply to Seamus Zotmund (msg # 338):

He is a bit startled.

"It is true. You might need to talk to your son about not using his abilities so...publicly."
Cyril Zotmund
Captain, 3623 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 13 Feb 2021
at 04:20
  • msg #340

Re: Working the Spinward Worlds

Well it is the first time they have manifested so... but perhaps we should find out the limits of his abilities too.
Terran Scout
NPC, 28 posts
Member of Terras Scouts
Sat 13 Feb 2021
at 04:30
  • msg #341

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 340):

He laughs.

"This is not an exact science. Hell, for most, it is not even a science. But the only race that seems to adopt this is the one I wanted to send you to. No-one else even accepts it is a thing.

For the job, I have managed to find a Vilani design usually only found in the more secure core sectors, but it is a standard Vilani design nonetheless. These versions of Iikens, and the accompanying small shuttle, are designed for assisting other vessels. Much like your recovery ball, but without the automation nor the size. Their lack of cargo means you will probably need to hunt, but the small craft should give you good transportation.
"

He lets you look over the documentation from his flash drive.

"So, what do you say? Interested in looking into it?"

Iiken Inspector, M$97.4 Solars, 100 dTon Needle/Wedge
Often used where there are not facilities for larger craft, and where there are not expected to be hostile craft (or there are bigger warships around) this small Iiken is really just a launch.
(6.1G/move:2213.5, dDR: 10, dHP: 34, dTons of Cargo Space:5.5, SM:+8, Fuel: 2 Parsecs)
Crew: 5 (Pilot, Navigator, 2x Gunners(Optional), Engineer/Shuttle Pilot), Life support: 12, 1 Workshops, 1 Sickbays, 1x Imperial Inspection shuttle
Weapons: 2xPulse, 2xMissile, 2xSandcaster

Imperial Inspection shuttle, M$14 Solars, 10 Flattened Sphere
Often used planetside or by starbases as inspection craft, these small utility craft are often manufactured for purpose. With a sickbay and workshop, they see a lot of work when ships have difficulties. Some carry one instead of a fighter for that reason.
(4.1G/Move 1799.5, dDR:14, dHP:20, Cargo Space: 1.5 dTons, ASig:0, SM:+6)
Weapons: 1xGauss HMG, Crew:3, Sickbay, Workshop
This message was last edited by the player at 07:59, Sat 13 Feb 2021.
Cyril Zotmund
Captain, 3624 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 13 Feb 2021
at 21:09
  • msg #342

Re: Working the Spinward Worlds

Interesting ship... is it here? If so, it might be worth adding some of our technology to it, especially for navigation, but also a Robo-Fac would be a good thing to have. Does this shuttle have arms for working heavy things around?  I don't want to make it wildly different, but perhaps a few ideas gleaned from Girii?
Terran Scout
NPC, 36 posts
Member of Terras Scouts
Sun 13 Jun 2021
at 04:37
  • msg #343

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 342):

"Nah, it is all mandraulic. We do not want to modify it as it is going into Imperial space, and if captured, we do not want to be concerned for the loss. If you get stuck, we will come and get you out. Oh, the shuttle has bunks for 5, and life support to match.

The emphasis on the ship is on expandability, with functionality as a second. We scouts probably use more Iikens than any other class, so we were pretty happy to find this model on Imperial databases. It works very well for insertions. But the one we have are older ones with refurbished machinery, so we can claim they are retired models. Database checks will confirm this.
"
This message was last updated by the player at 04:37, Sun 13 June 2021.
Cyril Zotmund
Captain, 3625 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 13 Feb 2021
at 21:25
  • msg #344

Re: Working the Spinward Worlds

And no Upgraded Navigation?
Terran Scout
NPC, 29 posts
Member of Terras Scouts
Sat 13 Feb 2021
at 21:34
  • msg #345

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 344):

"I do understand why you would want it, but if it is captured and investigated, it will raise a lot of questions about all the others of this class that have suddenly appeared here. Terran computers are distinctive, and that will mark them as being used by Terran intelligence, which they are. We don't want those questions raised. If you really want the upgraded navigation, then we should use a different model Iiken, which unfortunately will not have the same shuttle. They only use air rafts...

But we do have jump tapes up past Argon and then to Garaanis. Hiding the unknown jump tapes is much easier. The trip would be expected to take 3 months and a week from here, going flat out.
"
This message was last edited by the player at 00:30, Sun 14 Feb 2021.
Cyril Zotmund
Captain, 3626 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Feb 2021
at 03:38
  • msg #346

Re: Working the Spinward Worlds

I understand, the upgraded Jump tapes should do then.  So I take "My Ship" to this place for what reason?  MY wife and son accompany me on "Our" ship? That is the plan?  What is it you wish from us?
Terran Scout
NPC, 29 posts
Member of Terras Scouts
Sun 14 Feb 2021
at 05:40
  • msg #347

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 346):

"Basically we want to find out more about this race. They seem advanced, but keep very much to themselves. They are one of the few species that have made no attempt to assimilate, are advanced and are left alone by the Vilani. We want to find out why. Are the Vilani scared of them? Or is there some power they have?

I have a couple of security guys and an Engineer to send with you. Originally, I was just thinking to send you, but perhaps you can gain their trust more by going as a family. Call it a diplomatic mission, if you like, but the Vilani will not recognize it as such. Perhaps they will. That is something for you to explore.

The vessel has a serial number IDIAS1621-913-55-7791. In case it means anything, the serial numbers mean that it is I for inspection class, DIAS for the Diaspora sector, 1621 is the planet, 913 is the class number, 55 is the era it was built in and 7791 is the vessel number. Vilani...
"
This message was last updated by the player at 05:40, Sun 14 Feb 2021.
Cyril Zotmund
Captain, 3627 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Feb 2021
at 21:47
  • msg #348

Re: Working the Spinward Worlds

Interesting and informative. So am I a Scout again? On the Payrolls?   Let me talk with my wife and my son please.

Terran Scout
NPC, 30 posts
Member of Terras Scouts
Mon 15 Feb 2021
at 06:03
  • msg #349

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 348):

"You will be paid via Kalishnikov, since their offices there give you greater credibility than we can. But yes, you are a scout again for this mission.

By all means, discuss it with your wife. I will be back tomorrow to finish our discussion.
"

He heads out, and leaves you alone for the evening with your family.

This would be a good time to visit the inventory...

02 May 2182, Ceti-Command.
This message was last edited by the player at 09:03, Mon 15 Feb 2021.
Cyril Zotmund
Captain, 3628 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 15 Feb 2021
at 22:16
  • msg #350

Re: Working the Spinward Worlds

OK, Makes sense, and Kat's and Seamus's as well.

In a bit...
Fate
GM, 4965 posts
Roll for dodge!
Tue 16 Feb 2021
at 05:48
  • msg #351

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 350):

Seamus does not have anything beyond a wardrobe. I have updated Kats. What did you want to talk to them about?
Cyril Zotmund
Captain, 3629 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Feb 2021
at 22:08
  • msg #352

Re: Working the Spinward Worlds

Their feelings about going ... especially Kat's feelings.  I'm thiking we'd need to go back to Argon to put some things in storage and find typical Vilani gear.  I'd still like to take Cyril's laptop, but it is definitely terran gear.

I haven't had time to do much, as you may have noted.  But any specific glaring items that should go away?
Anything we really should have?  I'm thinking a Stunner or two might be very appropriate.

OK, So I am a make believe Commander in the Navy and a (real) Commander (again) in the Scouts.
I can ditch the Navy rank then.

For whatever reason, I really want Kat to quit being a smoker ... personal hang up I guess.
The bathtub Gin I can live with.

Can't think of much else at the moment.
Fate
GM, 4968 posts
Roll for dodge!
Tue 16 Feb 2021
at 23:09
  • msg #353

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 352):

Navy and scouts are not yet separate...both are Terran Navy, so you are real rank commander, but as a reservist recalled, hence it is based on your merchant rank and carried across with the same cost as temporary rank as a result.

Only survival gear would be needed, and any translation gear. Once you are on the planet, you can use Terran gear that would be available in Girii, so that opens up a lot of options. Computers are probably the main glaring exception, but you could get away with a laptop hidden in a smugglers steamer, a hovercart version indicated on the Gear Available thread.

Other than that, stunners might be good. Smoking we can deal with. I get you are busy with your brother...I hope it goes well.
Cyril Zotmund
Captain, 3630 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 17 Feb 2021
at 22:05
  • msg #354

Re: Working the Spinward Worlds

RE: Brother, emptying and cleaning his apartment. Probably 60-70% done.  Still have lots of stuff to sell off, like a large HO train set, mostly new and still in the boxes... probably $3500+ in US but will never get that. Very little interest so far. His western reenactment firearms we have split up among the family. Some stuff was give away and some is too valuable to give away.  He is going to pass away; we just don't know when.  He is very sick, but hanging on, as he has for the past few years. I'm also managing his money and trying to get care out of the Veterans Adminstration, which is very difficult for several reasons, COVID  being only one of them.

OK, that sounds reasonable... I really need to take some time and go through all that, but it may be a week or so before I can. If I get a hour or two and rememeber (Often a problem anymore) I'll get with it.  I get phone calls constantly for things of import, or not ... and then there is the scam call and sales calls and other BS.

SO I assume Kat is good with it, Seamus is excited and we are off to Argon. We will do the equipment shuffle there.
In terms of "Space Suits", what's acceptable?

 I assume Bio suits and Balistic suits would be very suspicious?
Otherwise here is a starting list... feel free to make suggestions

Ballistic Sunglasses (DR4)        $35,       neg
Microfibre Towel, fast drying     $30   0.25 lbs
Sleep Set                         $400,  0.4 lbs, A/24 hrs
Advanced Rebreather (Tank duration x10) $100,    1 lb
Filter Mask                             $200,    1 lbs
Filters                                 $40,  0.25 lbs
Respirator                              $300,    3 lbs, C/3 days
Reducing Respirator                     $500,    5 lbs, C/3 days???
Filtration Canteen                      $180,    1 lbs,
Survival watch                          $300,  0.5 lbs, B/2060 hrs
    included biomonitor, chronometer, inertial compass, magnetic compass,
    homing beacon, tiny radio, waterproof, 0-10 atm, Motion powered
Atmosphere Tester                       $400,    1 lbs, 2A/3weeks    Elec. Ops (Sensors)
Biosniffer                              $2 k,    2 lbs, 2A/2weeks    Elec. Ops (Sensors)
Chemisniffer                            $700,    2 lbs, 2A/2weeks    Elec. Ops (Sensors)
Basic Solar Powered Battery charger     $100,    2 lbs
Hovercart Smugglers Steamer            $4300    44 lbs  Holds 400 lbs, C/12 hrs, 40 lb secret Comp.
Hand Flamer*                      $1200, 3.3 lbs, 2C/56 shots
Sonic Stun Pistol, HT-3(5) or Unconscious, 1xC cell
     Acc: 3, Range: 30/100, ROF: 1, Shots: 66(3), 1.8 lbs

Med Kit w/ Kulikasu: The “physician’s friend,” & Ushkiirga: This anti-bacterial agent
Crash Kit/TL 10                  1     $200      10 lb      B289
(A complete kit for treating serous injuries. Includes sterile bandages, sutures, and drugs appropriate for the TL. Includes IV drip, needle, and plasma. Counts as improvised gear (-5) for Surgery)

Medical Supplies                 1     $500     5 lb        UT199    (Lasts 50 patient-days.)

Psionic Mind Shield Headband      $1 k,  0.1 lbs, B/100 hrs

Basic Software (Accounting, Datalink, Entertainment, Word Processor) Each Complexity 2, Free
Technical Reference (+2 to a technical skill)  Complexity 3, $50
Interpreter Translation Program, Native level, Complexity 6, $5 k

One of the most Common Computers is the Vilani Technical Reference. This dedicated reference gives +2 to a Technical skill, and comes on a dedicated Tiny computer with a Palmtop that has had the A batteries replaced with a single B battery.
Vilani Technical Reference          $230, 0.6 lbs, B/50 hrs

Portable Toolkits                 $600, 20 lbs, 10B/10 uses,
Mechanic(Robot, Fusion Plants, Reactionless drives, Jump drives, High Performance Spacecraft, Contragrav Vehicles, Aerospace)

Portable Toolkits                 $1,200, 10 lbs, 10A/10 hrs/shots
Electronics Repair(Communications, Electronic warfare, Media, Medical, Psytronics, Scientific, Security, Sensors, Surveillance, Computers's Vilani Equipment
This message was last edited by the player at 23:18, Wed 17 Feb 2021.
Fate
GM, 4971 posts
Roll for dodge!
Thu 18 Feb 2021
at 06:35
  • msg #355

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 354):

Sad to hear about your brother. I guess it always comes eventually to us all.

Kat is good with it, as she has been way too cooped up, and looks forward to flying again now little one is a bit older.

Biosuits are quite acceptable, though not common. In Vilani economy, they are much more expensive, but are seen as very fine quality civilian survival spacesuits.

Because Vilani computers are single purpose, you do not need to buy the software separately.But as discussed, the smuggler steamer can easily accommodate the Terran computer. Both would be even nicer. Given wages for the last few years, I will not bother counting funds unless we start to top $0.5 million mark...Otherwise, feel free to add them to your character sheet (if you keep it in your steamer) or the the ships inventory on "Players Vessels" if kept aboard the ship.

It does not matter where you want to do it...Ceti-Command has more Vilani stuff, but let me know when you are done.
Cyril Zotmund
Captain, 3631 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 18 Feb 2021
at 19:34
  • msg #356

Re: Working the Spinward Worlds

OK, may get some time today, as I have already done 5 hours on his stuff. I was goingto Argon, as we are more or Less AK employees.  I think we want to keep the Terran link sort of weak.  It is also close to the Girii area, so we would need to come from that direction anyway.

OK , Bio suits are OK, Nanoweave suits?
I presume armor is frowned upon and likely not needed this trip.
I would also presume the Full up Biosuit with all that stuff in the helmet is not vilani approved. Perrty much couldn't be hard wired computers in that.

Anything else you see that we might need?
Fate
GM, 4972 posts
Roll for dodge!
Thu 18 Feb 2021
at 19:48
  • msg #357

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 356):

Nanoweave suits are common Vilani fare for light military/police, so they are noticed and controlled a little, but accepted in most places.

The add-on are mostly approved, but yes, the small computers not. As mentioned, Biosuits are used by frontier folk and civilians on not-so-friendly planets, due to their lower power requirements. As such, versions with all survival gear are available, and comms.

To go to Argon may not be as useful as going to Girii, actually. There you could get everything Vilani would approve of, and the AK office there can assist in setting you up.

I think the list you sent covers everything. You had the solar battery chargers? You could go Expensive Rugged versions of them, and a number of other things. Weight x 0.8, cost x4. See second post in Gear available.
Cyril Zotmund
Captain, 3632 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 18 Feb 2021
at 20:01
  • msg #358

Re: Working the Spinward Worlds

OK, the full Biosuit with add ons for Kat and I for sure... can something like that be made for Seamus?

We can afford to add an Expedition Solar Powered Recharger      $400   1.6 lbs  Rugged Expensive Battery Charger

Girii is fine too, but we will pass through Argon to secure some of our stuff.
Fate
GM, 4974 posts
Roll for dodge!
Thu 18 Feb 2021
at 20:05
  • msg #359

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 358):

Yep, makes good sense. Seamus can have his own small suit, which will excite him no end, since it will need to be fitted!

Feel free to add that to Cyrils sheet...will post the move to Girii via Argon tonight.
Cyril Zotmund
Captain, 3633 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 19 Feb 2021
at 02:59
  • msg #360

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 358):

Well that plan was quickly overun in place... sorry, I'll keep after it.
Fate
GM, 4976 posts
Roll for dodge!
Fri 19 Feb 2021
at 05:18
  • msg #361

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 360):

You set off, spending about a week at Argon to resupply, before heading on to Girii. The planet is bustling, and has thrived as a result of the victory. The economy is booming, and you can purchase many things. Indeed, Kalishnikov is selling many Terran products, and has started to manufacture medical goods entertainment products the Vilani have never seen before. If Kalishnikov's allegiance lies only with his profits, you would question whether the Terrans bring more than the Vilani. But it is because of the Terran way of life that this is possible...Vilani bureaucracies would not allow him in!

And you start to see why. A Kimashargur region before, there are more signs of Terran influence in so many places. Even Terran beers can be bought here, which is a shock, though they are a bit of a premium. It is a good place to get many Vilani products...some are even produced by AK Kalishnikov factories!

But amoung the most valuable items is a linguistics guide. This small item (2.25 lbs, 2B/19 hrs) cost k$81 for the Nugiiri, since it is hardened, and for such a small system, it is also Genius and compact. However, it can translate at very good competency, and it's small size means that it is highly portable. This is purchased for you by AK Enterprises, and is to be returned to them on completion of the mission.

20 Jul 2182, Girii Supplies: 3000 person days, 6 persons, 50 supplies per week, lean rations, 60 full rations.
Cyril Zotmund
Captain, 3634 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 19 Feb 2021
at 15:55
  • msg #362

Re: Working the Spinward Worlds

We do some last minute shopping while the space suits are taylored as much as needed, we ensure that Seamus will have room to grow in his...
Fate
GM, 4978 posts
Roll for dodge!
Fri 19 Feb 2021
at 21:51
  • msg #363

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 362):

Ok, let me know when the shopping is done. I will also assume that you were able to store whatever you wanted to at a secure facility on Argon.

Seamus is loving the new suit, and wants to wear it all the time! The Novelty will doubtless wear off...

The trip to Uriisha is about ten weeks, with a few days at Garaanis to catch up on intelligence. There is considerable pirate activity in the region since Shululsish has reduced in power, particularly in the region near Gagipagi. There is believes to be a number of pirates based there, but patrols have been ineffective in finding them. There are suggestions that Dingir may be behind them, or Ishnar. But nothing is substantiated.

Due to the rise of Girii, many of the worlds between Girii and Garaanis are now as secure as those closer to Shululsish. This is resulting is significant movements of people away from the core systems, but it does make life harder to predict. The trip to Garaanis goes without issue, and you enjoy travelling with your family. You find out your two gunners, Samwise and Samantha Hoolihan, are also married and enjoy the time together, though the engineer, an Iranian single man about 24 years old, keeps to himself a lot.

15 Sep 2182, Garaanis Supplies: 3000 person days, 6 persons, 50 supplies per week, lean rations, 60 full rations.
This message was lightly edited by the GM at 19:37, Mon 22 Feb 2021.
Cyril Zotmund
Captain, 3635 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Feb 2021
at 03:00
  • msg #364

Re: Working the Spinward Worlds

The shopping was not all that big a deal, mostly just common goods.

The trip is quiet and enjoyable. The new gunners fit in nicely, but the new engineer is a bit unsettling.
After a bit Cyril tries his psycometry on things the man has touched to get used to using it again.


19:57, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 6,5,1.  Psycometry.


I get the 3000 days rations... but the 50 supplies a day lean rations is undecipherable.
Fate
GM, 4989 posts
Roll for dodge!
Tue 23 Feb 2021
at 06:50
  • msg #365

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 364):

Lean rations mean you are eating the minimum required. Normal rations would see officers using more supplies to make nicer food. Things like fruit (canned, perhaps) and ice cream, etc, rather than meat and mash, or basic pasta. Basically the question is regarding how you are using supplies.

You get a sense of quiet reservation, someone who is afraid of talking too much. Not a lot of emotions though, and not strong impressions.

Route to Uriisha via Iminar?

15 Sep 2182, Garaanis Supplies: 3000 person days, 6 persons, 50 supplies per week, lean rations, 60 full rations.
Cyril Zotmund
Captain, 3636 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Feb 2021
at 19:51
  • msg #366

Re: Working the Spinward Worlds

I expect to eat normal rations for all.

Yes, I assume that a Class A starport doesn't get pestered by pirates.

OK, Jamshid seems interesting, a Geonee Iranian?  My how the world has changed. As long as he treats the women with respect, he is good for the moment
Fate
GM, 4992 posts
Roll for dodge!
Tue 23 Feb 2021
at 20:01
  • msg #367

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 366):

He is not actually Geonee, and I use the term Iranian to describe him so you can get a picture of what he is like, but being Vilani, he is not actually from Iran. But somewhere in the empire seems to be a place like Iran, possibly with Geonee influence. He does treat women better than Geonee though.

Indeed, the 4 Shamshirs in orbit around Iminar does much to deter pirates. Do you land? There are no gas giants here, and it will be the last Vilani colony before Uriisha.

22 Sep 2182, Garaanis Supplies: 2940 person days, 6 persons, 60 Supplies per week.
Cyril Zotmund
Captain, 3637 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Feb 2021
at 20:22
  • msg #368

Re: Working the Spinward Worlds

Yes indeed, fuel will be needed and the latest news.

I was going by what was in the Players Ships thread ... so NOT Geonee, and Not Iranian, but rather like them.
Again, he needs to treat women decently... educated upper class Iranians do, less educated and/or upper class Iranians do not so much.
I lived there many years ago.
Fate
GM, 4993 posts
Roll for dodge!
Wed 24 Feb 2021
at 03:46
  • msg #369

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 368):

Exactly. He seems like a more educated one. Updated 'Players Ships' thread accordingly.

