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History: The First trip of Jean Bart.

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

The First trip of Jean Bart

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

Vessel details are as follows:

Jean Bart, 800 dTon Hardrada Class raider

(3.5G/Move:3150, dDR:75, dHP:80/80, dTons of Cargo Space: 36 (53 with ships boats), SM: +10), Wedge shape
Weapons:16x Beams, 6x Missiles, 2x Sandcasters, 2 x Ships boats (Military, See Below)
Facilities: 3 Workshops, 3 Sickbays, 1 Biological and Pharmacist Laboratory added to assist with dealing with diseases.
Life Support: 146, Crew: 140 (included 79 Troops and 10 Gunners, 7 IT/Intelligence Specialists, 13 Medical Specialists and 3 Scientists to use the Labs)

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

Ships Boat (Military), 35.5 M Solars, 30 dTons
(4G/Move:675, dDR:27, dHP:25/30, dHP:30/30 dTons of Cargo Space: 8.5)
Weapons: 1 Turret, 1 x Beam, 1 x Missile, 1 x Sandcaster, Workshop, Sickbay, Life Support and bunks for 20

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

Stores approximately 7 weeks of supplies, 6 Grav Bikes and 2 Grav Jeeps, as well as weapons, ammo and protective suits. Full holds do slow the vessel a little. 144 Missiles, 72 Sandcasters. Fuel processors take 7 hours to process enough fuel for a jump. Tank holds enough for 2 x 2 Parsec jumps.

Items in the Jean Barts Armoury

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

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

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

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

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

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

10x Limpit Mine Dispensers,

100x Limpit Mines,

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

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

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

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

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

There may be other items...but these would be standard issue.

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

[Private to Raymond 'Duke' Vurhund:
Actual Mission

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

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

The First trip of Jean Bart

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

The First trip of Jean Bart

In reply to Gloria Flake (msg # 2):

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

The First trip of Jean Bart

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

The First trip of Jean Bart

In reply to Gloria Flake (msg # 4):

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

The First trip of Jean Bart

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

The First trip of Jean Bart

In reply to Gloria Flake (msg # 6):

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

The First trip of Jean Bart

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

The First trip of Jean Bart

In reply to Gloria Flake (msg # 8):

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

The First trip of Jean Bart

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

The First trip of Jean Bart

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

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

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

The First trip of Jean Bart

In reply to Hawthorne Doyle (msg # 11):

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

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

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

The First trip of Jean Bart

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

The First trip of Jean Bart

In reply to Hawthorne Doyle (msg # 13):

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

The First trip of Jean Bart

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

The First trip of Jean Bart

In reply to Hawthorne Doyle (msg # 15):

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

The First trip of Jean Bart

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

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

The First trip of Jean Bart

In reply to Hawthorne Doyle (msg # 17):

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

The First trip of Jean Bart

In reply to Military Official (msg # 18):

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

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

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

The First trip of Jean Bart

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

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

The First trip of Jean Bart

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

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

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

The First trip of Jean Bart

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


[Private to GM: Can I call on the intelligence agency to see what information they might have on Ceti sector? Or if indeed, they currently have any deployed agents?]
Intelligence Official
Thu 6 Dec 2018
at 10:48
  • msg #23

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 22):

"We know nothing of this particular region of space. It does not officially exist in Vilani records as anything except a region of Dissidents outside of Vilani Law. The best we have found is a single Administrator sent to stop illegal activities at Ceti Command."
Fate
GM, 1965 posts
Roll for dodge!
Sun 9 Dec 2018
at 23:22
  • msg #24

The First trip of Jean Bart

In reply to Intelligence Official (msg # 23):

The intelligence official sighs.

"So you are heading to 3030, and after that unknown. I hope nothing nasty happens after you have moved on from there."

He then departs.

Resupplying takes until 30 May 2172, since you have to hunt your own food, but the process of doing so leaves the men in high spirits.

The trip to 3230 is equally uneventful, and you are able to refuel without hindrance. The directions to the small craft given by the Dastavka are good, and you can quickly see that the craft have not been disturbed.

It is the 15 June 2172 by the time you exit hyperspace in 3030. Scanners initially indicate nothing that would suggest life, and only one of the 5 moons of the three gas giants has any atmosphere, but no surface water.
This message was last edited by the GM at 00:44, Mon 10 Dec 2018.
LCDR Hawthorne Doyle
PC, 12 posts
Captain of Jean Bart
Mon 10 Dec 2018
at 16:55
  • msg #25

The First trip of Jean Bart

Well, it's not unusual that we find nothing here.. more likely that we'll find something in the Charmeer system though, so lets head there and be careful about it
Fate
GM, 1968 posts
Roll for dodge!
Tue 11 Dec 2018
at 00:54
  • msg #26

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 25):

The Charmeer system is not unknown to you, as it is where the Jaques Cartier was destroyed, and the crew marooned there. With 4 gas giants and 1 planet in its own belt, along with its moon, the planet was home to a small number of dissidents that fled with the survivors. What has happened in the months since then is anybodies guess.

