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Working the Spinward Worlds.

Posted by FateFor group archive 0
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
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