Not that it is important, but you were given a bank account with $100,000 for the trip at Girii. Assume it costs $8,200 for fuelling and starport fees when you land at a planet/starbase. Once at Gaaranis, and once here...

Getting fuel is easy, news less so. The feeds are just local news, and I am assuming you want more. Head to

1) Ship patrol HQ.
2) Starport Bar
3) Merchant centre
4) Administration centre
5) Governors Headquarters

22 Sep 2182, Iminar, $83,600, Supplies: 2940 person days, 6 persons, 60 Supplies per week.
This message was last edited by the GM at 06:19, Wed 24 Feb 2021.
Cyril Zotmund
Captain, 3638 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Feb 2021
at 16:55
  • msg #370

Re: Working the Spinward Worlds

1), 2) ad 3) seem the best choices. I am a commoner now, after all.

1) Ship patrol HQ.      Diplomacy -  [Private to GM: 09:52, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 3,5,5.  Diplomacy .  right on]

2) Starport Bar         Current Affairs/TL10 (Geo-Politics) -  Bo lo'd that one

3) Merchant centre    Merchant -   [Private to GM: 09:54, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 6,1,4.  Made by 2]
Fate
GM, 4997 posts
Roll for dodge!
Wed 24 Feb 2021
at 19:38
  • msg #371

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 370):

The situation with Dingir seems to have settled down, with Dingir conceding the systems in return for Shululsish stopping Terran warships from using any of them for raiding. Indeed, controls on Terran warships in the area have been tightened, and even armed merchant vessels have been classified as warships. But you understand that within Shululsish and particularly Girii sectors, they are still free to operate.

Which has unfortunately led to a rise in piracy around Shululsish. Some are Terran, but a number are opportunistic Vilani or disenfranchised due to the change in power locally.

Finally, you head to the bar to see what can be found there. You walk in and order a drink. While you are waiting for it, you notice a figure sidling up behind you. As you turn, he takes a swing at you! Roll dodge...

22 Sep 2182, Iminar, $83,600, Supplies: 2940 person days, 6 persons, 60 Supplies per week.
Cyril Zotmund
Captain, 3639 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 25 Feb 2021
at 03:06
  • msg #372

Re: Working the Spinward Worlds

Not this time...  [Private to GM: 20:06, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 3,6,2.  Dodge. Dodge is 9
20:09, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 5,5,1.  Parry punch. Missied that by 1 as well.
]
This message was last edited by the player at 03:10, Thu 25 Feb 2021.
Stranger
Thu 25 Feb 2021
at 06:06
  • msg #373

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 372):

You try to duck out of the way, your arm swinging wildly in an ineffective attempt to block the blow, but take a solid blow to the ribs. The biosuit you were wearing, without the helmet and gloves, absorbed most of the blow. [Private to Cyril Zotmund: Took 1 cr damage to ribs after 5 DR. 6 cr damage total!] but it still hurt a lot.

You turn to see the attacker...a middle aged man you have not seen before wearing a Nanoweave overcoat and hood. He swears, as the armour hurts him more than it hurt you. He turns and starts to make a very quick exit from the bar.

22 Sep 2182, Iminar, $83,600, Supplies: 2940 person days, 6 persons, 60 Supplies per week.
Cyril Zotmund
Captain, 3641 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 25 Feb 2021
at 18:41
  • msg #374

Re: Working the Spinward Worlds

Surprised, he tries to fire the stunner at him... ...

[Private to GM:    11:40, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 2,6,5.  Guns - Pistol. Skill is 14
11:39, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,2,3.  Fast draw pistol.   skill is 13
]
Fate
GM, 5001 posts
Roll for dodge!
Thu 25 Feb 2021
at 20:32
  • msg #375

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 374):

You draw your stunner and fire as he flees (-3 short range), but the shot goes just wide of the make. The door is only 20 yards away, and like many bar doors, it is swinging, and he hits it at full speed. Of course, you would get another hurried shot before he is through...but after that, he will be out the door.

And soon onto the street...
Cyril Zotmund
Captain, 3642 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Feb 2021
at 02:03
  • msg #376

Re: Working the Spinward Worlds

He steadies and fires once more...  never  mind...
Fate
GM, 5003 posts
Roll for dodge!
Sun 28 Feb 2021
at 19:30
  • msg #377

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 376):

The round hits the wall beside him, immobilising it as the man heads out into the entrance, and then out to the street.
Cyril Zotmund
Captain, 3643 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 28 Feb 2021
at 23:29
  • msg #378

Re: Working the Spinward Worlds

Cyril pays his bill and leaves, he wants to be gone when this guy reports to whom ever which Bar he was in.

Do patrol HQ and the Merchant Center provide aany information?
Fate
GM, 5008 posts
Roll for dodge!
Mon 1 Mar 2021
at 23:48
  • msg #379

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 378):

They do not. You see no further sign of him. There are reports of pirates using the bar from time to time, but you get nothing specific.
Cyril Zotmund
Captain, 3644 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Mar 2021
at 02:21
  • msg #380

Re: Working the Spinward Worlds

In reply to Fate (msg # 379):

" I am assuming you want more. Head to..."  I am only casually interested in thenattacker, as he is likely unknown. It;s the system and surrounding systems information I want.
Fate
GM, 5012 posts
Roll for dodge!
Tue 2 Mar 2021
at 05:54
  • msg #381

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 380):

Yeah, next actions.

Iminar is a small colony of just 1 million, and half of the systems around it are uninhabited, with one other having just 1000 individuals. Only Girarrim has more, with a population of 2 million. Both Iminar and Girarrim are agricultural colonies, though not large ones.

23 Sep 2182, Iminar, $83,600, Supplies: 2940 person days, 6 persons, 60 Supplies per week.
Cyril Zotmund
Captain, 3645 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Mar 2021
at 18:30
  • msg #382

Re: Working the Spinward Worlds

OK, Not much of value... we will just push on to Uriisha
Fate
GM, 5015 posts
Roll for dodge!
Tue 2 Mar 2021
at 19:40
  • msg #383

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 382):

You gather up what you have found and perpare to move out. Departing the planet, you notice another small craft seeming to follow you. It appears to be an armed Hero, and as you move to the jump point, it remains close, but otherwise unthreatening. Clearly not planning to antagonise the patrols in orbit.

You arrive at the jump point and enter hyperspace. One week later, you come out at Uriisha. Initial scan indicate you are alone.

30 Sep 2182, Uriisha, $83,600, Supplies: 2880 person days, 6 persons, 60 Supplies per week.
Cyril Zotmund
Captain, 3646 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 2 Mar 2021
at 21:12
  • msg #384

Re: Working the Spinward Worlds

We look for a reasonable landing location.
Fate
GM, 5018 posts
Roll for dodge!
Wed 3 Mar 2021
at 02:26
  • msg #385

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 384):

As you approach the planet, the Hero that was following you before you jumped emerges from hyperspace as well. It moves much more slowly, and you can land in an area that borders on the small local indigenous population easily before they get near.

Uriisha is a small planet just 6,000 miles in diameter, but the dense air makes breathing initially difficult, giving a suffocating feeling until one gets used to it. There are also a lot of pollens and dust in the air, making it helpful to wear some kind of face mask of filter outdoors. There are many trees around, and flying creatures seem to abound.

30 Sep 2182, Uriisha, $83,600, Supplies: 2880 person days, 6 persons, 60 Supplies per week.
This message was last edited by the GM at 05:34, Wed 03 Mar 2021.
Cyril Zotmund
Captain, 3647 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Mar 2021
at 13:27
  • msg #386

Re: Working the Spinward Worlds

We will wear the Breathing reducer to solve both problems.
Is there any sort of official location to check in at?
I'll warn the crew to be alert and let any local officials know of the potential issue.
Fate
GM, 5022 posts
Roll for dodge!
Wed 3 Mar 2021
at 19:36
  • msg #387

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 386):

There are no Vilani officials here...all are the small winged speices known as Nugri, and it takes you all of about 20 seconds to realize that they are primarily Telepathic. They seemingly ignore the non-telepathic members of your crew, but are most interested in yourself and Seamus.

There is no official reception, however. Indeed, they communicate with you well before they meet you, directing you where to land after asking what the purpose of your visit is.

When you warn them of the potential problem, they respond with "That is your problem. Please keep your problem confined to yourselves."

30 Sep 2182, Uriisha, $83,600, Supplies: 2880 person days, 6 persons, 60 Supplies per week.
Cyril Zotmund
Captain, 3648 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 3 Mar 2021
at 21:18
  • msg #388

Re: Working the Spinward Worlds

And I respond If it is in my control, I will; I came with no intent to cause any trouble or harm. I cannot control them. telpathically of course.
Fate
GM, 5025 posts
Roll for dodge!
Wed 3 Mar 2021
at 21:45
  • msg #389

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 388):

Sensors indicate that the freighter lands about 100 miles from your position.

The Nugri accept you friendly intent, but do not wish to have further interaction while there are potentially hostile humans around.

30 Sep 2182, Uriisha, $83,600, Supplies: 2880 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 06:22, Thu 04 Mar 2021.
Cyril Zotmund
Captain, 3649 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 4 Mar 2021
at 03:00
  • msg #390

Re: Working the Spinward Worlds

100 miles is "around"?
Fate
GM, 5029 posts
Roll for dodge!
Thu 4 Mar 2021
at 04:32
  • msg #391

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 390):

By their definition, on the same planet is 'around'.

30 Sep 2182, Uriisha, $83,600, Supplies: 2880 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 06:22, Thu 04 Mar 2021.
Cyril Zotmund
Captain, 3650 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 4 Mar 2021
at 16:28
  • msg #392

Re: Working the Spinward Worlds

OK, So we locate a place to stay during the day to converse with the Nugirii, keeping the ship manned and using it for sleeping and eating.
We identify ourselves as being from a Non-Vilani confederacy that wishes to know of and establish simple noninvasive understandings so that Terrans, as we call ourelves, are not unwelcome. We would condsider trade, and any such other arrangements, but have no interest in becoming a Vilani like empire. Our systems work together, but each enjoys its own ways.
Fate
GM, 5033 posts
Roll for dodge!
Thu 4 Mar 2021
at 19:36
  • msg #393

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 392):

Of immediate notice is that the technology of these folk is far from primitive. The seem at least TL9, but choose not to leave the planet. Their homes are really more like hives, and those that deal with you seem to be a specific type. The race is not homogeneous, however, and those that seem to be workers are rarely seen or communicated with. You do note a different group, perhaps caste, that are armed with Laser weapons that seems to patrol the area.

Communications remain Telepathic as first preference, possibly because of the distance. They welcome contact by non-vilani, but they have no interest is trade as they produce everything they need. Perhaps that is why the Vilani leave them alone.

The other vessel, you are informed, does seem interested in you. You spy a small scout robot (as per UT) observing your position from about 2000 yards away.

02 Oct 2182, Uriisha, $83,600, Supplies: 2880 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3651 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Mar 2021
at 03:07
  • msg #394

Re: Working the Spinward Worlds

We ointit out to the locals and shrug...  if we could jam or confuse it, fine, but we will not use beams or other weapons on it.

We do look to refuel... We also seek to learn what they know of psionic powers.
Fate
GM, 5036 posts
Roll for dodge!
Fri 5 Mar 2021
at 03:53
  • msg #395

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 394):

This is a society built on psionic communication, only using verbal communication with outsiders who are not psionic.

You are near a small creek, a water source that can be used to fill the tanks.

Jamshid gets to work with the systems, and manages to jam the signal, causing it to fall out of the sky. Samwise and Samantha, waiting with then shuttle, immediately move to collect it, returning in about 15 minutes triumphantly holding it up. Like most robots, it is actually remote controlled, and not truly self aware.

02 Oct 2182, Uriisha, $83,600, Supplies: 2880 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3652 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 5 Mar 2021
at 23:34
  • msg #396

Re: Working the Spinward Worlds

OK, so we'll have a look at what it may have collected and any clues as to who is following us...
Fate
GM, 5038 posts
Roll for dodge!
Sat 6 Mar 2021
at 01:14
  • msg #397

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 396):

Other than pointing at the freighter, there is not much to be found on the Scout, even if it is fixed. You detect a wheeled vehicle departing soon after it is recovered. It was about half a mile further than the scout was, and in the same direction. The light undergrowth gives it some cover as it makes good it's escape...
This message was last edited by the GM at 03:54, Sat 06 Mar 2021.
Cyril Zotmund
Captain, 3653 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Mar 2021
at 18:16
  • msg #398

Re: Working the Spinward Worlds

OK, Now we were to make some agreements with these folks, no?
And we would like to (personally) know more about Psionics.
Are we able to get any conversations going?
Right now we feel sort of quarantined.
Fate
GM, 5040 posts
Roll for dodge!
Sat 6 Mar 2021
at 21:03
  • msg #399

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 398):

Yes, that is pretty much the case.  They do not want to get involved in any altercations between humans, and they are basically telling you to go away and come back after you sort out your differences. There is a reason the Vilani have ignored them so long...they stay well out of Vilani politics, and indeed any politics. They are spacefaring, but make no attempt to leave their home planet from what you can tell. This is the general sort of information the scouts were able to find out and brief you on. But for now, communications are short and limited.
Cyril Zotmund
Captain, 3654 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 6 Mar 2021
at 23:26
  • msg #400

Re: Working the Spinward Worlds

So we need to leave, and come back later?
What fun.   Guess we go back to Iminar and sort things out.
Fate
GM, 5043 posts
Roll for dodge!
Sat 6 Mar 2021
at 23:29
  • msg #401

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 400):

You do not need to leave: you just need to sort out that other vessel on your own. Leaving is an option, but you can stay. You just need to deal with the others first before the locals will deal with you.
Cyril Zotmund
Captain, 3655 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 7 Mar 2021
at 19:42
  • msg #402

Re: Working the Spinward Worlds

OK, seems odd, we take the drone and use the speeder to return it to the Hero.
Staying outside, we wait until someone comes out, or if no one does in 10-15 minutes we leave it and go back to our ship.
Fate
GM, 5046 posts
Roll for dodge!
Sun 7 Mar 2021
at 19:56
  • msg #403

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 402):

You don't have a speeder, per se. You mean the Inspection shuttle? As you approach, roll dodge as a small rocket is launched at you! Who is in the shuttle?
Cyril Zotmund
Captain, 3656 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 8 Mar 2021
at 02:22
  • msg #404

Re: Working the Spinward Worlds

Yeah, The shuttle.
I guess one of the Hoolihans is flying it... we do not return fire.

[Private to GM:   19:20, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 2,5,3.  Dodge.   Just make it. ]
Fate
GM, 5048 posts
Roll for dodge!
Mon 8 Mar 2021
at 03:02
  • msg #405

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 404):

Dodge for a vehicle is actually half of the skill used to control it, so that I think may be a fail...I will check it and edit this post. Kat is easily your best pilot...

After the shot, do you try to retreat, or what do you do?
Cyril Zotmund
Captain, 3657 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 8 Mar 2021
at 04:01
  • msg #406

Re: Working the Spinward Worlds

OK< wasn't aware of the ½ rule... even Kat wouldn't succeed.
I wanted her to stay with the ship though.
My intent was to still land and see who is causing the issue and what the problem is... but if this is shoot first , then we'll withdraw.

As an aside, I will have tried to assess the drone using my psycometery to see what it might be able to tell me.

[Private to GM:  21:00, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 5,4,6.  Psycometry. not likely very much...]
Fate
GM, 5051 posts
Roll for dodge!
Mon 8 Mar 2021
at 05:52
  • msg #407

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 406):

It is actually a GURPs rule, Basic Campaigns, P470. 1/2 operator control skill +vehicles handling. I have been thinking of coming up with a handling statistic since G:ISW design does not have one, (such as number of G-SM) but for most warships, it has not been significant, and just adds considerably to the calculation burden, so I just use 1/2 operator skill, plus 1 for combat reflexes to represent a more combat intuitive pilot. Kats Piloting (Aerospace) is 18 for a dodge of 10, the others have piloting 15 for a dodge of 8.

Fortunately, it is not important. Samwise is on the gun turret for the Gauss heavy Machine gun and all you loose is a few rounds before the missile breaks. Samantha returns quickly and reports the hostility.

With the scout, all you can detect is some hostile emotions.

32 Oct 2182, Uriisha, $83,590, Supplies: 2880 person days, 6 persons, 60 Supplies per week
Sdian McGuire
Down and outer, 716 posts
Mon 8 Mar 2021
at 19:36
  • msg #408

Re: Working the Spinward Worlds

OK, so peaceful didn't work.
We confer about how to disarm the situation.
Fate
GM, 5053 posts
Roll for dodge!
Mon 8 Mar 2021
at 19:41
  • msg #409

Re: Working the Spinward Worlds

In reply to Sdian McGuire (msg # 408):

The Sams want to go in guns blazing. This smacks of pirates...however, you may be out numbered. But they suspect that they will attack you soon enough. They have scouted...
Cyril Zotmund
Captain, 3658 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 8 Mar 2021
at 19:44
  • msg #410

Re: Working the Spinward Worlds

We have no heavy weapons.
I suggest we lift off and hold briefly.
They will likey lift off to see where we hare going and we greet them with two missiles and the Pulse lasers from as close as we can get.
Then fire Sand... surprise is about our only hope.
Kat can probably make it look like we are out of here, then spin and put us in close.
Samwise
Mon 8 Mar 2021
at 19:50
  • msg #411

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 410):

"If they had a bunch of heavy weapons, they would not have bothered with a scout team. In space, they are likely to have better arms and armour than us...we landed before they could get close, and given their predisposition, we are not going to get surprise. I wold prefer to fight a close fight planetside rather than in space, where it is more dangerous."
Cyril Zotmund
Captain, 3659 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 8 Mar 2021
at 19:52
  • msg #412

Re: Working the Spinward Worlds

OH, I was absolutely talking planet side... like 100 feet altitude or so, depending on the trees.
Samwise
Mon 8 Mar 2021
at 20:04
  • msg #413

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 412):

"Ah, staying in the atmosphere, much better. We are better in atmosphere than they are. Perhaps try to take of and hit them before they know you have taken off then? They do look like they are camped in a bit of a valley..."
Cyril Zotmund
Captain, 3660 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 8 Mar 2021
at 23:50
  • msg #414

Re: Working the Spinward Worlds

Now you are following...  if you or your sister can kiil their power or maneuver, we can finish this.
Katherine 'Kat' Steele
Pilot, 727 posts
Ships Pilot
Tue 9 Mar 2021
at 06:54
  • msg #415

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 414):

"The ship has 2 turrets, so they should have a pilot to have a decent chance. There could be a lot of folk onboard if it is modified..."
Cyril Zotmund
Captain, 3662 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 9 Mar 2021
at 22:19
  • msg #416

Re: Working the Spinward Worlds

Yes dear, I was planning on using this ship to do the do.
Katherine 'Kat' Steele
Pilot, 728 posts
Ships Pilot
Wed 10 Mar 2021
at 05:41
  • msg #417

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 416):

"So we are basically looking at a quick raid to disable the ship, not hang around for a bloodbath, right?"
Cyril Zotmund
Captain, 3663 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 10 Mar 2021
at 23:07
  • msg #418

Re: Working the Spinward Worlds

A quck raid to be sure. Diable, destroy... don't care. I just want this ended.
Katherine 'Kat' Steele
Pilot, 729 posts
Ships Pilot
Thu 11 Mar 2021
at 10:20
  • msg #419

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 418):

Kat prepares by looking at what maps you have of the area. She finds an approach that will take her within 100 miles before she pops up over a ridge into view.

Starting the vessel, she manages to mask the engine signatures and follow the course plotted with expert skill. At that range, the two Sams fire on the ship, specifically targeting the three turrets, before a missile slams into the engines. The vessel is not going anywhere, but your second missile is shot down as she is forced to take evasive maneuvers as a missile is sent towards the ship. Fortunately, Samantha shot it down, but only at the last minute as it tracked the vessel down over the ridge.

Kat gets ready to return to your base.

"I think we will have to deal with the rest of them on foot. It is a huge risk when they are hiding in the forest with a missile launcher."

[OOC: There were a bunch of rolls there, but you did very well initially, resulting in incapacitating the ship. But the poorer rolls afterwards risked the favour being returned. Fire was coming from around the ship, indicating that many were outside when you attacked, resulting in their poor initial response.]
Cyril Zotmund
Captain, 3664 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 11 Mar 2021
at 21:33
  • msg #420

Re: Working the Spinward Worlds

Makes sense, we need to land somewhere new, as I expect they will be looking for us..
Katherine 'Kat' Steele
Pilot, 730 posts
Ships Pilot
Fri 12 Mar 2021
at 01:54
  • msg #421

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 420):

"I should hope so...save us looking for them. Where do you want to land?"
Cyril Zotmund
Captain, 3665 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 12 Mar 2021
at 19:00
  • msg #422

Re: Working the Spinward Worlds

Close to the last spot but a bit further away from them, then we can look for them coming around are old location.
Fate
GM, 5070 posts
Roll for dodge!
Fri 12 Mar 2021
at 20:04
  • msg #423

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 422):

You find a suitable spot only a little bit further but to one side of your original spot, after being redirected by the locals to move away from them.