But you will soon know. After scanning as best you can (the Hardrada class lack long range survey sensors which are usually considered exploratory equipment), you refuel and prepare to jump. Arriving on the 22 June 2172, you find the system deserted...for now. Estimates of when the patrols went through indicate that an outbound patrol is due within the next few days.
LCDR Hawthorne Doyle
PC, 13 posts
Captain of Jean Bart
Tue 11 Dec 2018
at 04:52
  • msg #27

The First trip of Jean Bart

OOC: is there any info on 'Union'?
Fate
GM, 1972 posts
Roll for dodge!
Tue 11 Dec 2018
at 05:15
  • msg #28

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 27):

Bare minimum, 4 Gas Giants with a total of 10 objects in orbit, the largest of which is a large planet with a hostile hostile and atmosphere but no population is indicated.
This message was last edited by the GM at 09:50, Wed 12 Dec 2018.
LCDR Hawthorne Doyle
PC, 14 posts
Captain of Jean Bart
Wed 12 Dec 2018
at 20:39
  • msg #29

The First trip of Jean Bart

OOC: Which is the least populated populated system in the ceti sector?
Fate
GM, 1976 posts
Roll for dodge!
Wed 12 Dec 2018
at 21:44
  • msg #30

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 29):

Lol, officially only Orgill, Beta Port and Ceti Command have any population. You Know Clameer had a small breakaway group, but other than that, nothing is KNOWN...
LCDR Hawthorne Doyle
PC, 15 posts
Captain of Jean Bart
Wed 12 Dec 2018
at 21:48
  • msg #31

The First trip of Jean Bart

Well, lol as you want :) I just don't really know the environment fvery well, there's a lot of implicit knowledge that the character would know but I don't.

Ultimlately the goal at the moment would to be find fringe colonies and ooutposts that are 'on the rim' and then start endeavours to cause dissent



Fate
GM, 1979 posts
Roll for dodge!
Thu 13 Dec 2018
at 10:12
  • msg #32

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 31):

The dissidents can offer you the following advice. Goran, one of the Dissidents from Clameer, would be with you, and is probably the best informed dissident you know. He has personal motives for being with you...he does want to help out some family members on Beta Port. But he only knows a couple of dissident/pirate captains (The Vilani call them pirates, he calls them dissidents). He is also interested in getting any valuables left on Clameer, but most of that stuff left was large industrial equipment he could not transport on the Gashidda...

The furthest outposts that would be best to start with as they will not be known by the Vilani, whose charts you are currently using. Anonymity is their defence, so you will will have to find them the old fashioned way. Faith and Nova Pacifica are likely candidates, but 2939 or any other habitable planet should be checked since Terran computers first appeared and made jumps possible (if risky) without jump tapes.
LCDR Hawthorne Doyle
PC, 20 posts
Captain of Jean Bart
Wed 9 Jan 2019
at 23:37
  • msg #33

The First trip of Jean Bart

Doyle heeded the advice he had and then assured the man that retrieving equipment would be much more possible, and less risky when the Vilani fleets were occupied with other things. A number of fires starting up across the sector would at least force them to spread their forces a little, and keep all attention on that front.

"Let's set course for Faith, we will head out to some of the further out sectors, but it certainly does not hurt to see what we are working with on the way he said emphatically before taking his seat.
Jean Bart Navigator
Thu 10 Jan 2019
at 06:36
  • msg #34

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 33):

"Sir, we will need to jump to an intermediate system from here, as Clameer is 3 systems from Faith. Which system should be the intermediate one?"
LCDR Hawthorne Doyle
PC, 21 posts
Captain of Jean Bart
Thu 10 Jan 2019
at 10:45
  • msg #35

The First trip of Jean Bart

3031 will be fine he said.
Fate
GM, 1985 posts
Roll for dodge!
Fri 11 Jan 2019
at 09:55
  • msg #36

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 35):

Jumping through 3031 is wonderfully boring. You refuel at the only small planet that has water, though little life to speak of, if any, and jump through to Faith by the 1st of July.

Hidden amoung the 4 gas Giants are two small planets, one of which seems able to support life. With 60% of the surface covered by water and a thin atmosphere, it could be hiding some life, but finding it could be another matter.
Fate
GM, 1986 posts
Roll for dodge!
Sat 12 Jan 2019
at 11:28
  • msg #37

The First trip of Jean Bart

In reply to Fate (msg # 36):

As you approach the planet, sensors indicate that it has considerable plant life, and some primitive animal life. Goran, the dissident with you from Clameer directs you to try a dissident signal, as usual. You are surprised when you get a response, as sensors had not indicated any advanced life or civilization.
LCDR Hawthorne Doyle
PC, 22 posts
Captain of Jean Bart
Mon 14 Jan 2019
at 23:17
  • msg #38

The First trip of Jean Bart

Doyle frowned and made note to keep record of the dissident signal.

"So, sensors picked up nothing? Down on the surface? Is there something in the atmosphere blocking scans? he asked his sensor crew before turning to Goran.

"What are they doing here? Hiding? he asked while brushing his chin with a curious hand.
Goran
NPC, 14 posts
Mon 14 Jan 2019
at 23:27
  • msg #39

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 38):

"If they are dissidents, I think you can be certain they will be hiding. From Vilani patrols, if nothing else. Often underground, from experience. Be glad sensors are far from perfect...as for what they are doing here, you probably need to ask them that." he says with a smile.
LCDR Hawthorne Doyle
PC, 23 posts
Captain of Jean Bart
Wed 16 Jan 2019
at 18:18
  • msg #40

The First trip of Jean Bart

Alright, well if they're simply hiding out, there seems to be little reason to spend time digging them out and seeing what they're up to. Lets get a little closer see if we can identify any ships, but if nothing is detected, we can conitnue on Hawthone said before pausing a moment and then adding

Can we get a communique to them? Let them know who we are, and the classification of our ship, and let them know we're friendly but might be back in the near future


OOC: I just assume tha tif they're holding up and not really equipped out with any kind of ship that can cause trouble, or a vilani population to influence then there's no tmuch point in dealing with them at the moment. It might just be good as a supply/hideout temporarily
Fate
GM, 1990 posts
Roll for dodge!
Wed 16 Jan 2019
at 20:19
  • msg #41

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 40):

Communications are readily established. They inform you a Vilani patrol passed through the sector just days ago, and that they have no ships in anticipation of the patrol, which regularly passes through very 2 months.

However, when you identify yourself, they request you send doctors to assist in making vaccines, a process started on Clameer about a year ago and stopped by Vilani attacks. Goran can confirm this...
LCDR Hawthorne Doyle
PC, 24 posts
Captain of Jean Bart
Wed 16 Jan 2019
at 21:51
  • msg #42

The First trip of Jean Bart

Well, I'm not one to turn down a request for aid. he smiled and then opened a comm link to the ship's infirmary.

"We have had a request for medical aid, draw up a list of supplies and personnel that are not essential and we'll head down to offer help. If needs be they can stay in the colony until we come back, but if we can help and then be gone quickly all the better he said and then nodded to  the pilot for them to approach the planet and enter atmosphere.


OOC: I presume we have at least one?
We can send down a shuttle with some staff, or land if you have an area ready he offered.
Fate
GM, 1991 posts
Roll for dodge!
Thu 17 Jan 2019
at 10:52
  • msg #43

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 42):

"We have a small secure location, but it is not big enough to hide your ship. A shuttle would be welcome..."

They send you co-ordinates of a landing site. It does not take you long to get a team of medics, with a couple of security personal, ready for insertion. On arrival, they inform you that the population is very small, but that they are trying to grow a vaccine. It might take a week to get the process up and running reliably.
This message was last edited by the GM at 04:35, Fri 18 Jan 2019.
Fate
GM, 1992 posts
Roll for dodge!
Fri 18 Jan 2019
at 04:47
  • msg #44

The First trip of Jean Bart

In reply to Fate (msg # 43):

A couple of days later, the doctors planetside confirm that several of the diseases are indeed of Terran origin. Measles, Chickenpox and Influenze are all identified, and Black plague is suspected as well. They are informed that Black plague was released on rebel regions on Ceti Command, and measles and influenza are to be found on Beta Port and outlying areas of Orgill.

They do not have much else they can tell you though. Patrols are regular, and with recent ship losses, they have all available ships on regular patrols, with two escorted freighters traveling deeper into Vilani space to connect to the main freight lines.
Fate
GM, 2003 posts
Roll for dodge!
Tue 22 Jan 2019
at 05:42
  • msg #45

The First trip of Jean Bart

In reply to Fate (msg # 44):

By the time the doctors are happy with things, it is the 20th of July. Over two weeks have passed, and you have been able to identify the base and map the planet as well as send teams hunting to renew your supplies. The local fauna is very nutritious, though with many large herbivorous insects, it is unlikely to become a great export. Berries and fruits may do better, with large melons in abundance.