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3666 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 12 Mar 2021
at 22:48
  • msg #424

Re: Working the Spinward Worlds

We assure the locals we want to keep them out of this and would prefer it wasn't happening.

We put out a two person OP (the gunners) watching the old site and the approach they used, Cyril takes the other side by himself.
Fate
GM, 5072 posts
Roll for dodge!
Sat 13 Mar 2021
at 10:41
  • msg #425

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 424):

Right. You have radios and laser comms, but the latter are only line of sight, so you would need a repeater station for them fairly high up...and visible. The area is moderately wooded and with rolling slopes, but the mountains are back where the freighter was, so where they will be coming from.

What are the orders with regards to comms?

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3667 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 13 Mar 2021
at 20:11
  • msg #426

Re: Working the Spinward Worlds

Both of us find a spot with line of sight to the ship. We put a remote relay there and then make sure we can see the relay.
Fate
GM, 5077 posts
Roll for dodge!
Sat 13 Mar 2021
at 22:22
  • msg #427

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 426):

Ok. That puts you both fairly high up and limit how well you can hide. It also make the ship fairly visible, especially as they get closer.

About dusk, the Sams report that they have movement. To early to detect numbers though, but there is at least 2 vehicles. One is a small wheeled scout vehicle.

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3668 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Mar 2021
at 01:49
  • msg #428

Re: Working the Spinward Worlds

Can Cyril see anything from his perch?  his storm carbine with grenade launcher may be the ideal weapon.
Fate
GM, 5078 posts
Roll for dodge!
Sun 14 Mar 2021
at 02:41
  • msg #429

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 428):

A Mortar would have better range. You are on the other side of the current ships position, to guard the ship, or on the other side of the old position, the intercept them as the come?
Cyril Zotmund
Captain, 3669 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Mar 2021
at 02:51
  • msg #430

Re: Working the Spinward Worlds

OK, I am some distance away , GEAR AVAILABLE doesn't give me any range  data, so I'll look it up.
Mortars are military weapons, we didn't come armed that way.
Fate
GM, 5081 posts
Roll for dodge!
Sun 14 Mar 2021
at 03:07
  • msg #431

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 430):

Ok, but I was just trying understand where you want to be...guarding your ships position, or watching the old position so you are in a position to hit them?

Yes, unless mentioned or on Character sheets, you did not bring any military weapons The Sams have Storm rifles, and a few Limpits.

You are right, Gear available lacks ranges...glad you have UT!
Cyril Zotmund
Captain, 3670 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Mar 2021
at 18:05
  • msg #432

Re: Working the Spinward Worlds

 Range is 360/2100 or so.

My goal was to find a location where i had visibility of the old ships landing area, the current location of the Sam's and the ship if possible.
Using the ship as a laser relay seemed desireable, as they stay informed. If I can make out the bad guys, lobbing a 25 mm grenade or three their way seem preferable to the Sam's firing and giving away their position first thing. It also redirects the enemies attention to the potential benefit of the Sams.
Fate
GM, 5085 posts
Roll for dodge!
Sun 14 Mar 2021
at 19:50
  • msg #433

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 432):

Your ship would be about 5 miles away from the old location to keep some distance, and the Sams would be at the old location. You could be up to half a mile away from the old location, on a hilltop, to be able to cover the Sams with the grenade launcher, since you would want to fire while the enemy is at least half a mile from them and the maximum range, very much a lob (using the weapon as artillery, so I would say you cannot use Acc to hit since the sights are for direct fire.) Really, you will have a range penalty of -15, so you would need a critical hit to hit anything. Unlikely, so for each shot, roll D6 for the number of yards you miss by. But you should succeed on the goal of getting their attention...

At that range, you can just make out a single vehicle.
Cyril Zotmund
Captain, 3671 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 14 Mar 2021
at 23:22
  • msg #434

Re: Working the Spinward Worlds

OK, so He'll fire HEAT MP  (Multipurpose, penetrates say 2" and throws fragments around it as well) Genuine 1980's Tech ;-)

16:21, Today: Cyril Zotmund rolled 4 using 1d6 with rolls of 4.
16:21, Today: Cyril Zotmund rolled 4 using 1d6 with rolls of 4.
16:21, Today: Cyril Zotmund rolled 2 using 1d6 with rolls of 2.
16:20, Today: Cyril Zotmund rolled 6 using 1d6 with rolls of 6
Fate
GM, 5089 posts
Roll for dodge!
Mon 15 Mar 2021
at 10:00
  • msg #435

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 434):

But a miss will just explode in the ground. Roll to hit first, before we see how much you miss by!
Cyril Zotmund
Captain, 3672 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Mar 2021
at 03:58
  • msg #436

Re: Working the Spinward Worlds

It will, but the fragments spread out a ways...


20:57, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 5,6,3.  Grenade Launcher.
20:56, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 1,6,2.  Grenade Launcher.
20:56, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 3,5,2.  grenade Launcher.
20:56, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 1,5,4.  Grenade Launcher.

LOOK! A NUMBER LESS THAN 10 !!
Fate
GM, 5093 posts
Roll for dodge!
Tue 16 Mar 2021
at 07:33
  • msg #437

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 436):

The first one explodes six yards away from the vehicle. They pause, looking around, when the second lands much closer. You note there are at least two vehicles. Noting the hilltop you fired from about 500 yards away, they head in your direction. The next two grenades miss by significant margins as they begin to close the gap to 300 yards, coming in as fast as they can manage. Suddenly one of them swerves, but continues coming.
Cyril Zotmund
Captain, 3673 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 16 Mar 2021
at 20:40
  • msg #438

Re: Working the Spinward Worlds

Closer targets ...
Grenades at first, Strom Carbine when effective range is reached and a viable target(s) are presented.

13:36, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 3,2,1.  Grenade Launcher.
13:36, Today: Cyril Zotmund rolled 4 using 3d6 with rolls of 1,2,1.  Grenade Launcher.
13:35, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 3,6,1.  Grenade Launcher.
13:35, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,1,6.  Grenade Launcher.

13:38, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 6,2,1.  Storm Carbine.
13:38, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 1,5,6.  Storm Carbine.
13:38, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 2,2,3.  Storm Carbine.

[Private to GM: Cyril's skill is 13 with both weapons]
Fate
GM, 5097 posts
Roll for dodge!
Wed 17 Mar 2021
at 07:06
  • msg #439

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 438):

Cool. Range is Long, (-11), even considering the movement. The Storm Carbine has a greater effective range than the grenade launcher, but lower accuracy. I will assume you are bracing on a tree or branch, which will also provide some cover, and taking aimed shots. You should specify though...and I will assume the target is the torso of the gunner or driver of the lead car, lacking further information. You can now see each vehicle has 4 inhabitants. Those in the rear of the front one seem to have a missile or grenade launcher of some description, while those in the rear of the rear vehicle seem to have a light machine gun of some description.

Storm Carbine: Acc 4, Range 700/2100, damage 7d pi+, ROF 10, rcl 3
U/B Grenade Launcher, 25mm: Acc 6, Range 360/2200, damage HEMP 6dx3(10) cr inc + linked 2d cr ex [1d+1], ROF 1,

So target to hit: Skill + Acc - Range [Secret to Cyril Zotmund: = 13-11+4+1 (braced) = 7 for rifle, and 13-11+6+1 = 9 for grenade launcher]

The next two rounds miss with the grenade launcher, though they are getting closer. The third one hits the driver squarely in the chest, detonating and sending a red cloud in all directions, throwing shrapnel against all the other occupants. The vehicle loses control, smashing into a tree and throwing the occupants from the vehicle and at least one into the tree that was hit, while another in the front seat is thrown into the front of the vehicle.

[Private to GM: Rear vehicle, Storm Chaingun, 10mm CLR, Acc 5, Range 1300/5800, damge 9 pi+, ROF 10, Rcl 3. Rapid Fire Bonus (RFB) = +2, Suppression fire = 8+ RFB + Acc - Range -3 (penalty for an off road external fixed mount, B548) =8+2+5-11-3=1. Rolled 14, 9, 15
After that, short bursts, skill 16+5-11+1=11, 8, 12, 8
Wear Light Clamshell (DR 45), Nanoweave Tacsuits (DR 30vs cut/pi/ else DR 15) and Visored Space Helments (DR30/22)
]

The vehicle behind opened up with the machine gun, now approaching to 200 yards as they are firing at you. Bullets whipped around as you aim at the next vehicles driver. The hit, though not as spectacular, but still very effective, penetrating the armour and exploding, sending limbs and head flying, and also resulting in an immediate loss of control. The passenger, not as blasted as the other, grabs the wheel and manages to start clambering across to take control. pulling the vehicle to a stop first, barely 130 yards from your position.

[Private to GM: Samwise and Samantha have moved to 400 yards away, range penalty -11, Laser Rifles, Acc 12, Range 700/1200, dam 6d(2) burn, ROF 10, Rcl 1, Skill 16+12-11+1-9(head) = 9, rolled 14,9, 19 dam, -15(helmet)-1(Skull) = 3x4=12 damage. Samwise, second shot, 24-16=8x4=32 damage.]

The Machine Gunner suddenly collapses. While the driver attempts to remove the remains of the previous driver, the second person in the back throws the previous gunner away and moves to take control of the gun. You fire, and you see the person trying to take the wheel thrown back, but they recover quickly and succeed in removing the troublesome lower sections of the previous occupant. Then the helment visor of the machine gunner turns red, and he collapses.

You aim and fire again, missing. Then, a few seconds later, the driver you are aiming at also slumps over. You are not sure if there are survivors, but no-one else seems to be moving or shooting back.
This message was last edited by the GM at 09:58, Wed 17 Mar 2021.
Cyril Zotmund
Captain, 3674 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 17 Mar 2021
at 19:52
  • msg #440

Re: Working the Spinward Worlds

Laser message Becareful for play dead types, but lets check them out before they can get themselves together. There may be more coming, so one of you stay hidden and on guard.

Cyril moves carefully to the closest, weapon ready ... if he doesn't look dead, move away and check the others so we know what we have, while keeping they first guy in sight ... any threat gets shot, survivors are shot again.
Fate
GM, 5101 posts
Roll for dodge!
Wed 17 Mar 2021
at 20:00
  • msg #441

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 440):

It takes a few minutes to cautiously cover the ground. The nearest is the second vehicle, and you find two starting to recover. The first Machine gunner moves, then looks to stand up while you are still 15 yards away.

No-one has yet arrived at the other vehicle, though one of those on the round is moving, but not getting up.

Please detail your target location, if any, or I will have to roll.
Cyril Zotmund
Captain, 3675 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 17 Mar 2021
at 20:07
  • msg #442

Re: Working the Spinward Worlds

On the ground, Spread eagle, three, two, one,  Target vitals

IF needed-
13:05, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 1,5,4.
13:05, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 4,1,6.  Storm Carbine.

Should be 3 or so hits to vitals IF needed
Fate
GM, 5104 posts
Roll for dodge!
Wed 17 Mar 2021
at 20:13
  • msg #443

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 442):

He is going for the Light Machine gun, so needed!

You ht him several times, but your rounds fail to penetrate the Light Clamshell Armour he has over his vitals. You stop him being able to shoot...for now, but he has gotten back to his feet and has hauled himself up to his weapon. Maybe need that Grenade launcher...
This message was last edited by the GM at 20:14, Wed 17 Mar 2021.
Cyril Zotmund
Captain, 3676 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 18 Mar 2021
at 04:00
  • msg #444

Re: Working the Spinward Worlds

OK, so we pump a couple of those his way.

20:59, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 3,3,2.  Grenade Launcher.
20:59, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 2,3,4.  Grenade Launcher.
20:58, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,3,4.  Grenade Launcher.

Didn't check RoF, but as a pump weapon, it should be reasonably quick.
Fate
GM, 5107 posts
Roll for dodge!
Thu 18 Mar 2021
at 05:38
  • msg #445

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 444):

The first grenade flies over his right shoulder as he readies the gun. It is pointed almost at you by the time the second grenade is fired. That hits him in the torso, and the explosion, almost constrained by his armour, sees him instantly killed in a bloody fashion. The driver, seeing that, raises her hands meekly. I presume the third round is not used?

You cannot see what is happening at the other vehicle, about 150 yards away and behind the tree it hit.

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 08:26, Thu 18 Mar 2021.
Cyril Zotmund
Captain, 3677 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 18 Mar 2021
at 23:01
  • msg #446

Re: Working the Spinward Worlds

I Have the driver move toward the Sams, hoping one can take over holding him.
What sort of Machine Gun do they have on the car/truck/ATV?

I'll hold the third Grenade. And Keep an eye peeled toward the other vehicle...
Does the driver have any weapons on him?
Fate
GM, 5111 posts
Roll for dodge!
Fri 19 Mar 2021
at 01:37
  • msg #447

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 446):

The Sam's were quite some distance from where the car are now. They were 500-600 yards away, so they take time to get to the other car. By the time you communicate to the driver and SHE turns the vehicle around, Samwise is approaching the other car. Samantha is staying hidden somewhere, presumably.

Your driver is wearing clamshell vest, nanoweave tacsuit and a slung Storm Rifle, with a space helmet.

The vehicles are almost identical, like cars in size, but lacking a car body and with a weapon mount  on the roll bar between the front seat and the rear platform.

Those on the ground with the other vehicle have been separated from their weapons when they were thrown clear. The weapon mount on the rear vehicle has a missile launcher.
Cyril Zotmund
Captain, 3678 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 19 Mar 2021
at 02:42
  • msg #448

Re: Working the Spinward Worlds

With Samwise present, we take the clamshell armor off of her and the space helmet. Obviously the storm rifle is gone.

 I tie/cuff her hand and tie her boot laces together so shecan only move at a moderate walk.  Then I move by a covered and concealed route to check out the other vehicle, covered by Samwise and Samantha.
Fate
GM, 5113 posts
Roll for dodge!
Fri 19 Mar 2021
at 03:51
  • msg #449

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 448):

Samwise is at the second vehicle about 150 yards away...does that mean you chuck the bodies (or get your prisoner to) on the back platform and drive down first?

You cannot see Samantha, but hope she is covering Samwise.
Cyril Zotmund
Captain, 3679 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 19 Mar 2021
at 18:10
  • msg #450

Re: Working the Spinward Worlds

OK, I am Totally confused ... I am at the ? vehicle with one living prisoner.
The others are all dead, or close to it?
I ask the driver's name and tell her she is safe so long as she makes no sudden move and does not try anything.
I take the rifle from her and have her remove her head gear and the armor as I cover her.

How many are still back at the ship? And why are you chasing us?

Where is this "2nd car"  besides a 150 yards away? Direction and intervening terrain.
Fate
GM, 5115 posts
Roll for dodge!
Fri 19 Mar 2021
at 20:11
  • msg #451

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 450):

You are at the last vehicle hit, with one prisoner. You have hit the initial driver and one machine gunner with a grenade, and a third machine gunner was presumably hit with a laser rifle shot to the head. The prisoner has just taken the wheel of the vehicle, under your instruction.

Since the vehicles were traveling towards you and the first one was hit about 300 yards from your position, and the second about 130 yards from your position, and you were about 1 mile away from the Sams, they were traveling away from the Sams. Since you were in a high position, they were travelling up a gentle incline. The second vehicle is about 150 yards away from your current position, back towards the Sams (since it was traveling away from them and towards you) where it hit the tree after you hit the driver with a grenade.

Samwise has just arrived at that first vehicle hit, which was further from you and closer to him, and he seems to shoot one person as he arrives. You hear him growl over the radio "He went for his gun. One, maybe two others alive here. Checking.".

The driver removes her helmet as instructed. She is fairly young, and pretty enough, but clearly scared. She answers your questions as she removes her clamshell.

"There four guys back at the ship. This is my first job, and I was told you were pirates, but I am beginning to suspect that it is my boss who is a pirate. He hired two of us on Iminar for security work. My partner is in the other car..."

She finishes removing the clamshell and stands there, holding it, the helmet on the seat.

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 23:13, Fri 19 Mar 2021.
Cyril Zotmund
Captain, 3680 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 20 Mar 2021
at 03:12
  • msg #452

Re: Working the Spinward Worlds

I think you have just seen the problem correctly, Get the others bodies out and we'll go check on your partner. Throw the helmet and armor in the back.

Assuming she does as asked, I'll keep a pistol handy and let her drive us over there slowly.   I let Samwise know what I am doing and assume Samantha can hear us as well.
Fate
GM, 5117 posts
Roll for dodge!
Sat 20 Mar 2021
at 03:35
  • msg #453

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 452):

She does as directed, and drives over to the other car. Are you riding in the seat (where there are seatbelts), or over the back (where there are none)?
Cyril Zotmund
Captain, 3681 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 20 Mar 2021
at 03:52
  • msg #454

Re: Working the Spinward Worlds

In the seat ... she tries anything funny and she gets shot with my 4mm gauss pistol.
Fate
GM, 5120 posts
Roll for dodge!
Sat 20 Mar 2021
at 04:05
  • msg #455

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 454):

She doesn't try any funny business, and you are soon at the first vehicle. Her partner and one of the guys from the rear are still alive, though the guy from the rear is barely conscious. You driver rushes over to help her friend, while Samwise covers your arrival cautiously. Samantha remains unseen.

Your drivers' friend appears to have a broken arm.
This message was last edited by the GM at 05:05, Sat 20 Mar 2021.
Cyril Zotmund
Captain, 3682 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 20 Mar 2021
at 22:14
  • msg #456

Re: Working the Spinward Worlds

I think we can fix that, but do you know how to splint it?
Also, lets have any weapons he has slid out and away... you can get them back later.

I'll quickly check the semi-concious guy for weapons, then see If I can ID the issue.
Fate
GM, 5123 posts
Roll for dodge!
Sat 20 Mar 2021
at 22:34
  • msg #457

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 456):

The semi-conscious guy, with his helment removed, looks vaguely familiar. Roll IQ (memory check).

She does some quick first aid, and is able to at least slow the bleeding and stabilize him.

Samwise comes closer and removes all weapons. CAWs, with some special ammunition, and the occasional Storm Rifle, plus the obvious missile launcher, with Fine Gauss Pistols and saucer grenades as sidearms. These guys were well prepared.

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3683 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 21 Mar 2021
at 03:09
  • msg #458

Re: Working the Spinward Worlds

Cyril's brain falls out...  [ I presume thisis the guy who punched me?]

20:05, Today: Cyril Zotmund rolled 16 using 3d6 with rolls of 6,4,6.  IQ

Otherwise I load all the wepons into the car I came over in. get the missile launcher up where it can be used if needed.
How badly pranged is this one?
We don't have a Dr aboard, but do have medical gear and computer modules on treatment.
Fate
GM, 5125 posts
Roll for dodge!
Sun 21 Mar 2021
at 03:52
  • msg #459

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 458):

Lol, no, this is not the guy who punched you...you probably would not need to roll for that! Unfortunately, though he seems somehow familiar, you cannot recall why.

The second vehicle is badly damaged...it hit a tree at about 75-80 miles an hour, and the tree did not go anywhere! The structure was pretty flimsy to start with, built for high speed not comfort, sooo,

You can remove the missile launcher easily enough, and the box with 4 spare missiles over the back. Once the weapons are separated from the two survivors, Samwise comes over, and eventually Samantha, who is clearly keeping watch, reports that is seems there are no more roving parties. You have 4 fine CAWs (+1 Acc), 3 Storm Rifles, 1 Missile Launcher and a box with 4 missiles in it, 1 Storm Chaingun, 4 Shotgun Pistols and four Magnum Pistols, 2 of which are also fine (+1 Acc). The Pistols and CAWs all have Red laser sights built in, while the Storm rifles have infrared dots and Infrared scopes, as well as HUD fittings that link with a number of the HUDs in helmets. There are 20 assorted saucer and hand grenades and a box of Storm Rifle ammo (500) and a box of Shotgun shells (200).

It will take 2 trips back to the ship to get the casualties/prisoners and the goods back. You do not have a full time medic, but Samantha has some basic skills.

The Vehicle has the basic stats

Wheeled Scout, $78 k Solars, 12x7x6 (2 dTons)
(Wheels, AT, Move: 70, Armour, Front:4, Rear, Sides, Top and Underside:0, SM:+2, HP: 80)
4x F Batteries, Range: 1680,miles, Storm Chaingun

Two of the batteries and the three wheels could be recovered from the damaged vehicle, in a third trip, but it might be better to use the shuttle for that.

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 11:09, Sun 21 Mar 2021.
Cyril Zotmund
Captain, 3684 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 21 Mar 2021
at 20:40
  • msg #460

Re: Working the Spinward Worlds

OK, we recover all that, secure the guy I can't I dentify and treat him... treat the broken arm guy and keep those two under observation.
I pull any any ID and other forms off the guy I can't seem to remember, to see if it helps me ID him.