Learning from the locals that a friendly vessel regarded by the Vilani as a pirate will be stopping by, you are not surprised when the hyperspace bubble opens near the planet, and a Hero class freighter drops out of it. They are cautious, but neither of you wants a conflict, so they soon stand down. Coming through regularly to pick up produced goods and deliver supplies, the small vessel moves quickly in to the planet and alights at a large cavern clearly expanded especially for this purpose. Naturally, their attitude towards you improves when the see the lovely crop of vaccinations you have prepared, and they quickly set about loading them to get them to where they are needed.
This message was last edited by the GM at 05:50, Tue 22 Jan 2019.
LCDR Hawthorne Doyle
PC, 26 posts
Captain of Jean Bart
Wed 23 Jan 2019
at 09:20
  • msg #46

The First trip of Jean Bart

In reply to Fate (msg # 45):

Doyle sought to meet with the Freighter crew, to ask about any other dissidents, and the governmental and Military command structure in the region. He is very diplomatic.

[Private to GM: Rolled a 5 for Diplomacy, 11 under skill before modifications. Note I have created a Complete character sheet, using excess points to give him Vilani language to match his other skills.]
This message was last edited by the GM at 09:22, Wed 23 Jan 2019.
Fate
GM, 2005 posts
Roll for dodge!
Wed 23 Jan 2019
at 09:22
  • msg #47

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 46):

His diplomacy paid dividends: They informed him about a small hidden community on Nova Pacifica, and how to contact them, as well as how to contact dissidents on Beta Port, once they managed to stealthily get into the system. Unfortunately, the freighter used legitimate codes for a Hero to get there, so they could not help with stealth.

However, they were able to help regarding the local politics. Commodore Eleni Managudeli, the commander of the region based at Ceti Command, is still trying to get the region recognized as a Vilani governance. That means that at the moment, it is not. Rather, Vilani high command see's his work as more of a police work to keep local dissidents under control rather than worlds to be ruled. The Vilani border ends Nunashi or Lishu, as far as the Ziru Sirka is concerned, and as such, his 'military' is limited to what his family can purchase. Recent immunizations produced by the survivors of the Jaques Cartier have created a groundswell of folk who would like to defect to independence, but they lack the forces to deal with the patrols. Despite losses, there are rumors is purchasing a new and larger warship, perhaps a cruiser, to ensure loyalty and stop ship losses.
LCDR Hawthorne Doyle
PC, 27 posts
Captain of Jean Bart
Wed 23 Jan 2019
at 09:55
  • msg #48

The First trip of Jean Bart

In reply to Fate (msg # 47):

Armed with this information, Hawthorne decides to return to Alizarin to ensure the information is not lost should something happen to his ship. Heading to 3031, then 3231, then Alizarin, he plans to resupply and refuel, before returning to Nova Pacifica to make contact with the dissidents there.
Fate
GM, 2006 posts
Roll for dodge!
Wed 23 Jan 2019
at 10:03
  • msg #49

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 48):

It is the 12th of August before the Jean Bart arrives at Alizarin. Here, you learn that the Dastavka is also in the area, and before departing to return on the 13th, you make sure all of the valuable intelligence you have gathered is passed on.

You arrive at 3231 on the 20th and 3031 on the 27th of August to refuel, before arriving at Nova Pacifica on the 04 September 2172. Nova Pacifica has 2 gas giants with nearly 4 moons and about 6 or 7 other large planetoids orbiting the single star. One moon does seem to have a lot of water, making it good for refueling, but life there is pretty barren. However, when you give the signal as instructed, there is a response from a shallow section of water, a reef. You approach, and as you get closer, you find hidden beneath the waves a remarkable habitat dome, complete with docking minidomes! It takes some skill, but you manage to land, and align the exit with a docking pod.
Gloria Flake
2IC, 34 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 23 Jan 2019
at 18:27
  • msg #50

The First trip of Jean Bart

So can we go check this place out?
LCDR Hawthorne Doyle
PC, 28 posts
Captain of Jean Bart
Thu 24 Jan 2019
at 06:17
  • msg #51

The First trip of Jean Bart

In reply to Gloria Flake (msg # 50):

"Certainly. It would be very interesting to see what is hidden down here."
Fate
GM, 2011 posts
Roll for dodge!
Thu 24 Jan 2019
at 09:02
  • msg #52

The First trip of Jean Bart

In reply to Gloria Flake (msg # 50):

As you exit the docking hatches and pass through the airlock domes into the proper domes, it is a sight to see. You are near the top of the structure, and from here you can see at least one other ship. The dome is a bit of a misnomer, and it is built into the side of an underwater mountain with an impressive array of seals along the ocean floor. Buildings are actually small vessels able to be sealed off in case the dome is breached, and a number of them seem to line the outer shell of the dome, much like the one you just exited.