Sam and I recover all the stuff from the wrecked vehicle that could be of use.

I ask Kat to keep monitoring the other site. We'll keep the missile launcher ready should be need it.
This message was last edited by the player at 20:43, Sun 21 Mar 2021.
Fate
GM, 5127 posts
Roll for dodge!
Sun 21 Mar 2021
at 22:38
  • msg #461

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 460):

The other site stays very quiet. Perhaps too quiet.

You take several trips to gather everything over several trips, adding considerably to your Armoury. Sasha, Gulzina and Gulzat want to claim some weapons, as do the Same and in fact most members of your crew.

But it is in the IDs that are most interesting. The badly injured guy has a neck injury and dies a few hours later, and though he does not come up on the Villani criminal databases, he is wanted, under his real name, for fraud and armed robbery in Chrysolite! One of the others is also using a false name, and was known to be a Vilani pirate.

The two injured survivors do not come up on a criminal record check. They may well be who they say they are, but you cannot verify it.

That evening, relaxing with Kat and Seamus, he asks if you want him to read their minds!
Cyril Zotmund
Captain, 3685 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 22 Mar 2021
at 02:59
  • msg #462

Re: Working the Spinward Worlds

Cyril is a bit concerned about what he might learn and how much explanation that could require, but figures it's likely he'll do it anyway, so tells him to go ahead.
The armed Robbery on Chrysolite doesn't help... Vilani Pirate is a clue perhaps.
Seamus Zotmund
NPC, 3 posts
Son of Cyril and Kat
Mon 22 Mar 2021
at 05:49
  • msg #463

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 462):

Seamus walks over to them and talks to them. His approach is rather socially awkward, but being only a child, they laugh and ignore him.

A few minutes later he returns to you, a bit upset.

"I don't get it daddy. I could not understand anything. Why didn't it work?"

[OOC: I have updated the Players Vessels thread with the gear.]

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
This message was last edited by the player at 06:27, Mon 22 Mar 2021.
Cyril Zotmund
Captain, 3686 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 22 Mar 2021
at 22:24
  • msg #464

Re: Working the Spinward Worlds

Well son, nothing works all the time... perhaps you didn't get it quite right or maybe the GM rolled bad die rolls for you...
Fate
GM, 5133 posts
Roll for dodge!
Tue 23 Mar 2021
at 01:42
  • msg #465

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 464):

Lol,yes indeed, life works like that! What next?
Cyril Zotmund
Captain, 3687 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Mar 2021
at 03:59
  • msg #466

Re: Working the Spinward Worlds

We remove the Bodies and bury them if possible. Then start asking questions...
OK, First what names do you go by ( actually should be on their papers).
What are your skills and what are you looking to do?
Who are those back in the other ship, can they fly it and what did they want to do?

Fate
GM, 5135 posts
Roll for dodge!
Tue 23 Mar 2021
at 08:56
  • msg #467

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 466):

The bodies can be buried. Do you remove the Nanoweave Tacsuits first, or bury them in them?

They have no papers or cash. The prisoners tell you that all identifying documents were to be kept on the ship. They are bounty hunters, and they are looking to make cash by bringing in pirates and criminals. Their skills are investigative as much as combat.

The Captain, Engineer, Doctor and Navigator are those that remain on the ship. The Captain claims you are a pirate he has been tracking for a few months, and has shown the crew a bounty poster for you, issued by the Sector governance at Dingir, for $2,000,000! They are definitely able to fly the ship, once they fix the damage inflicted on your recent attack. They estimate they will have it fixed in two days.
Cyril Zotmund
Captain, 3688 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 23 Mar 2021
at 23:06
  • msg #468

Re: Working the Spinward Worlds

Cyril laughs...  I see, so Dingir is claiming I am a pirate! How interesting. I have no idea how much knowledge you have of galatctic affairs, but I fought for Girri against the pirates of Lemrukiri and when Shulushish was provided with new governance based on that, I assisted Shulushish in fighting off pirates sent by Dingir. Likely your boss is one of those pirates.
I do not know where your allegiance lies, so my trust is limited, although queenie here has been good as to her word. I guess I will have to go deal with that ship, do you have things of value there? I would also like a name to address you by.


Re:the Nano-weave suits... if they aren't all gooky, covered in holes and blood (like the fellow with the broken neck's) we can keep them.
Fate
GM, 5138 posts
Roll for dodge!
Wed 24 Mar 2021
at 07:35
  • msg #469

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 468):

Re the tacsuits, 3 contained grenade explosions, so they are pretty messy. Two from the accident victims are a bit torn by the landing, but otherwise fine. Three were worn by folk who were hit in the head by laser rifles, so they are in good condition (one from the accident was also finished off with a shot to the head by a laser rifle.)

The female prisoner replies

"My name is Anahita Ahmadi, and this is my husband Farhad. We are registered Bounty hunters within the Rimward Sectors, and if you honour Vilani law, then you will return us to Shululsish, along with any evidence to support charges you may bring. By law, it is your responsibility to keep us safe until you do that, or release us. As for our loyalties, we are not sure where they should lie, so we do not hold it against you for being unsure either.

As for our captain, Cyril Zotmund is a respected pirate hunter from Girii as well, and he hunts Captain Cecil Zotmund, ie you, to clear his own name. We looked him up before we agreed to work with him. All of our stuff is on that ship, so yes, we do have valuables there.
"

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 09:51, Wed 24 Mar 2021.
Cyril Zotmund
Captain, 3689 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 24 Mar 2021
at 19:45
  • msg #470

Re: Working the Spinward Worlds

Cyril Smiles  Well since I am Cyril Zotmund, I am most curious as to whom you worked for. I can prove who I am many times over. I have no knowledge of a Cecil Zotmund. You will be kept safe so long as you offer no harm. We will need to place you in confinement temporairly, but will release you when we get back. we will then see you safely to Shulushish or where ever.

They get confined some place where they cannot do harm and can be observed.  Sam, Samantha  and I get to go check out our friends in the other ship... we'll take the car with Missile launcher. Kat is to stand by as we may need her to lift off and engage, although we hope not.

Off we sneak...  12:43, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,5,3.  Stealth.  F'ing die roller
Fate
GM, 5142 posts
Roll for dodge!
Wed 24 Mar 2021
at 23:57
  • msg #471

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 470):

They are rather taken aback at your claim, and unsure how to handle that.

Cyril actually does not have any skill driving any wheeled vehicle, though Kat and Samantha do. Who is driving?

You confine them in the accommodation of the shuttle. Locks are added to the door, and Willow guards them. Seamus sometimes visits.

03 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3690 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 25 Mar 2021
at 03:27
  • msg #472

Re: Working the Spinward Worlds

In reply to Fate (msg # 471):

Umm... Willow isn't here, it will have to be Jamshid. Kat in support.

Samantha will drive, Sam has the missile launcher, I have right front seat.
Fate
GM, 5145 posts
Roll for dodge!
Thu 25 Mar 2021
at 05:44
  • msg #473

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 472):

My bad, you are right. Jamshid does not know about driving either, but he and Kat would be the ones guarding then.

Left front seat...Vilani are right hand drive. So you replace the storm chaingun with the missile launcher, and charge the batteries while you prepare, presumably.

Samantha takes some time to get used to this...it has been a while, but she has plenty of distance to practice and she is able to avoid the trees. Who is navigating?

You will need the following rolls:
Navigation (Land) to get there. Samwise's skill is 9, Samantha is at default (6)
Observation if you observe. Samwise/Samantha skill is 11.
Roll also a stealth skill for the approach (Samantha's skill is 11)

What is the plan once you see the ship?
This message was last edited by the GM at 09:44, Thu 25 Mar 2021.
Cyril Zotmund
Captain, 3691 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 25 Mar 2021
at 19:55
  • msg #474

Re: Working the Spinward Worlds

WHAT !! Heathens! Uncivilized knuckleheads! Drive on the RIGHT Side!? No Wonder the Vilani Empire is in decline!

OK, so Samatha drives. Plan is to put her in over watch... eye ball the approaches and see if Sam and I can approach the ship with out being blasted by a beam weapon. Maybe a limpit/grenade on a landing leg? Smoke grenade in the ship?  mental scrambling... not perectly sure. Might just try to sneak in and sonic stunner them. Cyril will wear protection from the stunner and provide the same to the others (assuming we have such).

Navigation Land - Cyril's is IQ-5  so Sam is a tad better at 9 +3 for tech assistance (compass, link to ship etc)
Observation- two tries for an 11
Samantha - Stealth -

Cyril is obviously a space guy.

What fun... the die roller screwed us out of three of the four rolls.  I need a skill of 16 in every single skill. The die roller is ruining this game.

12:50, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 5,4,3.  Samantha Stealth.
12:50, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 2,5,1.  Samantha Observation.
12:50, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 3,5,6.  Sam Observation.
12:48, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 3,4,6.  Sam - Navigation.
Fate
GM, 5148 posts
Roll for dodge!
Fri 26 Mar 2021
at 04:23
  • msg #475

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 474):

Yeah, at this point I would usually just hand you a different set of dice. Maybe I can just swap you and your opponents rolls...so I roll for you and you roll for your opponents! What do you think?

Fortunately, the rolls are opposed, so there are good chances.

It takes a lot of extra time before you find the hostile ship. It is dusk before you come over the top of the horizon and see the vessel in the valley below. Samantha is able to look from the side when they suddenly fire a pulse laser at you, but the ridge you are behind takes the brunt of the blast, and you duck back away behind the lip, out of sight and out of range.

Samwise moves to the vehicle, also protected because it was parked out of sight, and loads a missile. Launching it, he directs it in a circular fashion amoung the trees, before bringing it into the vessel! The point defenses, designed for space missiles, were not able to cope with the background interference caused by the trees and the different missile motions combined.

"Sorry about using a missile, but that dealt with the turret on this side."

04 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3692 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Mar 2021
at 17:09
  • msg #476

Re: Working the Spinward Worlds

No apologies needed, can you put a nother one or two into it? Try not to completely destroy it, but being defenseless and taking fire may cause them to think about getting out of the ship.
Samwise
Fri 26 Mar 2021
at 21:33
  • msg #477

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 476):

"Sure. I will see if I can take out that other turret. It will give them a chance to shoot it down, but by bring the missile on the other side of the vessel until the last approach I can minimize that, and if I hit, they will be completely defenceless."

The next missile highlights the risk here, as the vessels sensors clearly locked onto the missile and as he brought it up to dive down on the other side's turret, it exploded as it was hit by the pulse laser.

The next attempt however was much more subtle, and challenging. Bringing the missile round and under the nose, the final approach saw the missile on full turning lock and the turret was unable to compensate. With another spectacular explosion, the hit was just inboard of the turret where the control console was, causing the turret bubble to fall outwards.

You still have one more missile in the launcher, and one more spare (there was one in the launcher when you captured it.)

However, now the vessel is defenceless, the launcher on your ship could launch a space missile against it, the low speed now not being such an issue unless they try to shoot it down with hand weapons!

As darkness falls, it is hard to see what is going on, though the night vision visors help. There seems to be some attempt to repair the nearer turret.

04 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3694 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Mar 2021
at 23:08
  • msg #478

Re: Working the Spinward Worlds

Well, that means people are outside, let's go see what we can do to capture or incapacitate some or all of them.
Samantha and I will need to go down, as Sam is the only missile capable person, but he could set up that LMG too.
Fate
GM, 5156 posts
Roll for dodge!
Fri 26 Mar 2021
at 23:14
  • msg #479

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 478):

He could, but it would take time, and not be necessary. The chaingun also works with a tripod, so Samantha could also set it up.

But they are trying to repair the first turret from the inside. Sam wise suggests hitting it again with a missile to try to take out they guy doing the repairs...

If you are approaching, what precautions do you take, and how close do you try to get to? You are about 700 yards away now.

04 Nov 2182, Uriisha, $83,590, Supplies: 2864 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3696 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Mar 2021
at 23:19
  • msg #480

Re: Working the Spinward Worlds

Well if there is no one outside, we'll hold up here.
I give Sam to go ahead to stick another one in that turret.
Fate
GM, 5158 posts
Roll for dodge!
Fri 26 Mar 2021
at 23:26
  • msg #481

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 480):

Targeting the same turret console, Samwise once again hits his mark. Repairs cease, and all external activity does as well. Looks like they settle in for the night...
Cyril Zotmund
Captain, 3697 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 26 Mar 2021
at 23:30
  • msg #482

Re: Working the Spinward Worlds

Can we communicate with them?
Assuming so, we order them out and to lay face down 6 feet apart with no weapons, or we could finish the job with a missile or two.
Fate
GM, 5160 posts
Roll for dodge!
Fri 26 Mar 2021
at 23:44
  • msg #483

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 482):

You can use the radio, though it will give away your position.
Cyril Zotmund
Captain, 3698 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 27 Mar 2021
at 03:19
  • msg #484

Re: Working the Spinward Worlds

Not really ... he has only a single LoB. He can guess wher we are along in, but even that is imprecise.
Fate
GM, 5162 posts
Roll for dodge!
Sat 27 Mar 2021
at 04:02
  • msg #485

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 484):

It will definitely give a direction, and a good clue as to the range using sensors on extremes of the vessel. At only 700 yards, he may be imprecise, but it with other sensors, you expect it would be plenty.
Cyril Zotmund
Captain, 3699 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 28 Mar 2021
at 03:27
  • msg #486

Re: Working the Spinward Worlds

With hills behind us and some bounce, he'll be lucky to get even a good direction ... I could tell you war stories about this stuff.
 But we'll go some ways away from the car, tell him come out or else... and then move away behind the hill.
Fate
GM, 5164 posts
Roll for dodge!
Sun 28 Mar 2021
at 03:29
  • msg #487

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 486):

Heh, without a weapon to make use of the information, it is a mute point. They do not respond to your transmission.
Cyril Zotmund
Captain, 3700 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 28 Mar 2021
at 03:31
  • msg #488

Re: Working the Spinward Worlds

Not unexpected, we move around the ship to get behind it as best we can.
Fate
GM, 5170 posts
Roll for dodge!
Thu 1 Apr 2021
at 21:34
  • msg #489

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 488):

The ship is sitting in the middle of a crater, a location selected clearly to observe any who approach within 600 yards. However, the light tree cover does offer some protection. Other than coming from where they signal was sent from, there really is not 'behind' per se, unless you mean the rear (engines) of the ship. It is not hard to get there, using the lip of the crater for cover.
Cyril Zotmund
Captain, 3701 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 1 Apr 2021
at 23:38
  • msg #490

Re: Working the Spinward Worlds

Yes, the area somewhat shielded by the engine exhausts. Is the ship closed up?
Fate
GM, 5174 posts
Roll for dodge!
Sat 3 Apr 2021
at 21:48
  • msg #491

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 490):

Yes, they are closed up.

You have little difficulty getting to the rear, where the engine exhausts are.
Cyril Zotmund
Captain, 3702 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 4 Apr 2021
at 03:13
  • msg #492

Re: Working the Spinward Worlds

OK, Cyril knows a great deal I dont about how to enter or disable this ship temporirily at least. The goal is to prevent them from leaving and to force them to come out, hopefully one at a time. Perhaps an external cargo access activator?
Fate
GM, 5175 posts
Roll for dodge!
Mon 5 Apr 2021
at 05:16
  • msg #493

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 492):

Entering by the rear would work...that is where engineering is. Creating your own entrance is the safest way. An Engineer might know more detail...
Cyril Zotmund
Captain, 3703 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 5 Apr 2021
at 19:59
  • msg #494

Re: Working the Spinward Worlds

So Limpit time again... or circular charge or... anyway, we set what we deem sufficient and find cover.
Fate
GM, 5178 posts
Roll for dodge!
Mon 5 Apr 2021
at 20:37
  • msg #495

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 494):

Both are very loud. Your engineer is not with you? He would have a plasma torch...
Cyril Zotmund
Captain, 3704 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 5 Apr 2021
at 20:45
  • msg #496

Re: Working the Spinward Worlds

No, he is not... he is with the ship. maybe he can use it for the repairs.
Fate
GM, 5181 posts
Roll for dodge!
Mon 5 Apr 2021
at 20:55
  • msg #497

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 496):

Ok, So you place a limpit and blow another entrance. It is loud, and clearly alerts the whole ship, with you well back when it blows. Entry proceedure?
Cyril Zotmund
Captain, 3705 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 5 Apr 2021
at 21:06
  • msg #498

Re: Working the Spinward Worlds

Standard, secure the outside, secure the inside after throwing smoke or concussion grenades.

If it looks too tough we might just write this ship off and blow a few more holes in awkward places allowing entrance.
Fate
GM, 5182 posts
Roll for dodge!
Mon 5 Apr 2021
at 21:35
  • msg #499

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 498):

Ok. Run over with me who takes point when. Give me the basic entry proceedure.
Cyril Zotmund
Captain, 3706 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 5 Apr 2021
at 21:48
  • msg #500

Re: Working the Spinward Worlds

Cyril Leads, he is the leader. Sam follows him and wil take the opposite side of the hole...Samantha takes up a position about 100 yards ± with some cover and provides cover with a rifle.
Fate
GM, 5185 posts
Roll for dodge!
Tue 6 Apr 2021
at 04:46
  • msg #501

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 500):

Ok, I am going to pre-empively ask for a dodge roll...

Note any precautions you are taking and your approach. The stern is high off the ground, so entry is either climbing up and dropping through the hole (preferred option) or climbing into the hole.
Cyril Zotmund
Captain, 3707 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 6 Apr 2021
at 18:29
  • msg #502

Re: Working the Spinward Worlds

We have all made use of the Clamshell armor we captured. We are careful to stay low and avoid locations the beams might be able to cover as best we can and keep an eye on them for any movement. We do get on top and move to the middle area where we assess the common area to be.

 [Private to GM:  11:26, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 5,4,1.  Dodge. Basic Dodge is 9 with Mods for armor and it's weight. The weights likely make it a modified 8 with whatever bonus the armor offers.]
Fate
GM, 5187 posts
Roll for dodge!
Tue 6 Apr 2021
at 20:35
  • msg #503

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 502):

As you prepare to enter, you throw in a smoke grenade, wait for it to spread, before jumping in yourself. As your shadow darkens the new 'entrance', you duck in behind an engine naccelle, you note that a beam flash barely a second late flash through the hole you entered by. It came from behind the control console, though you cannot see who fired it due to the smoke.
Cyril Zotmund
Captain, 3708 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 7 Apr 2021
at 02:29
  • msg #504

Re: Working the Spinward Worlds

OK, Weapons of choice are a stun gun and a flamer... will the formwr work here?
If so, I'll try it...
Fate
GM, 5190 posts
Roll for dodge!
Wed 7 Apr 2021
at 05:34
  • msg #505

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 504):

It may work if it hits. But you need to see your target... which you cannot just yet.
Cyril Zotmund
Captain, 3709 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 7 Apr 2021
at 16:42
  • msg #506

Re: Working the Spinward Worlds

But I'll  make some noise to the side and listen; if it sounds like he is poking his head up, I'll try to stun him.


[Private to GM:  09:40, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 1,4,6.  Perception. by 4 ]
Fate
GM, 5193 posts
Roll for dodge!
Thu 8 Apr 2021
at 21:30
  • msg #507

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 506):

You notice no new movement. What are you using (ie sensors/eyes/ears) to look/listen for movement?
Cyril Zotmund
Captain, 3710 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 9 Apr 2021
at 03:10
  • msg #508

Re: Working the Spinward Worlds

Eyes and Ears mostly... don't think we have many sensors. He'll move to be able to cover the console.
Fate
GM, 5196 posts
Roll for dodge!
Sat 10 Apr 2021
at 04:47
  • msg #509

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 508):

You don't have any goggle's or HUD glasses/visors.
This message was last edited by the GM at 21:43, Sat 10 Apr 2021.
Cyril Zotmund
Captain, 3711 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 10 Apr 2021
at 18:22
  • msg #510

Re: Working the Spinward Worlds

No, Google is down at this time... not sure what sort of headgear we might have and what capabilities it might offer.
Fate
GM, 5200 posts
Roll for dodge!
Sat 10 Apr 2021
at 21:45
  • msg #511

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 510):

If you took any of the helments from the guys you defeated, they had visors with hyperspectral vision. If you had any on your own visors, glasses or goggles then hey could have anything. Hence my question.

Damn auto-correct...probably sponsored by google...
Cyril Zotmund
Captain, 3712 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 11 Apr 2021
at 20:53
  • msg #512

Re: Working the Spinward Worlds

In reply to Fate (msg # 511):

Well we took their armor, so taking protective head gear makes sense too... guess we'd have the hyper spectral visors.
Fate
GM, 5203 posts
Roll for dodge!
Sun 11 Apr 2021
at 21:07
  • msg #513

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 512):

That is what I thought, but wanted to confirm. The hyperspectral visors show two infra-red beams, one coming from behind a console about 20 yards away and another coming from a doorway.
Cyril Zotmund
Captain, 3713 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 12 Apr 2021
at 02:52
  • msg #514

Re: Working the Spinward Worlds

OK, these would be warning systems or someones head gear?
Fate
GM, 5206 posts
Roll for dodge!
Mon 12 Apr 2021
at 04:58
  • msg #515

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 514):

They look like Infra-red versions of targeting lasers, but they could be something else.
Cyril Zotmund
Captain, 3714 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 12 Apr 2021
at 17:08
  • msg #516

Re: Working the Spinward Worlds

OK, Cyril will try to move quietly so that he can see behind the console...

[Private to GM: 10:07, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 3,5,3.  Stealth.  made by 1 ]
Fate
GM, 5210 posts
Roll for dodge!
Mon 12 Apr 2021
at 20:21
  • msg #517

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 516):

You are able to sneak around as Samwise, unwarned, tries to make an entrance. You hear him curse over the secure radio

"Buggers made a hole in my suit! That was damn close..."

But the action enabled you to change positions, and the radio silence allows you to seemingly remain undetected. You see a figure with a rifle of some description, fully suited up with a helmet on.
Cyril Zotmund
Captain, 3715 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 13 Apr 2021
at 01:47
  • msg #518

Re: Working the Spinward Worlds

OK, so will the suit prevent his disabling with the sonic stunner or inhibit it seriously?
If so, it's Storm Rifle time.
Fate
GM, 5214 posts
Roll for dodge!
Tue 13 Apr 2021
at 07:07
  • msg #519

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 518):

Looking up the weapon in Ultra-tech, it has an armour divisor of 5, so I am going to say, no it will not. Working on sound waves to disrupt the neural network of the body, it would seem to work very effectively through the suit. I will apply a -2 bonus to the HT roll the target makes to resist the attack.
Cyril Zotmund
Captain, 3716 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 14 Apr 2021
at 03:58
  • msg #520

Re: Working the Spinward Worlds

Cyril'sfirst shot would seem towork, but he takes a second out of habit which does nothing.


20:57, Today: Cyril Zotmund rolled 15 using 3d6 with rolls of 6,5,4.  Guns - Pistol  (stunner).
20:56, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 6,2,1.  Guns - Pistol  (stunner).
Fate
GM, 5218 posts
Roll for dodge!
Wed 14 Apr 2021
at 08:38
  • msg #521

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 520):

You are pretty sure the first hit, but the target seems to resist the effects. He turns, and you can see the beam moving to you! You are pretty sure you will need to dodge behind a piece of machinery in front of you as he fires!

[ Ie, Roll dodge. He rolled well enough on HT! You get a +1 to dodge due to the beam.]
Cyril Zotmund
Captain, 3717 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 15 Apr 2021
at 00:36
  • msg #522

Re: Working the Spinward Worlds

17:35, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,4,4.  Guns - Pistol  (stunner).
17:35, Today: Cyril Zotmund rolled 5 using 3d6 with rolls of 1,1,3.  Dodge.

He dodges and fires again. Both rolls are succesful
Fate
GM, 5221 posts
Roll for dodge!
Thu 15 Apr 2021
at 04:15
  • msg #523

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 522):

The unknown figure dodges behind the console, firing again. This time much more accurately!

[OOC: He also dodged and succeeded in his attack! Range remains 10 yards]

Samwise, meanwhile, makes his entry safely, moving to a position from which he has cover.
Cyril Zotmund
Captain, 3718 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 15 Apr 2021
at 15:16
  • msg #524

Re: Working the Spinward Worlds

Cyril stays behind the console and looks for another way to engage.

[Private to GM:
08:14, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,6,3.  Dodge .  He has at least partial cover, but missed his unadjusted dodge of 9
]
Fate
GM, 5228 posts
Roll for dodge!
Thu 15 Apr 2021
at 20:55
  • msg #525

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 524):

With the partial cover, it is just enough. (DB2, I figured the equivalent of a medium shield). The round smashes into the machinery just in front of you.

From where you are, it is hard to engage from a different direction while he has you pinned down.
Cyril Zotmund
Captain, 3719 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 16 Apr 2021
at 03:38
  • msg #526

Re: Working the Spinward Worlds

No doubt, come on Samwise... I'll try and keep his attention.
Fate
GM, 5232 posts
Roll for dodge!
Fri 16 Apr 2021
at 09:39
  • msg #527

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 526):

[Private to GM: Samwise, Rolled 8 perception, so detected source of beam. Rolled 6 to attack, Aimed head shot at helmet, (Skill 16+12(Acc) -9(Eyes) = 19, rolled 6, so 10 hits! 22 DR/2 =11, +10 smoke, 8 damage to eyes penetrates, x4 multiplier, so 32 damage! passed first HT vs death, critically failed the second. Falls dead.]

You cannot see what Samwise is doing, but you do glimpse a sustained laser rifle fire, before a thump can be felt as much as heard. But not from the console that is attacking you...
Cyril Zotmund
Captain, 3720 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 16 Apr 2021
at 20:27
  • msg #528

Re: Working the Spinward Worlds

Cyril hopes that wasn't Samwise, he tries a third Stun shot

13:27, Today: Cyril Zotmund rolled 9 using 3d6 with rolls of 5,3,1.  Stunner shot.
Fate
GM, 5237 posts
Roll for dodge!
Fri 16 Apr 2021
at 20:48
  • msg #529

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 528):

You fire at the figure, and the shot is good, but once again he seems to resist. His return shot is not particularly accurate though. There are no other shots you can detect. The smoke is starting to clear a little.
Cyril Zotmund
Captain, 3721 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 16 Apr 2021
at 20:53
  • msg #530

Re: Working the Spinward Worlds

OK, Presume some effect and try again to see if we can take him out.

[Private to GM: Dirty word  13:51, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 6,1,6.  Stunner shot, well maybe we have hope, his skill with a pistol is 14.]
Fate
GM, 5240 posts
Roll for dodge!
Fri 16 Apr 2021
at 21:09
  • msg #531

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 530):

Your opponent is better prepared this time, and waits for you to put your head over the top before firing...at your weapon hand! Roll dodge...

[Range penalty is -3, and visibility penalty is negated by your helmets hyperspectral vision.]
Cyril Zotmund
Captain, 3722 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 17 Apr 2021
at 02:46
  • msg #532

Re: Working the Spinward Worlds

He dodges easily ... then tries another shot before ducking down.

[Private to GM: 19:41, Today: Cyril Zotmund rolled 7 using 3d6 with rolls of 1,2,4.  Dodge .
19:45, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 6,3,1.  Stunner shot.  By 4
]
Fate
GM, 5241 posts
Roll for dodge!
Sat 17 Apr 2021
at 03:00
  • msg #533

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 532):

It is his turn to dodge, which he does also easily. Suddenly, his helmet lights up as it is hit with Samwise Laser rifle, but with the assistance of the smoke, the rounds seem to fail to penetrate. But it certainly got his attention!
Cyril Zotmund
Captain, 3723 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 18 Apr 2021
at 03:11
  • msg #534

Re: Working the Spinward Worlds

Cyril switches to his 10mm carbine and takes an aimed shot or two at any weak points (Joints or damaged areas like the back of his helmet).

[Private to GM:  20:09, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,4,4.  Storm Carbine. skill 13 + aim ... likely a single hit somewhere.]
Fate
GM, 5247 posts
Roll for dodge!
Sun 18 Apr 2021
at 03:51
  • msg #535

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 534):

You put away the Stunner and pull out the rifle. As you aim, Samwise again illuminates the assailants helmet. Since this failed to penetrate before, the assailant uses this to target and fire his own round.

Only this time Samwise finds the weak spot in the helmet. As the assailant fires, his own visor flushes red, and he falls to the ground. A cry into the radio tells you that Samwise is also hit though, but still alive.

[Private to GM: Samwise, Rolled 8 perception, so detected source of beam. Rolled 6 to attack, Aimed head shot at helmet, (Skill 16+12(Acc) -9(Eyes) = 19, rolled 15, so 4 hits! 22 DR/2 =11, +6 smoke, 9 damage to eyes penetrates, x4 multiplier, so 36 damage! passed first HT vs death, critically failed the second. Falls dead. He was Captain, and the other corpse in Navigator. Engineer is fixing, and Doctor on standby...

Samwise takes 24 damage to left leg, leg blown off, damage limited to 7 Hp, but dismembered.
]
This message was last edited by the GM at 09:23, Sun 18 Apr 2021.
Cyril Zotmund
Captain, 3724 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 19 Apr 2021
at 03:19
  • msg #536

Re: Working the Spinward Worlds

Crap, one down and we have a casualty... Cyril moves to check on Samwise while staying fully alert to others interferring.
Fate
GM, 5251 posts
Roll for dodge!
Mon 19 Apr 2021
at 07:02
  • msg #537

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 536):

Samwise has taken a hit in the leg from a HEMP round, and has lost his leg below the knee. In great pain, he is trying to bandage the leg."

"Well, Sir, I got two of them, anyhow. Not sure I can be much more use though..."

He is bleeding badly from the injury.

You do not sense any other threats.
Cyril Zotmund
Captain, 3725 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 20 Apr 2021
at 03:49
  • msg #538

Re: Working the Spinward Worlds

I provide best First Aid I can and call Samantha. I keep alert for any other opponents around.
Reattaching the leg is not possible?

[Private to GM:  20:47, Today: Cyril Zotmund rolled 8 using 3d6 with rolls of 4,2,2.  First Aid.   by 6]
Fate
GM, 5255 posts
Roll for dodge!
Tue 20 Apr 2021
at 03:53
  • msg #539

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 538):

It is holding on by a few strips of flesh. You believe the doctor and perhaps engineer are the only two left, if you have been given accurate information. Samantha says she is on the way.
Cyril Zotmund
Captain, 3726 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 21 Apr 2021
at 03:43
  • msg #540

Re: Working the Spinward Worlds

I gather Samwise's laser rifle is more potent than my  storm carbine?
If so, we swap weaons and ammo. I go hunting ...

[Private to GM: 20:42, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 2,3,1.  Perception.  by 9
20:42, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 1,4,6.  Stealth.   by one
]
Fate
GM, 5259 posts
Roll for dodge!
Wed 21 Apr 2021
at 03:55
  • msg #541

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 540):

Well, if you have the beam weapons skill, it is only more potent if you make use of the massive+12 Acc, to make head shots, as Samwise was doing. The Laser Rifle does 6d(2), while the storm carbine, with regular ammo, only does 7d pi+ with regular ammo, and as an accuracy of just 4. But smoke acted as additional DR for the laser rifle.

The two fallen individuals had very fine civilian shotguns. You know these are favorites of pirates due to the ease of purchasing a variety of munitions and also because they are often legal where other weapons are not. They also carried Pistol Shotguns (these use the shotgun skill as well) and considerable ammunition, some armour piercing.

But since you have the Beam weapon skill, Samwise is happy for you to swap weapons and leave him to secure the ship. The layout is standard for a Hero, with only a few additions. Where are you headed?
This message was last edited by the GM at 10:32, Wed 21 Apr 2021.
Cyril Zotmund
Captain, 3727 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 21 Apr 2021
at 16:35
  • msg #542

Re: Working the Spinward Worlds

OK, Where are we in fact within this ship?

Can Samwise say where the other two were coming from?
Fate
GM, 5262 posts
Roll for dodge!
Wed 21 Apr 2021
at 20:20
  • msg #543

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 542):

You are on the lower deck in the rear. Samwise is in too much pain to be able to say where the others are, even if he knew. But with your perception roll, you can hear someone working with the equipment on the deck above, in the engine room, where one of the initial blasts from your ship hit to disable the vessel.

The two down are towards the centre of the engineroom, one near the console (who had you pinned) and the other nearer the lift.
Cyril Zotmund
Captain, 3728 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 21 Apr 2021
at 22:58
  • msg #544

Re: Working the Spinward Worlds

OK, so to get up a deck I can use the lift or find a ladder... any close?
Fate
GM, 5265 posts
Roll for dodge!
Wed 21 Apr 2021
at 23:13
  • msg #545

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 544):

While I can not see one on the map, I am going to say there is an access hatch ladder beside the elevator, which is at the forward end of the engineroom.
Cyril Zotmund
Captain, 3729 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 23 Apr 2021
at 20:42
  • msg #546

Re: Working the Spinward Worlds

I'm going to guess that the crew expects their guys to use the elevator, so Cyril will use it, but be on guard when the door opens.
Fate
GM, 5267 posts
Roll for dodge!
Fri 23 Apr 2021
at 23:52
  • msg #547

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 546):

Perhaps not. The elevator does not respond to controls. The ladder is open, and you e rise up and enter cautiously. A pair of legs from under the engine indicates there is someone busy under there.
Cyril Zotmund
Captain, 3730 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 25 Apr 2021
at 17:57
  • msg #548

Re: Working the Spinward Worlds

I check for armor etc. and any weapons. Alsolook around and listn for any other noises.
Fate
GM, 5270 posts
Roll for dodge!
Sun 25 Apr 2021
at 20:28
  • msg #549

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 548):

There are a number of tool, some of which would be usable as weapons, such as the plasma torch, but not armour or weapons are seen. However, your investigations do not go unnoticed. The figure slides out and swears, grabbing for the torch as soon as he sees you.

"Who the f**king hell are you?" he demands in Low Vilani.
Cyril Zotmund
Captain, 3731 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 26 Apr 2021
at 03:36
  • msg #550

Re: Working the Spinward Worlds

One of those times when the Storm carbine would have been better, But ... he aims the laser Shut Up and listen, do as I say and you'll live, make a mis-move and you are dead.


I am asuming that I am not in easy plasma torch range, figuring it is more of a welding torch than a weapon.
This message was last edited by the player at 03:37, Mon 26 Apr 2021.
Fate
GM, 5273 posts
Roll for dodge!
Mon 26 Apr 2021
at 07:49
  • msg #551

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 550):

Plasma Torch from UT80, does 2d(5), but is a melee weapon, range C,1. So yes, you have the advantage of range, and he is still prone. Excellent for cutting through steel or armour...at close range!

He makes no attempt to fight.

"So, that fathead Tony has met his match, has he, or did you sneak past them?"
Cyril Zotmund
Captain, 3732 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 26 Apr 2021
at 23:51
  • msg #552

Re: Working the Spinward Worlds

Who is Tony? who else is aboard besides the (three?) down stairs?
Fate
GM, 5277 posts
Roll for dodge!
Tue 27 Apr 2021
at 06:32
  • msg #553

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 552):

"Tony Batsuin? He is the CO. He and the navi went down to stop you guys. Doc will be in sickbay, in case Tony cops one. Is he still around?"

[Only 2 bodies downstairs.]
Cyril Zotmund
Captain, 3733 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 27 Apr 2021
at 21:55
  • msg #554

Re: Working the Spinward Worlds

I haven't checked on the Doctor, but no, I don't think Tony is still with us... neither is the Navigator. You would be the engineer?
Fate
GM, 5280 posts
Roll for dodge!
Tue 27 Apr 2021
at 23:08
  • msg #555

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 554):

"Duh. What gives you that idea?"

The name Tony seems familiar for somee reason. IQ roll...
Cyril Zotmund
Captain, 3734 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 28 Apr 2021
at 04:18
  • msg #556

Re: Working the Spinward Worlds

Cyril ponders it for a moment

[Private to GM: 21:15, Today: Cyril Zotmund rolled 12 using 3d6 with rolls of 4,2,6.  IQ. What do you know... not a 17 Made it by one.]

So what is your background, besides pirate?
Fate
GM, 5283 posts
Roll for dodge!
Wed 28 Apr 2021
at 07:32
  • msg #557

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 556):

The name Tony Batsuin is an alias used by a Terran pirate caught, with your assistance, in Sirius, on the 17 Jan 2170. He was reputed to be aboard a particular Lightning class armed merchantman being used as a pirate vessel that impersonated the Dastavka and attacked a merchant vessel, when the actual Dastavka destroyed his ship and handed him over to a Vilani patrol.

The Engineer flicks his plasma torch off.

"Yeah, we were trying to pass as merchants, but friggin Tony just had to go after you when he saw you in a bar on Iminar. He reckoned it was for the bounty Dingir has on you, but we all knew it was personal. Did you kill his friggin mother or somethin?

Regardless, we were put together in a Dingir prison and told to go wreak havoc among Giiri traders, when he got distracted. But if you got him and the navi, we is pretty much done for. What ya gonna do with us?
"
Cyril Zotmund
Captain, 3735 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 28 Apr 2021
at 19:00
  • msg #558

Re: Working the Spinward Worlds

Tony... Tony... OK, Yeah ... He used a Lightening and assumed my ship's name. Started to do some pirating until he had the misfortune of running into us.  Pissed me off by ruining my ships name. We sold the Lightening and turned him and his crew over to the authorities. So Dingir is trying to screw Girri that way now. Bastards.  As for you and the Doctor, assuming you both buy in, we fix up this ship and use them both. You'll get an opportunity to rat on Dingir and then go live your life elsewhere, so long as you quit the pirating bit.
Fate
GM, 5285 posts
Roll for dodge!
Wed 28 Apr 2021
at 20:27
  • msg #559

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 558):

He considers for a bit.

"Happy to quit the pirating, but I am wanted in half the Empire. You know of somewhere beyond the borders I can live a normal life? If I rat on Dingir, I better disappear real good, or they will take on the disappearing part..."
Cyril Zotmund
Captain, 3736 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 29 Apr 2021
at 03:18
  • msg #560

Re: Working the Spinward Worlds

Cyril laughs... Yeah, Dingir really likes me too, lots of good places they don't touch.  I think we can get you far beyond their reach if you want.
Fate
GM, 5288 posts
Roll for dodge!
Thu 29 Apr 2021
at 04:44
  • msg #561

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 560):

He relaxes a bit.

"Can you also arrange for my official death? It could be hard on family if not...

I think Doc is in the same situation.
" he adds as a bit of an afterthought.
This message was last edited by the GM at 11:21, Thu 29 Apr 2021.
Cyril Zotmund
Captain, 3737 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 30 Apr 2021
at 19:51
  • msg #562

Re: Working the Spinward Worlds

That I am not as sure of ...  Where is your family located?
Fate
GM, 5292 posts
Roll for dodge!
Fri 30 Apr 2021
at 21:22
  • msg #563

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 562):

"They will remain held near Dingir until such time as I die, or return. Since I don't plan on returning...I think you see my point."
Cyril Zotmund
Captain, 3738 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 1 May 2021
at 00:21
  • msg #564

Re: Working the Spinward Worlds

Yes, I do... would you have them join you later wherever you go?
Fate
GM, 5293 posts
Roll for dodge!
Sat 1 May 2021
at 00:33
  • msg #565

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 564):

"I would like that, but that would be up to them...once they are free to travel."

He is waiting for confirmation you can help him in that before he puts down the plasma cutter, he he looks expectant.
Cyril Zotmund
Captain, 3739 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 1 May 2021
at 21:20
  • msg #566

Re: Working the Spinward Worlds

Honestly I am not sure what's involved in trying to do that, I'll help if I cn, but I won't promise something I can't guarantee to deliver.
Fate
GM, 5295 posts
Roll for dodge!
Sat 1 May 2021
at 21:46
  • msg #567

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 566):

"If you give me your word you will do your best, that is good enough. I will work on a plan with doc. Sounds like we have a few bodies to work with...come, I will introduce you to Doc."

He puts down the fusion torch and starts to get up, slowly, gauging your response.
Cyril Zotmund
Captain, 3740 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 1 May 2021
at 23:11
  • msg #568

Re: Working the Spinward Worlds

He Nods, That I will do, you have my word.

Yes, Let's go see the doctor, I have a an down stairs who may well need his help.
Fate
GM, 5297 posts
Roll for dodge!
Sat 1 May 2021
at 23:21
  • msg #569

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 568):

He chortles.

"Ah, so we have a playing card to negotiate with then!"

He takes you to one of the cabins that is clearly modified as a sickbay. Standing there is a middle-aged man i smart casual attire covered by scrubs.

"Bonny, it would seem we are under new management. This is, uhh, shit, I did not get your name. I am Stichian Alcova, but you can call me sticks."
Cyril Zotmund
Captain, 3741 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 1 May 2021
at 23:38
  • msg #570

Re: Working the Spinward Worlds

I am Cyril Zotmund. My wife and I were here onother business when your capatain decided to attack us. And if you'd assist my man net deck down undr the engine room, his wife should be there and armed, so let me go with you.

Walk to the Ladder Samantha, coming down with a Doctor... all enemy is gone to my knowledge.
Sticks, can you get the elevator working? we may need it to get Samwise up here.
Fate
GM, 5300 posts
Roll for dodge!
Sat 1 May 2021
at 23:49
  • msg #571

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 570):

"Hang on, why would I do that? I don't mean to be mercenary, but, well, actually I do. I need your word that you will help us out before I go helping you out and risk my neck. Sticks?"

The Engineer looks back at both of you.

"Well, he gave me his word that he would help us fake our own deaths and disappear beyond the Empires borders. That right Cyril?"
Cyril Zotmund
Captain, 3742 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 May 2021
at 03:08
  • msg #572

Re: Working the Spinward Worlds

That is correct. And I was thinking the Hypocratic Oath still meant something ... I forget that there is no such thing in Vilani medicine.
Fate
GM, 5302 posts
Roll for dodge!
Sun 2 May 2021
at 03:21
  • msg #573

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 572):

"Whatever that is. there is not, though we still do desire to do good. Well some of us. But if you have a way to free us from service to Dingir, then lead the way..."

He grabs a few tools and you head towards the elevator. Sticks code operates it without problem, and you head to the lower levels, where Samantha is nursing Samwise, who is struggling to maintain consciousness due to the bleeding.

The doctor goes to work, starting with first aid to stop the bleeding before administering copious quantities of Kulikasu, which causes Samwise to pass out. He then starts to try surgery to re-attach the limb, but quickly realizes it is beyond him.
Cyril Zotmund
Captain, 3743 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 2 May 2021
at 22:37
  • msg #574

Re: Working the Spinward Worlds

Would taking him up to your sickbay help at all?

Bonny Doctor
Mon 3 May 2021
at 05:05
  • msg #575

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 5before""Most likely, though I hear that Terran sickbays are better equipped. But any is better than none. I wanted to see what I could do here before I moved him.
Cyril Zotmund
Captain, 3744 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 3 May 2021
at 21:23
  • msg #576

Re: Working the Spinward Worlds

Would that I had a Terran Sick bay to offer you, but perhaps the locals can assist.

Cyril lets the others get Samwise upstairs while he asks for help from the locals.
[Private to GM:
14:21, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 1,4,5.  Telesend
]
Fate
GM, 5307 posts
Roll for dodge!
Mon 3 May 2021
at 22:53
  • msg #577

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 576):

You are telepathically told that the locals do not have need for Terran medical knowledge here. Their knowledge and skills are suited to their own kind, as is their technology.

But the sickbay does help a little with his rest, though Samantha watches over him nervously. It seems it will be some time now before it will be known what the outcome will be.
Cyril Zotmund
Captain, 3745 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 4 May 2021
at 03:20
  • msg #578

Re: Working the Spinward Worlds

Can his leg be restored or is he going to need a prothesis?

I contact Kat and ask her to bring the ship over beside this one. All fighting has ceased.
Fate
GM, 5311 posts
Roll for dodge!
Tue 4 May 2021
at 08:03
  • msg #579

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 578):

It is possibly too soon to tell, but so far it does not look good.

Kat rings the other craft across, and you are able to combine what you have. Samwise will be out of it for a while due to the effects of Kulikasu, but whether this can be enough to heal the leg is another matter. Kat brings Jamshid across as well, and he asks if he can work with 'Sticks' to see if the cargo ship can be repaired. Samantha will have to watch over the other two prisoners, though she would prefer to watch over Samwise.

However, you do find 5 dTon of supplies (10,000 person days) worth in the ship, but no other cargo.

Give me a telepathic per roll...

05 Nov 2182, Uriisha, $83,590, Supplies: 12,854 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3746 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 4 May 2021
at 19:31
  • msg #580

Re: Working the Spinward Worlds

12:30, Today: Cyril Zotmund rolled 14 using 3d6 with rolls of 6,5,3.  Telepathic Perception.  He must be busy...
Fate
GM, 5314 posts
Roll for dodge!
Tue 4 May 2021
at 20:28
  • msg #581

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 580):

Yeah, OK. You do not notice anything telepathically.

The vessel has some basic supplies, including ammunition for all the weapons you have recovered. What do you plan to do with the prisoners? Two want to return to the empire, and two want to disappear without witnesses...

05 Nov 2182, Uriisha, $83,590, Supplies: 12,854 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3747 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 4 May 2021
at 21:56
  • msg #582

Re: Working the Spinward Worlds

We will have to see about getting them back to the empire.  we keep them away from the Hero and  the two who want to be "dead".
Fate
GM, 5317 posts
Roll for dodge!
Wed 5 May 2021
at 04:29
  • msg #583

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 582):

Ok. They do want to return to collect their goods though. Sticks and doc suggest laying under a blanket with the other corpses when they come...
Cyril Zotmund
Captain, 3748 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 5 May 2021
at 23:29
  • msg #584

Re: Working the Spinward Worlds

Good by me... we'll keep them moving so the other two can't get nosey.
Fate
GM, 5322 posts
Roll for dodge!
Sat 8 May 2021
at 12:30
  • msg #585

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 584):

The two security guys come through, asking which one is the captain when they see the bodies. They check him out, finding severe wounds, and do not check the rest, moving on quickly to get their things.

What is the long term plan now, both ships are close, to keep the two dead quiet?
Cyril Zotmund
Captain, 3749 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 10 May 2021
at 02:40
  • msg #586

Re: Working the Spinward Worlds

They stay in the Hero, the other two are not taken back to it, but our engineer and myself or Smanatha do go over to make repairs ... Are there any other ships coming or going? If need be we might take the Iken up and see if we can find them a ride.  Look for another crewman or two as well.
This message was last edited by the player at 02:41, Mon 10 May 2021.
Fate
GM, 5325 posts
Roll for dodge!
Mon 10 May 2021
at 03:41
  • msg #587

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 586):

This is a fairly remote system, but it is used to a lesser degree as a transit system. Still, finding ships willing to stop and take passengers will take some effort. As will spares, since some of the damage requires new parts. Perhaps a trip back to civilization is in order...
Cyril Zotmund
Captain, 3750 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 10 May 2021
at 19:52
  • msg #588

Re: Working the Spinward Worlds

We could do that Girariim is close and reasonable sized.
The question is can the two men survive ok if we are gone for three weeks.

It's not furthering our mission much, but it is getting rid of a problem.
We will look for a robofac that someone captured and doesn't understand what it is or how to use it.
Likely a prize junkyard find.
Fate
GM, 5329 posts
Roll for dodge!
Tue 11 May 2021
at 07:27
  • msg #589

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 588):

That is one question. Another would be how you will get rid of the other vessel, and how can you look after it while you are flying yours? Actually, which vessel do you want to keep? Samantha would not want to go far from Samwise, so you could leave them both here to recover while you fly...The other two could feasibly survive here alone for many more than weeks. That is probably the least of your concerns.

Finding a Robofac...good luck with that. The Terran scouts look out for such things and get them off the market pretty quick, if they ever get on to start with. They would not make it to a junk yard.

06 Nov 2182, Uriisha, $83,590, Supplies: 12,854 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 20:18, Tue 11 May 2021.
Cyril Zotmund
Captain, 3751 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 11 May 2021
at 22:26
  • msg #590

Re: Working the Spinward Worlds

At the moment, getting rid of the other vessel is not an issue. Fixing it may be.
We get a list of parts needed, get the two prisoners, and take the Iiken to Girarrim.
We givethetwo dudes some funds (say $150-200) and send them off, then  moveto another location and look for parts.
We have told the two we release nothing about our plans and made it sound like we dropped them off and left.


[Private to GM:  15:25, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 4,3,6.  Merchant. Just made it. ]
Fate
GM, 5332 posts
Roll for dodge!
Wed 12 May 2021
at 00:11
  • msg #591

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 590):

You leave Samantha looking after Samwise, considering the trip may not be as good for him as remaining stationary. Your engineer gives you a parts list the other ship will require to be salvaged.

The trip to Girariim is straight-forward. The others assume you will be looking for parts to return to salvage the vessel, asking if they can do so if you do not. They appreciate the funds, and depart on good terms. The parts for the other ship will cost $70,000, as minimum. More if you were to buy new parts. You estimate that you would get about 10 million for it if you can bring it back, based on the assumption that it is a standard Hero and very old (true as far as you can tell). You do find a salvage company willing to pay eight million in situ.

14 Nov 2182, Girariim, $78,190, Supplies: 12,794 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 07:51, Wed 12 May 2021.
Cyril Zotmund
Captain, 3752 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 13 May 2021
at 02:15
  • msg #592

Re: Working the Spinward Worlds

OK, so $8 million as it is  or $10 Mill if I fly it to them?
No Brainer ... when would they like to come get it?

Can I use current funds to get anything to assist Samwise's healing?
Fate
GM, 5335 posts
Roll for dodge!
Thu 13 May 2021
at 08:18
  • msg #593

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 592):

Well, they would love to follow you back with the spares now, based on your reports of what is needed.

They offer you $1 million now, and $7 million when you 'hand over the keys' so to speak.

There are a number of options to help Samwise:

Prosthetic Leg: With servomotors, such as best available today. Works like a real one. $40,000.
Surgical Theater for your inspection Shuttle, in addition to sickbay, 1 dTon, $50,000, +3 to surgery skill, +4 to first aid.
Buy more Kulikasu, $300 per dose

14 Nov 2182, Girariim, $78,190, Supplies: 12,794 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3753 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 14 May 2021
at 02:28
  • msg #594

Re: Working the Spinward Worlds

Whoa,
No issues with taking the guys back to get the other ship in my mind.

BUT before we left, te Doc had tried to reattach the leg... so buying an artificial one seems premature.
Can the Doctor back there use the surgical theater? If so, it seems a worthwhile purchase as does some more of the drug ... say 8 doses?
Fate
GM, 5338 posts
Roll for dodge!
Fri 14 May 2021
at 04:28
  • msg #595

Re: Working the Spinward Worlds

 reply to Cyril Zotmund (msg # 594):

The Doc is unsure of his ability to reattach the leg, but he was still trying when you left. He could certainly use the surgical theatre though. The drug, up to you. More doses is better...
Cyril Zotmund
Captain, 3754 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 14 May 2021
at 19:44
  • msg #596

Re: Working the Spinward Worlds

OK, we'll get the theatre, it's only money... and make it an even 10 doses of the drug... off we go.
We make it clear that there are some removeable thingsthat don't go with the ship ... Side arms, arifles, Hard drives, contents of the safe not related to the ships existance.  They do know it was a Pirate, and that it seems to have been blessed by Dingir.
Fate
GM, 5341 posts
Roll for dodge!
Fri 14 May 2021
at 20:34
  • msg #597

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 596):

Pirates or Privateers, even some recently sent by Dingir, have been a huge source of wealth for salvage companies such as this one. They expect you will remove all personal effects and freight before handing the vessel over, so no problems there.

You make your purchases and depart. Their Hero class follows you, and you jump to Uriisha together, before you transmit to Samantha to get everything off the vessel and prepare to hand it over to salvagers. By the time you arrive and land, she has everything off, including Samwise (and any other persons) off the ship and in a neat pile nearby. Weather is starting to cloud over as you load it all back onto your craft, or at least, all that will fit. It starts to become very clear that the massive pile of supplies and the vehicle will not fit aboard your craft, and that a small local structure will be required. Meanwhile, your engineer gets to work entering the safes and emptying them, and you remove pretty much anything that is not bolted down or used for the operation of the vessel, including workshop tools, all small arms, drugs and medical supplies. Hard drives are also copied, though they are needed for the ships operations. The salvage company oversees that, and waits for handover as they work (with your permission) on the damaged engines.

22 Nov 2182, Uriisha, $8,025,190, Supplies: 12,734 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3755 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 15 May 2021
at 02:14
  • msg #598

Re: Working the Spinward Worlds

Once we have our needs covered, we look at the excess and see if they will give us anything for it...
Fate
GM, 5345 posts
Roll for dodge!
Sat 15 May 2021
at 03:26
  • msg #599

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 598):

There is not much that you cannot use. All the medical supplies are clearly useful, and the supplies are particularly useful given that you may be here for some time. They will consider buying the vehicle (for minimal price) but it too may well be useful on the planet. There are only small arms and some workshop gear, but if you are wanting to set up a small base on the planet here, which seems like it might be very much in line with the mission to get to know the locals, then it might just be in your interest to keep it all and look at buying some land from the locals. Essentially, you can fir it all in if you were to not carry as many supplies, and if you want to set up a base here, having a massive bis storeroom of supplies can make your life a lot easier. It essentially gives you a safe base from which to operate and live is Kat needs to take the ship elsewhere for whatever reason. With the permission of the locals, of course.

22 Nov 2182, Uriisha, $8,025,190, Supplies: 12,734 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3756 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 16 May 2021
at 02:32
  • msg #600

Re: Working the Spinward Worlds

OK, we will go that route then and keep everything. I assume no issues with the Hero and it's sale?
Fate
GM, 5349 posts
Roll for dodge!
Sun 16 May 2021
at 02:43
  • msg #601

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 600):

No issues. They are salvagers, and the act that it is sitting on a breathable planet with known issues, thanks to your direction, means that it is just a matter of time and they can fix it safely, and fly it out. it will take them about a week to fix it though.

The local inhabitants make them uneasy, and they are keen to leave as soon as they can. By that time, Doc has had a chance to use the surgical theatre you purchased. Incredibly, the combination of the drugs and a very good surgery seem to be keeping the leg alive, while the regenerative properties of the Kulikasu, combined with the Ushkiirga, are seeing the flesh reconnecting. However, two attempts to get the bone to regrow properly have failed by the end of the week. Doc wants to try again next week, but if he cannot succeed, then implants will be needed.

Sticks, in the meantime, is staying far from the salvagers as well, spending much time in the forest logging for timber to construct a new dwelling. That does bring some locals to you to discuss what is intended.

25 Nov 2182, Uriisha, $8,025,190, Supplies: 12,704 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3757 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 16 May 2021
at 03:09
  • msg #602

Re: Working the Spinward Worlds

Cyril will explain the purpose of the building and verify that it is acceptable; if not, Sticks gets stopped immediately. We can make a tent with what he has cut if need be.

We ask if there are things we can do to open discusions, so we do not cause any problems nd that we can pass along to any who may come to visit for any reason.
Fate
GM, 5352 posts
Roll for dodge!
Sun 16 May 2021
at 03:29
  • msg #603

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 602):

They discuss it amoung them selves, and get back to you next day. So far, sticks has just been collecting, well, big sticks.

Given your intentions, they offer you some land for a mere $5 million on which to build a Terran Embassy. The land will be big enough for a starport, and close enough to allow commutes for those that with to discuss matters with the hive.

If you were to add another $2.5 million, they would be happy to construct the basics of the starport as well. No refueling tanks, but water supplies and living quarters. Of course, water supplies can be used to create fuel with a refiner, assuming you build a tank for it.

27 Nov 2182, Uriisha, $8,025,190, Supplies: 12,684 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3758 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 16 May 2021
at 19:55
  • msg #604

Re: Working the Spinward Worlds

A very interesting offer and one we would like to see about, but we are not empowered by the authorities to spend such funds or create such an arrangement; But  smaller consulate might be more appropriate to start.
Fate
GM, 5355 posts
Roll for dodge!
Sun 16 May 2021
at 20:29
  • msg #605

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 604):

You are empowered to construct something yourself, which you can then sell to the Terran Government, via the TSA, though. Either way, the initial construction would be for you rather than the Terran government, until such time as they endorsed it, and paid for it.

A smaller consulate would not have a place for your starship though. The current starport is only run by the local species, and not open to human or Vilani without considerable paperwork and advance planning (neither of which you had, hence you were, and indeed still are not permitted to use). It is also only available for short visits, making it unsuited to your visit.


27 Nov 2182, Uriisha, $8,025,190, Supplies: 12,684 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3759 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 18 May 2021
at 02:45
  • msg #606

Re: Working the Spinward Worlds

I see, well given my small fund resource which is "my Money"... I am concerned. So what would a small star port (3-5 smaller ships max) and a building we can use and they can buy and use for a consulate cost?
Fate
GM, 5359 posts
Roll for dodge!
Tue 18 May 2021
at 07:33
  • msg #607

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 606):

That was pretty much what I covered. Something much larger would cost a lot more...

The locals do have a starport of their own, and quite advanced, but they do not allow foreign vessels there for more than a day, and often they do not allow them to land at all. It is not clear what means they use to determine who is allowed and who is not, but you suspect there is some mental scanning involved to determine motives...as such, they would not normally allow any foreign race to construct a starport, so the offer for you is, unusual, according to the salvagers.
Cyril Zotmund
Captain, 3760 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 18 May 2021
at 17:08
  • msg #608

Re: Working the Spinward Worlds

OK, so 2.5 Mill get s a small star port.  But a consulate is not smaller and less expensive than a full blown ostentatious Embassy?
Fate
GM, 5361 posts
Roll for dodge!
Tue 18 May 2021
at 20:20
  • msg #609

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 608):

$5 mill pays fo the land, $2.5 mill pays for the buildings, and this is a small starport, including a small consulate. They are not offering a ull blown ostentatious Embassy.

Overpriced? yes. But then, the Vilani have less than that.
Cyril Zotmund
Captain, 3761 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 19 May 2021
at 02:35
  • msg #610

Re: Working the Spinward Worlds

Cyril is very resentful of the price, but Kat and his son add some arguments in favor.
He pays, grumbling... and he wants written receipts.
Fate
GM, 5363 posts
Roll for dodge!
Wed 19 May 2021
at 05:11
  • msg #611

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 610):

The strange locals seem very understanding, and provide not only a receipt, but a full and detailed contract, detailing what they will provide, for the price.

The contract includes modest but comfortable living quarters for 10 humans, a small garage and workshop for both the starship and two vehicles and limited storage facilities, all in a customs confined compound. The view there is nice, on the side of a hill.

Once signed, what appears to be a small army of workers swing into action.  Utilising what you already have, you are amazed at the speed at which construction begins. Work is done in silence, but with extraordinary co-ordinator and efficiency. Within a week, there is the storeroom built, and you can move into there temporarily. Other workers work tirelessly on the rest of the compound.

03 Dec 2182, Uriisha, $8,025,190, Supplies: 12,624 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 08:37, Wed 19 May 2021.
Cyril Zotmund
Captain, 3762 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 20 May 2021
at 02:30
  • msg #612

Re: Working the Spinward Worlds

More like $525,190 .... we watch and monitor the telepathy for pointers and new knowledge.
Fate
GM, 5365 posts
Roll for dodge!
Thu 20 May 2021
at 03:29
  • msg #613

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 612):

Correct. They are clearly working together telepathically, though you find it hard to see who is directing operations. At the end of the second week, the supervisor presents himself, almost in response to you looking, to discuss style in the new accommodation buildings. They are made of dressed stone, with plumbing and electricity connections.

03 Dec 2182, Uriisha, $525,190, Supplies: 12,624 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3764 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 20 May 2021
at 19:49
  • msg #614

Re: Working the Spinward Worlds

I grab Kat and the two of us go to make decisions.
Fate
GM, 5368 posts
Roll for dodge!
Thu 20 May 2021
at 23:18
  • msg #615

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 614):

The materials are predominantly natural ones, including marble sinks and benchtops and wooden panels. The accommodation sits in a control building for the spaceport on a high section overlooking the spaceport. Transport is by a single road that enters the compound near the control building. There are limited meeting facilities in the ground floor.

You are surprised during the process by a number of tougher looking locals, escorting one that seems of higher rank. They ask about construction methods on Earth, though you sense they are reading your mind more than listening.

Psi mind-reading roll?
Cyril Zotmund
Captain, 3765 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 21 May 2021
at 02:05
  • msg #616

Re: Working the Spinward Worlds

Cyril follows the questions and responds in kind.



19:04, Today: Cyril Zotmund rolled 11 using 3d6 with rolls of 2,5,4.  Telepathic Perception.
Fate
GM, 5373 posts
Roll for dodge!
Sun 23 May 2021
at 09:44
  • msg #617

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 616):

The questions are asked verbally, so they create a distraction that make the telepathic probing more difficult to detect. You get a sense it is happening, but find it hard to pinpoint.

You answer their questions about Terran construction, though find it odd they often use the term earth, which is practically unknown to the Vilani. The soon start to ask about automated manufacturing, showing a loot of interest in the subject. Terran medical technology also interests them a little.

08 Dec 2182, Uriisha, $525,190, Supplies: 12,584 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3766 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 23 May 2021
at 22:20
  • msg #618

Re: Working the Spinward Worlds

We can share some information, but we are not specialists in those fields. On the other hand we have little knowledge of telepathy and have just stumbled along on our own. We could ue some help there.
Fate
GM, 5375 posts
Roll for dodge!
Mon 24 May 2021
at 06:40
  • msg #619

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 618):

They can give you what they know about Telepathy, in as much as it pertains to them, since they have not found other species with that ability, if you are willing to share what you know about automated technology.

This is rather a long undertaking, though, so we can go to one post per month if we are going that way. What activities are others doing during this time?

This will also speed up this thread considerably, and given it is already well advanced over all others, we may need to focus on other threads...

08 Dec 2182, Uriisha, $525,190, Supplies: 12,584 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3767 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 25 May 2021
at 02:39
  • msg #620

Re: Working the Spinward Worlds

Well, we were sent to create some sort of communication and exchange between these creatures and Terra. Thisseems that coming together, so we get involved. Kat has a son to watch and ship to watch over since Cyril is going to be busy.  Samwise has a bunch of healing and recovery to do.
Sticks can make himself busy doing maintenance and some guard duty.. Doc has continuing education as well as Samwise and others to look after.  Samantha is still a guard  and we'll need help for her as well. Should be plenty for everyone to do here. Each can come and present their special Knowledge as it comes up for discussion.

I expect we will be done sharing all we know in about 6 weeks or so ... how long it takesfor them to assist us I don't know.
Fate
GM, 5381 posts
Roll for dodge!
Tue 25 May 2021
at 08:11
  • msg #621

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 620):

The next four weeks are quite intense, and seem to pass remarkably quickly. You teach them a lot about medical science, computers and automated manufacturing. In return, they teach you about their society.

Construction of the small trading base, as they refer to it, comes along well, and you are soon able to move into the quarters. They are much more comfortable than life on the ship, as may be expected, with running water and sewage all connected up most efficiently.

The locals refer to themselves as Nugiiri. Each large group, known as an oytrip, is actually a hive of Nugiiri with members from all castes. Castes you learn about are Leaders, Soldiers, Workers and Sport, or Explorers. They are hexapods about 3 ft (just under 1 m) tall, though the largest Leader or soldier can be as tall as a man, with 2 arms, 2 wings and 2 legs, and are capable of limited flight. Their faces are toothless with multi-faceted eyes, like Terran insects.

The hives seem to share a single mind. They make clear that they have an agreement with the Vilani to leave them alone, and to be left alone. Their alien society encourages even the most stubborn Vilani that they are ill-suited to Vilani society, and th leadership intend to keep the isolation in effect, and insist you do your part to maintain the status quo.

Samwise does make a recovery, with two surgeries managing to give him back the use of his legs. The recovery period is long, however, and it is only at the end of the four weeks that the second surgery to reconnect the nerves is carried out. It will be months before the recovery is complete. Samantha, in the meantime, does guard duty, while Sticks teaches what he can about the technology and maintains the equipment here. It soon becomes clear that though the technology here differs from both Vilani and Terran technology, it is not inferior.

Cyril can put 2 points into one of the following Psi powers:

ESP Talent(Clairsentience, Danger Sense, Detect Psis, Para-Radar, Penetrating Vision)
Telepathy Talent (Animal Empathy, Empathy, Mind Probe, Mind reading, Mind Shield, Mindlink, Telesend, Mental Assault)

This would be one of the very few times he can learn a new Psi power. He will have to develop it, naturally, as he did with his current skills.

05 Jan 2182, Uriisha, $525,190, Supplies: 12,344 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3768 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 25 May 2021
at 19:56
  • msg #622

Re: Working the Spinward Worlds

Some of these have serious limitations... Clairsentience would be good excet for the minute it takes to create and the loss of knowledge around your body...  I think I'll go with Penentrating vision and work on making it better.  Skill right now is weak (plus 2 for ESP Talent and whatever skill level the 2 points provides).

If you want, we can take this knowledge back to Terran officials and share it, then take a vacation while other threads catch up.
Fate
GM, 5383 posts
Roll for dodge!
Tue 25 May 2021
at 20:41
  • msg #623

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 622):

The 2 points just allows you to learn 2 new psi skills. You will still need to develop them. So, Penetrating vision...anything else?

Of course, what you do now is up to you...you can learn more, or head back to take this knowledge back to Terra. But you should leave some representatives at the compound regardless. The delay needed ins IRL, as this thread is already well advanced compared to others!

05 Jan 2182, Uriisha, $525,190, Supplies: 12,344 person days, 6 persons, 60 Supplies per week
This message was last edited by the GM at 20:42, Tue 25 May 2021.
Cyril Zotmund
Captain, 3769 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 26 May 2021
at 02:34
  • msg #624

Re: Working the Spinward Worlds

You said I could put points into ONE of the powers... If I can put a point into two, then the other is Mind Reading.

I'll see if anyone wants to stay here and maintan the station while we are gone. Could be as much as a year.
Fate
GM, 5385 posts
Roll for dodge!
Wed 26 May 2021
at 03:16
  • msg #625

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 624):

My bad. You can put one point into two powers. I do need to improve my communication.

Kat and Seamus are willing. It is a safe and interesting location...
Cyril Zotmund
Captain, 3770 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 26 May 2021
at 23:15
  • msg #626

Re: Working the Spinward Worlds

Um, No... that's my wife and son... Cyril very much wants to stick together.
Fate
GM, 5388 posts
Roll for dodge!
Thu 27 May 2021
at 01:39
  • msg #627

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 626):

So I guess it is Samwise and Samantha then, yes?
Cyril Zotmund
Captain, 3771 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 27 May 2021
at 23:25
  • msg #628

Re: Working the Spinward Worlds

I suppose... Can anyone else use a beam turret?

We ask th Ship salvage company if they can report the people killed in the pirate ship when it was beaten by an honest merchant?
If so, we put everyone's name on the list.
Fate
GM, 5393 posts
Roll for dodge!
Thu 27 May 2021
at 23:28
  • msg #629

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 628):

Use a beam turret, probably. Use it well, not so much. There is only, Doc, Sticks, your engineer and Kat and Seamus...

The salvage company is willing to report all bodies sighted as standard practice.
Cyril Zotmund
Captain, 3773 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 27 May 2021
at 23:33
  • msg #630

Re: Working the Spinward Worlds

Good stuff... I let Doc and sticks know.
Sticks and I start working on the turret practice systems... we need to get better.
We Let the local Droyne know we shall return and will try to bring  more information to them.

Then we head off for Argon (2422) I guess.
Fate
GM, 5396 posts
Roll for dodge!
Thu 27 May 2021
at 23:59
  • msg #631

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 630):

Sure. What route?

To save time, I am going to say that logic takes you through Garaanis, since you do not want to risk pirates.

As you arrive in Garaanis, you are hailed by a non-descript Iiken. They flash s signal that suggests TSA.

20 Jan 2182, Garaanis, $515,190, Supplies: 10,000 (Base) +2,284 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3774 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 May 2021
at 02:20
  • msg #632

Re: Working the Spinward Worlds

We respond as if we are merchants who have crossed paths often.
Garanis was on our route, as I was going to see if the space port/Planetary Defence Base is still manned by folks we know.
If so, I will try to get new Giriian credentials for Doc and Sticks.
Fate
GM, 5398 posts
Roll for dodge!
Fri 28 May 2021
at 02:25
  • msg #633

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 632):

Sure. But before you get there, the TSA vessel requests to visit, suggesting they catch up in person by docking directly.
This message was last edited by the GM at 09:41, Fri 28 May 2021.
Cyril Zotmund
Captain, 3775 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 28 May 2021
at 18:44
  • msg #634

Re: Working the Spinward Worlds

Not an issue, we are cautious, Vilani Intell is not stupid, but we dock.
Do I think I know anyone on the other ship?
Fate
GM, 5401 posts
Roll for dodge!
Fri 28 May 2021
at 21:50
  • msg #635

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 634):

You do. Vilani intelligence is not the only ones who are not stupid, and TSA have sent an old friend to get an update from you. He identifies himself quickly, and asks about how things are going, remembering to bring a bottle of genuine whisky from Terra at least Kat is partial to...
Cyril Zotmund
Captain, 3776 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 29 May 2021
at 03:32
  • msg #636

Re: Working the Spinward Worlds

OH, I thought Cyril was the Good whiskey drinker and Kat preferred bath tub gin.

We sit down and confer, passing along what we have learned, our run in with the Dingir pirates and the new Terran Consulate we have built.
We also let him know we have expended a large chunk of our money building it. Some embassy types might be appropriate at this point. Psionic abilities might be a good thing to require too.
Terran Scout
NPC, 31 posts
Member of Terras Scouts
Sat 29 May 2021
at 03:43
  • msg #637

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 636):

He listens when you describe the pirates an the events leading up to the establishment of the consulate, asking where you got the large chunks of money and how much it cost you.

But when you start talking about Psionic abilities he looks very confused, asking what you are talking about.

20 Jan 2182, Garaanis, $515,190, Supplies: 10,000 (Base) +2,284 person days, 6 persons, 60 Supplies per week
This message was last edited by the player at 11:02, Sat 29 May 2021.
Cyril Zotmund
Captain, 3777 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 29 May 2021
at 22:33
  • msg #638

Re: Working the Spinward Worlds

We fill him in on costs and such, then explain that these creatures communicate telepathically, and find normal speech somewhat bothersome.
We are not sure what other mental abilities they have, but they have showninterest in Terran medical and building technologies.

We do not let on that we have any such abilities.
Fate
GM, 5406 posts
Roll for dodge!
Sat 29 May 2021
at 22:44
  • msg #639

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 638):

The interests in the creature is naturally of interest to him, but when you say the creatures communicate telepathically, it creates more questions than answers. How do you know? Did they communicate that telepathically and if so, what makes you think it is a skill needed by consulate staff, if it did not stop them communicating with you? Is this a new technology we have not learnt about? They are happy to share medical technology, but automated manufacturing, not so keen.

The discussion regarding costs has similar issues when you mention how much it has cost. There is disbelief, because you simply never had access to those kinds of funds. Seven and a half million? You cannot be re-imbursed for funds you never had, and you were given a fraction of that when you left. Your saving, kept secure, have not been touched, so if that is right, who paid for it, and who are we now indebted to?

20 Jan 2182, Garaanis, $515,190, Supplies: 10,000 (Base) +2,284 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3778 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 30 May 2021
at 03:11
  • msg #640

Re: Working the Spinward Worlds

We remind him we did talk about a pirate shipwe captured? we sold it.

It became clear that they were communicating without sound... so we asked and they explained it to us.
As for automated manufacturing, send someone who doesn't know more than you want to share, as it is likely that some of them can read minds. we don't know that, but it's just a step past telepathy.
Terran Scout
NPC, 31 posts
Member of Terras Scouts
Mon 31 May 2021
at 07:16
  • msg #641

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 640):

He looks at you quizzically. You know that how?Telepathy and Mind reading...they would be extremely useful skills for scouts to learn. It is one thing for them to read each others minds, kind of a hive mind, but to read the minds of others? Is that even possible, and if so, can we learn it?
This message was last updated by the player at 07:16, Mon 31 May 2021.
Cyril Zotmund
Captain, 3779 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 31 May 2021
at 04:27
  • msg #642

Re: Working the Spinward Worlds

You ask me? I can't say, but possibly. But I think we do need to establish relations with them and be honest and upfront. Don't send anyone who knows things you don't want them to know until we know more.
Terran Scout
NPC, 32 posts
Member of Terras Scouts
Mon 31 May 2021
at 07:20
  • msg #643

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 642):

"Well, that will take some time to resolve. In the meantime, since you have been there and they presumably know everything you know, you should return until Terra decides who should be sent there permanently. You do seem to know more about them than anyone else.

What can they offer in return for this technology they are interested in? A trade should be both ways...
"

20 Jan 2182, Garaanis, $515,190, Supplies: 10,000 (Base) +2,284 person days, 6 persons, 60 Supplies per week
This message was last edited by the player at 07:20, Mon 31 May 2021.
Cyril Zotmund
Captain, 3780 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 31 May 2021
at 18:46
  • msg #644

Re: Working the Spinward Worlds

As i said, they were interested in Terran medical and manufacturing techniques. They work together quickly and harmoniously, so I would expect they can build whatever they choose quickly and well. It is possible that a couple of our computers would be of interest, but that's a guess.
Terran Scout
NPC, 33 posts
Member of Terras Scouts
Mon 31 May 2021
at 20:44
  • msg #645

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 644):

"I understand they can build stuff, but stuff built is just as likely to be sold to the Vilani. What technology can they offer us, in exchange for our technology? Why should we give then more advanced technology? I don't mean to be mercenary, but we are in a war. What is in tit for Terra?"
Cyril Zotmund
Captain, 3781 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 1 Jun 2021
at 20:32
  • msg #646

Re: Working the Spinward Worlds

Well they seem to have convinced the Vilani to leave them alone... and you have some idea of hard that would be to do. We can speculate on how they did that, but I suspect that the attacking force just couldn't think straight ... if you get my drift. They don't seem to be fond of the vilani and any attempt to strong arm them would likely end up the same way. Terra might benefit just by being friends and seeing what comes of it. No large forces needed or wanted and not much money either. Who knows what we may gain.
Terran Scout
NPC, 34 posts
Member of Terras Scouts
Tue 1 Jun 2021
at 20:42
  • msg #647

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 646):

"Perhaps. Or perhaps they are Vilani's spys, since the Vilani do not seep particularly good at that themselves, but they are very apt to allow species with specific abilities to exist peacefully in their empire by fulfilling a niche no other can fill. The Seurrat manage life support systems, the Geonee are the best Engineers, and the Newts are accountants. Perhaps we just found their spies? Is there a way to tell?"
Cyril Zotmund
Captain, 3782 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 2 Jun 2021
at 02:24
  • msg #648

Re: Working the Spinward Worlds

Have you seen any 3-4 foot high winged insect looking creatures spying anywhere? they are not invisible.
Terran Scout
NPC, 35 posts
Member of Terras Scouts
Wed 2 Jun 2021
at 03:37
  • msg #649

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 648):

"No, but if they can read minds, they may not need to be visible either. Perhaps you should spend more time to investigate that, while we look for long term candidates."

Actually, you are not sure if they can psionically mask their presence, but it may be possible.
Cyril Zotmund
Captain, 3783 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 2 Jun 2021
at 19:56
  • msg #650

Re: Working the Spinward Worlds

That borders on the rediculous... but we will try to verify one way or the other. Anything else?
And we will need some money.
Terran Scout
NPC, 36 posts
Member of Terras Scouts
Wed 2 Jun 2021
at 20:30
  • msg #651

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 650):

Actually, is it an ability in their racial template...

"How much do you have, and how much do you need? We will need documentation for all expenses, of course. If it is re-imbursement of large sums, we will need evidence of how it was paid for as well."
Cyril Zotmund
Captain, 3784 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 3 Jun 2021
at 03:01
  • msg #652

Re: Working the Spinward Worlds

We can show them the costs for the captured ship and the cost of the embassy.

I assume we have been paid as well, so cn tap that source of funds.

As far as racial templates; has Cyril been provided with one of those?
Fate
GM, 5425 posts
Roll for dodge!
Thu 3 Jun 2021
at 11:49
  • msg #653

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 652):

Cyril has not been provided with a template, but has spent enough time with them to see most of the things on there at various time, though he may not have recognized them.

With regards to the captured ship, and the money recovered from it, the scout reminds you that ships captured by scouts are actually Terran property, not personal property, since it is TSA equipment and people that you are using to capture the ship. As such, they will give you a significant bonus, but will not re-imburse the 8 million you got for the captured warship in a battle in which a TSA agent who was badly injured received nothing but excellent medical care!

But yes, you are all paid two months salary, with wages for those back on Uriisha also entrusted to you. These funds go into your personal accounts.

They will organize transport of the other two though if you mentioned them.

20 Jan 2182, Garaanis, $515,190, Supplies: 10,000 (Base) +2,284 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3785 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 3 Jun 2021
at 20:37
  • msg #654

Re: Working the Spinward Worlds

We did, and why... since they are asking to go back to Vilani control... well he'll let the TSA  handle that.

He will mention the two who wish to be noted as dead and his actions on their account so far. He will also mention their aid in helping Samwise to recover.

Assuming nothing ele, we will part ways and head back to Uriisha
Fate
GM, 5427 posts
Roll for dodge!
Thu 3 Jun 2021
at 20:52
  • msg #655

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 654):

No, they wanted to go beyond Vilani control, since they were concerned Dingir was going to put a price on their heads. They were 'recruited' from prison, basically death row. The TSA are happy to take them to Argon or Ceti-Command.

The other two you took with you when you met the salvagers, they they are long gone.

With no more points to raise, you depart and return. They promise monthly visits in future if that is acceptable to check on progress.

04 Feb 2183, Garaanis, $515,190, Supplies: 10,000 (Base) +2,144 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3786 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 4 Jun 2021
at 20:29
  • msg #656

Re: Working the Spinward Worlds

We think monthly visists would be good. To bring food, mail and news.

We make out way back and check on our crew.
Fate
GM, 5428 posts
Roll for dodge!
Fri 4 Jun 2021
at 21:41
  • msg #657

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 656):

You make your way back, and naturally the crew is happy to find out how things went. So too are the locals, though you do not remember telling them...but they are keen to offer local supplies for food, and perhaps exchange some seeds to try out Terran foods.

04 Feb 2183, Garaanis, $515,190, Supplies: 10,000 (Base) +2,144 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3787 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 5 Jun 2021
at 03:16
  • msg #658

Re: Working the Spinward Worlds

What fun! we hold a small cook out to celebrate.
When all is settled, I take Kat to our room and work on a baby.
Fate
GM, 5430 posts
Roll for dodge!
Sat 5 Jun 2021
at 09:30
  • msg #659

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 658):

They can all hold hands and sit around the campfire singing Kum-by-ah if you like!

Their food consists of a LOT of grains, as well as berries small rodents and other insects (much like 8 inch grasshoppers).

Once Seamus is asleep, you and Kat get together like old times...probably time for that HT roll...[Private to GM: Kat passed...]

04 Feb 2183, Garaanis, $515,190, Supplies: 10,000 (Base) +2,144 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3788 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Jun 2021
at 03:18
  • msg #660

Re: Working the Spinward Worlds

The diet sounds reasonable and healthy for them... but we'll pass on the rodents and bugs. We do bring out Ham and some roast beef.


20:16, Today: Cyril Zotmund rolled 6 using 3d6 with rolls of 2,3,1.  Health.   very healthy it seems
Not sure if successes or failures cause things to happen.
Fate
GM, 5431 posts
Roll for dodge!
Sun 6 Jun 2021
at 04:12
  • msg #661

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 660):

Well, procreation is a natural function for healthy adults...she will revisit that in another 3 months, though morning sickness may kick in a little before then!

The Ham and Beef is considered interesting, but not particularly great. You do have some grains, such as corn and peas, which they do not have.

04 Feb 2183, Garaanis, $515,190, Supplies: 10,000 (Base) +2,144 person days, 6 persons, 60 Supplies per week
This message was last updated by the GM at 04:13, Sun 06 June 2021.
Cyril Zotmund
Captain, 3789 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Jun 2021
at 20:20
  • msg #662

Re: Working the Spinward Worlds

I am sure we would have both. Seeds I am not so sure about, but we could ask.  i am presuming that the food items will not grow.

So, is the HT roll a success causes pregnancy, a failure causes pregnancy or just however the GM feels?
Fate
GM, 5432 posts
Roll for dodge!
Sun 6 Jun 2021
at 20:34
  • msg #663

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 662):

HT roll success by both parties results in conception.

Fresh corn or peas will grow.

Any particular focus this month?

04 Feb 2183, Garaanis, $515,190, Supplies: 10,000 (Base) +2,144 person days, 6 persons, 60 Supplies per week
Cyril Zotmund
Captain, 3790 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 6 Jun 2021
at 22:39
  • msg #664

Re: Working the Spinward Worlds

No, practising my new skills, keeping up with the old ones and doing what we can to build relations with these people.
Playing with and teaching my son, and of course paying attenton to my wife.
Never tried growing frozen peas or corn though. Doubt it will work with out some magic of some sort.
Fate
GM, 5435 posts
Roll for dodge!
Mon 7 Jun 2021
at 06:54
  • msg #665

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 664):

Yeah, as mentioned, they should be fresh.

The time spent with family is very good for you all. Kat and Seamus bond to you a lot, and it becomes apparent that Kat has developed morning sickness.

This results in some interesting developments, as the locals show more interest in her development than in political matters. There medical science is remarkably different from Terran or Vilani medical science...the do not have medical psionics, but their ability to use mind reading to obtain medical histories and symptoms makes their abilities in diagnosis extraordinary. The treatment remains similar to Vilani, though, with the exception of surgery. Of course, you do not see them operate on Kat, but the do assist in followup surgery with Samwise. As a result, Samwise is looking like he will make a complete recovery.

In all this, the primary skill you will be using, as under a skilled teacher, is mind reading. This not only enhances your relationship with them, but does much to interest them in meeting with other Terran, as it raises the possibility that psionics are something some Terran can learn. In the first of the monthly visits by TSA, five new agents/diplomats are sent from Gaaranis, but you are asked to stay there for some months at least to effect a handover. The request a for seeds is also given, but due to the distances, it is suggested that visits be done every three months, to allow time to travel to Ceti Command and back.

09 Mar 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,944 person days, 6 persons, 200 Supplies per month
This message was last edited by the GM at 06:58, Mon 07 June 2021.
Cyril Zotmund
Captain, 3791 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 8 Jun 2021
at 02:58
  • msg #666

Re: Working the Spinward Worlds

We discuss this with the locals in somewhat vague terms. But do get them working and planting rows of seeds, whiich will give us more seeds before we start making them food items.

How is Seamus doing with his psionic skills? Has he understood that he and I are unusual and need to conceal the ability outside of this place?
I am also going to quietly start working on the penetrating vision. Look through thin partitions, chek out Samantha & Kat through their clothes etc. [Should get my brown belt in dirty old man here shortly].
Fate
GM, 5438 posts
Roll for dodge!
Tue 8 Jun 2021
at 05:14
  • msg #667

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 666):

Seamus seems to be doing very well with his learning, adapting surprisingly quickly to the psionics around him, he is fitting in very well in the hive Mind, though remaining separate enough to maintain his individuality. However, this does make it more difficult for him to understand the need for secrecy. For your own part, penetrating vision, without local assistance (they do not oppose, but they don't help with that) progresses much slower.

Your seeds are struggling, but some do manage to grow, and they gather a lot of local attention.

09 Mar 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,944 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3792 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 10 Jun 2021
at 00:30
  • msg #668

Re: Working the Spinward Worlds

So a quick check as to why hey aren't growing wll.
Soil conditions and Ph checked. plant food needs, sunlight?

I work with Seamus to get him to understand the difference between here and elsewhere,
I still work on the various skills and do not let the difficulties with penetrating vision detr me, as all of them were hard in the beginning.
Fate
GM, 5443 posts
Roll for dodge!
Thu 10 Jun 2021
at 03:34
  • msg #669

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 668):

Gardening check for the plants. Assume you have a database that grants +2, even to default.

Seamus will have his seventh birthday soon...like my daughter actually! Detail to me how that discussion will go...or detail an appropriate influence skill! He will have to make an IQ roll...

09 Mar 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,944 person days, 6 persons, 200 Supplies per month
This message was last edited by the GM at 08:28, Thu 10 June 2021.
Cyril Zotmund
Captain, 3793 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 10 Jun 2021
at 19:08
  • msg #670

Re: Working the Spinward Worlds

Well we can point out how surprised that first officer was as an example ... and since it is very uncommon and poorly understood, it scares people. We know it isn't dangerous if used ethically, but they won't understand that. They could do stupid things like confine you or hurt you. It is best that they just do not know.
Fate
GM, 5446 posts
Roll for dodge!
Thu 10 Jun 2021
at 20:30
  • msg #671

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 670):

You are explaining to a six year old. Who is first officer? What is ethically? Are they baddies if they want to lock me up? But daddy will fight all the baddies and beat them up!

09 Mar 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,944 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3794 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 11 Jun 2021
at 17:50
  • msg #672

Re: Working the Spinward Worlds

OK... Let's lighten it up... He surely know which man I am speaking of... he sent us onthis mission and I am sure Seamus can remember him.
Likewise Semusis smart enough to know some peope are bad ... they may not always act bad, but they just are not nice. He has seen hem on the playgrounds back at Ceti-Command. He hasseen them in the stores and elsewhere.
I may need to define ethically some ... but I was writing to the GM.  I am not trying to speak with a mythical 6 year old.
If he bolo'd his IQ roll... we'll keep trying to get through.
Fate
GM, 5448 posts
Roll for dodge!
Fri 11 Jun 2021
at 22:30
  • msg #673

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 672):

Actually, I was not sure which person you were meaning!

My point is that most kids see the world very black and white. There are Baddies, that daddy fights, and there are not baddies. Some of the subjective concepts you are trying to explain are difficult for some adults, and very difficult to explain to a six year old, with a limited understanding of the world.

But that was bringing me to the other point...explaining things telepathically may be a better option than trying to use conventional means. This is something the local Nigrii are expert at, and they train their young without speech much of the time. Sorry if it felt like I was splitting hairs, but there was a point beyond just Seamus..Seamus is starting to blend in a little with the Nigrii culture a little, as kids do when they are in a foreign culture, and this is what this discussion is meant to highlight. Does that make some sense now?

09 Mar 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,944 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3795 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 12 Jun 2021
at 21:22
  • msg #674

Re: Working the Spinward Worlds

OK, Yes it dos... I thought you were trying to get me to role pay talking to a 6 year old.

Telepathy is fine too...  and perhaps some mental images from the prvious situations.
Fate
GM, 5451 posts
Roll for dodge!
Sat 12 Jun 2021
at 21:47
  • msg #675

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 674):

There is going to be a new skill you will learn about as you try to limit what you reveal to Seamus: Mind Block (Will (A)...the ability to control and limit what information Psionic eavesdroppers get. It is neither known nor taught by the hive-minded Nigrii, so it will have to be developed by yourself and then taught to Seamus, if he is to learn it.

So, what information will you try to portray telepathically, given that imprecise nature of the communication meaning he could easily get more information about a subject than you intend. (will roll his mindreading vs your Telesend for now, but this is where Mind Block would be used.

09 Mar 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,944 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3796 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 12 Jun 2021
at 23:29
  • msg #676

Re: Working the Spinward Worlds

Mostly I was thinking of the fellow who reruited u for this job... play that back to remind Seamus of that event.
We'll go slowly with the rest.  I will endeaor to control what else I send.

16:28, Today: Cyril Zotmund rolled 13 using 3d6 with rolls of 1,6,6.  Mind Block (Will (A).  well I wanted 3 ones and got one with two 6s. sigh.
Fate
GM, 5454 posts
Roll for dodge!
Sun 13 Jun 2021
at 00:51
  • msg #677

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 676):

It is opposed, but Seamus rolls better. He is quiet long after he should have seen what you wanted to show him.

"Why don't they understand mind-talking, daddy? They seem scared because they do not understand it, right?"

Over the following month you improve mind reading by 3 (1 point) and can put one point into either Mind Blocking or Penetrating vision.

Also, roll a diplomacy to see how things go this month in relations with the locals.

09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3797 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 13 Jun 2021
at 03:57
  • msg #678

Re: Working the Spinward Worlds

Yes, it makes us different, and a great many people seem to resent those different from them. i cannot explain why.

Guess we had best put in it mind blocking.

20:50, Today: Cyril Zotmund rolled 10 using 3d6 with rolls of 5,3,2.  Diplomacy.
Seamus Zotmund
NPC, 4 posts
Son of Cyril and Kat
Sun 13 Jun 2021
at 04:39
  • msg #679

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 678):

"Uh, so just our secret, right Daddy? Mummy doesn't answer when I talk to her thoughts...she must know though, right?"

The month sees considerable improvement in the growing seeds side of things, perhaps due to the season being spring. It also seems considerable growth in your communications with the Nigrii hive mind. You and Seamus are permitted to see the queen and the young, something there is no Vilani documentation on whatsoever. You also observe the growth of their young, as they are observing the growth of yours. It becomes clear that the warrior cast is actually quite capable, and able to perform advanced coordinated maneuvers that most modern armies could only dream of, in complete radio silence. Their flight on dense, low gravity worlds, also makes them much more agile and versatile than human combatants.

Oddly, you notice there are air filters on many of the living quarters. They explain that the planets atmosphere has recently developed more pollen and dust than they find uncomfortable, so they filter areas where they spend a lot of time. Most of their accommodation is in hive-like tunnels underground.

On a side note, I had not looked at age until recently, but it has been a factor since Cyril turned 50, and he was 47 at the start of the game. He is coming to his 60th birthday this year (Game time). Now Campaigns wants you to roll for each attribute every year. That is a lot of rolls, and if you prefer, you can do that. A roll of 17 is a regular failure, and 18 is always a critical failure. Doing a little statistics, 1 roll for each attribute will suffice, but instead of rolling 10 times, roll once. A roll of 14 or 15 looses one point of that attribute, a roll of 16 or higher looses 2 points. Roll in order: ST, DX, IQ and HT. See B444 for more information if you are interested.

09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
This message was last edited by the player at 08:42, Sun 13 June 2021.
Cyril Zotmund
Captain, 3798 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 13 Jun 2021
at 20:27
  • msg #680

Re: Working the Spinward Worlds

Seamus, Mummy should hear you, but she can't talk back that way. She is in on the secret though, she just can't do what we do.

We will lok to see what might be increasing the dust levels and check to make sure our plants aren't the issue with the pollen. Then we can see what plants might be the issue.

We annotate all we see and learn.

I think I did mention it back a ways... but then he is Half Vilani (or soething else, as he inherited the Psionics from his Mom), so I would assume he has a somewhat longer life span than the averge human. still want checks at 60?

From ISW Page 75: Vilani longevity apparently breeds true. People of mixed Vilani-Terran parentage already show signs of extended vigor and health. The few people of mixed heritage who were born prior to 2070 are routinely clearing their century mark.

I also was reading about Psionics on Page 135, and we may need to adjust Cyril's skills. Psycometry is not a generally allowed ability.
We can make it something else and just port the points over if you wish.  Or has a VERY unusual ability.
Fate
GM, 5460 posts
Roll for dodge!
Sun 13 Jun 2021
at 22:20
  • msg #681

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 680):

Seamus acknowledges about mummy not being able to communicate back, and Kat gives him a big hug to confirm your words.

It soon becomes clear that Corn and peas contribute very little to pollen or dust, and are therefore very welcome additions to their diet, but they will take time to really propagate. It also becomes clear that a full biological analysis of the local ecosystem would be needed to determine the causes of the issue, but you find out it has been that way for centuries.

I trolled through creation of Cyril, and there was no mention of any other race, so I went with Human. Happy to amend if you find an indication of something else, but there is no reason Humans cannot be psionic...it is just unusual. Unless there is something to indicate other than human, we should have been rolling since age 50!

The psycometry, yes, I noticed that some time ago, but figured that you had not used it at all. It is indeed a very unusual ability, and if you wanted to change the points for something listed in G:ISW, I would be fine with that. Or you can have the ability. Cyril is nearly a 400 point character at this point, so he is already exceedingly rare in his abilities...

09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3799 posts
Commander UNN (Ret)
ex Scout and Exploratory
Mon 14 Jun 2021
at 22:15
  • msg #682

Re: Working the Spinward Worlds

I lost my original write up for Cyril I think when my computer crashed a bout 5 years or so ago... but his mother was High Vilani and disowned for marrying a barbarian as I remember it.  That's why he initially spoke only High Vilani and had to learn Low Vilani.

Here is what I found going back:

Everyone is basically Human in the Terran systems? Could a colonist* have Psionics?
Thinking awareness and perhaps Telekinetics ... wondered about diagnosis/medical capabilities.
* Colonist= someone not born on Earth and exposed to other culture(s) and backgrounds while growing up

I was originally going to have this Char grow up on a foriegn planet as a colonist... exposed to another race that while less developed technically, had learned to take advantage of Psi, and that I learned enough to have is at a low level, but developable....

Most likely, you would be born on Nunski, that had access to certain Vilani subjects that have latent (and undiscovered) Psi talents.

Msg 21: _Unusual Background required for psi abilities, which is fine. Have anything particular in mind? Mother from one of the far Vilani races would explain it, though most likely then you grew up on Nunski or Bernards Star.

Msg 22: Mom is/was Vilani is fine...

Msg 24: I am sure there are a few Vilani who would see him suffer with glee ... probably his mother's family who feel betrayed and now have a damn Terran in the family tree...

As for the Psycometry, If you don't object, I'll just keep it.

I muss Seamus's hair and tell him what a smart kid he is.
Fate
GM, 5463 posts
Roll for dodge!
Tue 15 Jun 2021
at 06:46
  • msg #683

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 682):

Yeah, ok. Happy with that. Give him half Vilani, and hence he will not start making age rolls until half way between the human age (50) and the Vilani age (100), so not until age 75, since he does not have longetivity. All the data I have on him is in the private messages.

Seamus, like many kids, start pretending he does not like you messing his hair and starts to wrestle you!

Any plans for this month with the local population?

09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3800 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 15 Jun 2021
at 23:09
  • msg #684

Re: Working the Spinward Worlds

Seamus and I have a little wrestling match.


Nothing particular springs to mind...Just work with the locals and try to get better with the psionics.
Fate
GM, 5467 posts
Roll for dodge!
Wed 16 Jun 2021
at 00:30
  • msg #685

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 684):

The local population here are not spread out over the entire planet. It is only this month you realise that, though no reason is offered. You continue to progress in mind reading, and like last month may put one point into either mind block or penetrating vision. Note that mind blocking is also a skill, as it is in this case.

The time with family continues to blossom, as does Kat, who is starting to show her pregnancy. Her hormones going wild, you find yourself needing a babysitter a lot...

Seamus, for his part, is learning well from the locals.

09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
This message was last edited by the GM at 00:33, Wed 16 June 2021.
Cyril Zotmund
Captain, 3801 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 16 Jun 2021
at 02:44
  • msg #686

Re: Working the Spinward Worlds

Much as the other appeals, Mind Blocking gets the point.

Definitely spend time with Kat, pregnancy no longer being a concern.
Samantha can help with Seamus as can Samwise ... he may need the experience.


So the planet is not widely populated and this grouping is much of the total population?
Fate
GM, 5470 posts
Roll for dodge!
Wed 16 Jun 2021
at 03:11
  • msg #687

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 686):

With regards to the social grouping, yes. Most of the population seems to be over two small areas, with much of the planet uninhabited.

You get plenty of practice to work on mind blocking, as you start to feel your way around the psionic landscape. It is becoming increasingly clear that without psionics, there could be little meaningful communication with this spieces.

09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3802 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 16 Jun 2021
at 20:47
  • msg #688

Re: Working the Spinward Worlds

I presume we have found local items with which to supplement our rations with.

Are there mammals or other larger animal sorts about?
Are there other places that would seem hospitable to these creatures living conditions?
Is the reproduction rate that low?
Fate
GM, 5474 posts
Roll for dodge!
Thu 17 Jun 2021
at 06:28
  • msg #689

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 688):

There are large animals, possibly mammals, like sheep that seem edible to humans, though the Nigrii rarely eat them. There are plenty of grains, including variants of wheat.

The Nigrii seem to have a strictly controlled reproduction system, and young are born in response to the needs of the group. As such, it is hard to tell if the climate is agreeable otherwise. Since they reproduce in accordance with the needs of the group, they do not consider the reproduction rate low, so they have nothing further to say on the matter.

09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3803 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 17 Jun 2021
at 21:21
  • msg #690

Re: Working the Spinward Worlds

And expanding to a third group/hive seems undesirable? OK...

We carefully, with Nigrii approval, take a large animal  or two medium animals a week. We endeavor to let little go to waste, tanning skins and making sausages ... wewill share with the Nigrii if they choose to, adjustiing or take to cover the extra needed. we are very careful to not exceed the probably reproductive rate of any species.
Fate
GM, 5476 posts
Roll for dodge!
Fri 18 Jun 2021
at 04:40
  • msg #691

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 690):

Given the number of these creatures, and Nigrii indications that they can double in number annually, you are far from capacity. The way you prepare sausages is a hit with them, with some finding the taste terrible, and some finding the unique flavour exotic.

Discussions about a third hive are considered, but they do not see the point. It does reveal a very introverted view on the universe, with the approach that they will not bother the non-psionics if the non-psionics with not bother them.


09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3804 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 18 Jun 2021
at 23:53
  • msg #692

Re: Working the Spinward Worlds

Seems reasonable, but that doesn't always count for much. The Vilani have been known to nuke places that don't do it their way.

We will encourage them to look at ways to keep their populace safe in a war they don't want. We certainly don't want it either, but we have had a lot of experience with the Vilani way.
Fate
GM, 5480 posts
Roll for dodge!
Sat 19 Jun 2021
at 01:02
  • msg #693

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 692):

Not, apparently, as much as they have had at avoiding war. Hence the willingness to make some contact with a warring peoples such as Terrans. The Nigrii have lives peacefully with the Vilani for over 2,000 years. Yes, they have seen what happened to restive races such as the Vegans, and others as well, but they keep out of the way of the Vilani, and the Vilani generally keep out of their way. They are Nugrii, after all, and obviously alien to the human Vilani, or Terrans, for that matter.

They thank you for your concern, but politely inform you they will keep their population safe by not being a threat to either Terrans nor Vilani. They do find your claim of having a lot of experience with the Vilani way amusing, though.

09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3805 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 19 Jun 2021
at 02:29
  • msg #694

Re: Working the Spinward Worlds

Cyril wishes it was amusing ... perhaps he should send them memeories of some of what the Vilani did...
Fate
GM, 5483 posts
Roll for dodge!
Sat 19 Jun 2021
at 03:45
  • msg #695

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 694):

They respond by showing him collective memories of the siege of Muan Issler, and the absolute destruction wrought there. Then they point out that the Vilani do that to any species they cannot control. The Nugrii are masters at letting the Vilani have the control of the militaries they desire, whilst leaving the Nugrii alone to get on with their business. While the Vilani stay out of Nugrii hive minds, they can rule the space lanes. Better, perhaps if they do, for then the undesirables, such as those that followed you here, are kept away.

09 Apr 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,744 person days, 6 persons, 200 Supplies per month
Cyril Zotmund
Captain, 3806 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 20 Jun 2021
at 02:37
  • msg #696

Re: Working the Spinward Worlds

Cyril shrugs, OK, Maybe you have things under more control than I imagined.
Fate
GM, 5485 posts
Roll for dodge!
Sun 20 Jun 2021
at 02:47
  • msg #697

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 696):

Where do you want to take things next month?
Cyril Zotmund
Captain, 3807 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 20 Jun 2021
at 21:18
  • msg #698

Re: Working the Spinward Worlds

No clue at the moment ... need to get off, company inbound.
Cyril Zotmund
Captain, 3808 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 22 Jun 2021
at 03:11
  • msg #699

Re: Working the Spinward Worlds

Mostly we are just learning from each other.
I don't have much in the way of instructions and not much inthe way of ideas either, except to improve my skills and those of seamus
Fate
GM, 5488 posts
Roll for dodge!
Tue 22 Jun 2021
at 06:26
  • msg #700

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 699):

In that case, we can move forward one month and progress those skills as last month.

At the end of this month a delegation from TSA arrive. They include a couple of folk you discern pretty quickly have psionic capabilities, and all wear these strange headbands, some of which they offer to you.

They raise the idea of replacing you, as a specialised team dealing with something that no scientists will admit exists while at the same time also having some diplomatic training.

[OOC: Not really where to take this. They are a very introverted species, and other than some extra psionic kick, there is not much to do with them that I can see. Perhaps I am missing some opportunities. You have 3 more points in mind reading )(already added) plus on point in either Mind Block, Penetrating vision or diplomacy.]

09 May 2183, Uriisha, $515,190, Supplies: 10,000 (Base) +1,544 person days, 6 persons, 200 Supplies per month
This message was last edited by the GM at 08:24, Tue 22 June 2021.
Cyril Zotmund
Captain, 3810 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 22 Jun 2021
at 17:13
  • msg #701

Re: Working the Spinward Worlds

Lets put the point in Penetrating vision.

The head bands are Psionic protection?

Why don't we take Cyril back to Argon and let him settle, Kat can get better pre-natal care and Cyril can assist Andrew with his breadth of experience and exposure.

Cyril has done well, so perhaps time to retire.  Sdian and Gloria ar doing well, although retirement is in the offing for Gloria as well.
She was 26 when she started, but I can't find her first post to see how many years have passed, but for Cyril it was 13 years so Gloria is about 39 and feeling the Biological clock ticking down.
Fate
GM, 5492 posts
Roll for dodge!
Tue 22 Jun 2021
at 20:03
  • msg #702

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 701):

Yes, I was wondering about that. A 400 point character, he would likely become Andrews right hand man and security advisor. The game started in Jan 2170, when Cyril was 47, and it is now mid 2182, so 13 years later. Cyril is now 60, and Kat would be 39 and probably wanting to settle down as well.
Cyril Zotmund
Captain, 3812 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 22 Jun 2021
at 20:54
  • msg #703

Re: Working the Spinward Worlds

Ah... a May December marriage.  I miss Kat a lot.

Yes, I think it's time to make Cyril a sometimes character in the Background now.
Kat has piloted out in dangerous places enough and I am sure she could teach other wanna be Pilots a whole lot!
Argon seems a likely retirement spot.
Fate
GM, 5494 posts
Roll for dodge!
Tue 22 Jun 2021
at 23:28
  • msg #704

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 703):

Cool, that sounds like a great plan. They will take their time getting back to Argon to retire by the end of July 2182, raising a family. Seamus might be a viable character by about 2194... possibly with a patron!
Cyril Zotmund
Captain, 3813 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 23 Jun 2021
at 02:34
  • msg #705

Re: Working the Spinward Worlds

LoL... should  I live so long...
Fate
GM, 5496 posts
Roll for dodge!
Wed 23 Jun 2021
at 03:07
  • msg #706

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 705):

You the player, or you the character? That sound ominous!
Cyril Zotmund
Captain, 3814 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 23 Jun 2021
at 19:26
  • msg #707

Re: Working the Spinward Worlds

Me the player... I will not see 2194 in this life, but maybe in the next one?
Fate
GM, 5499 posts
Roll for dodge!
Thu 24 Jun 2021
at 01:48
  • msg #708

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 707):

Lol, neither of us will see that year in this life, but I should hope we see that year in this game!
Cyril Zotmund
Captain, 3815 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 24 Jun 2021
at 02:02
  • msg #709

Re: Working the Spinward Worlds

You might, you are a good bit younger and it's only 70 odd years. You'd be a hundrd or so... i'd be pushing towards 150
Fate
GM, 5504 posts
Roll for dodge!
Thu 24 Jun 2021
at 04:09
  • msg #710

Re: Working the Spinward Worlds

In reply to Cyril Zotmund (msg # 709):

I would be 130...I have my doubts!
Cyril Zotmund
Captain, 3816 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 24 Jun 2021
at 20:02
  • msg #711

Re: Working the Spinward Worlds

OK, That is pushing it a bit...

So off to Argon with new Headbands we go...
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