There are not a lot of people here, but it is a veritable hive of activity. Your entrance, however, has caused considerable commotion, and some approaching you do have laser rifles drawn. Waiting for you at the entrance are five individuals, four with laser rifles and grenade launchers, and the fifth unarmed, who speaks to you in Low Vilani.

"Not our usual guests. What brings you here."
Gloria Flake
2IC, 35 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 24 Jan 2019
at 18:24
  • msg #53

The First trip of Jean Bart

Speaking low Vilani back-
"The Captain has been sent out to find and support places such as yours with whatever we can supply. We do have some vaccines against the diseases the Vilani have spread in our name.  I am Patrol leader Flake, we come in peace."

Gloria has a side arm, but no rifle and no one else should have rifles or storm guns, just sidearms.
This message was last edited by the GM at 19:03, Thu 24 Jan 2019.
Dissident
Thu 24 Jan 2019
at 19:10
  • msg #54

The First trip of Jean Bart

In reply to Gloria Flake (msg # 53):

"After what happened on Clameer, we suspected that may be the case. Glad to hear that it is. I am Boris, unofficial governor of this place. This is not a large facility, due to the regular patrols through here, but it has remained secure and secret. So far."

He indicates for you to walk with him to one of the larger buildings, what looks like a ships boat with some modifications.

"We will gladly accept your vaccines, but what we really need is to get rid of the patrols. We have learnt that since this is not an official part of the military, they will not be replaced if we can get rid of them. Patrols since the loss of the last Shamir have been increased to a single Shamir and 2 Gashiddas. If we can get rid of them, then, as we understand, Managudeli will not be able to get ships in to replace them. That will enable these distant colonies to thrive."
Gloria Flake
2IC, 41 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 28 Jan 2019
at 20:02
  • msg #55

The First trip of Jean Bart

A Shamir was lost?  Hmmm , I wonder who zapped that, those are fairly tough to beat. I will certainly relay your concerns, but we don't want a war here with the Vilani ... not good to be in a war zone either.  but if they just disappear ... then it's hard to know whom to blame. Are the small 'pirate' vessels able to kill one of these ships?
This message was lightly edited by the GM at 20:02, Mon 28 Jan 2019.
Dissident
Thu 24 Jan 2019
at 20:17
  • msg #56

The First trip of Jean Bart

He laughed.

"Good gracious, no. The 'pirate' vessel we have here would  be torn apart by missiles long before it got close enough for the Plasma Cannon to wreak the havoc needed for that to happen. I mean, if it caught it in an ambush at close range, it might stand a chance, but it would have little chance of dealing with the 15 missiles they launch. But all the 'pirates' in this sector are really dissidents. Us. And we did not kill it. It dissapeared chasing some of the dissidents that are aboard your vessel..." he says with a smile.

"I am sure they can tell you exactly what happened to it!"
This message was last edited by the GM at 20:03, Mon 28 Jan 2019.
Gloria Flake
2IC, 36 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 24 Jan 2019
at 20:42
  • msg #57

The First trip of Jean Bart

Gloria tries to control a startled look Aboard our ship? I am quite sure it wasn't us ... I am not sure who it might have been.



[Private to GM: I am assuming that Gloria and most others do not know who did it ...  no reason to tell any more folks than necessary!]
Dissident
Thu 24 Jan 2019
at 23:58
  • msg #58

The First trip of Jean Bart

In reply to Gloria Flake (msg # 57):

He laughs.

"Really? Our discussions with dissidents aboard your ship indicated that you were well aware of the actions of the Dastavka, who has also been reported in this area since then! Don't worry, we appreciate you not talking about what you know. Discretion is highly prized amoung us.

For us, this is pretty much a warzone already. The bastards have killed off nearly 10,000 Geonee who they do not consider as 'model citizens'. Managudeli is a murderous prick posing as a Vilani officer, but he lacks their integrity and their authority. Obviously, he is working on that, but recent ship losses have greatly undermined his position with Governor Sharik Yangila in Dingir, especially without obvious Terran support. We understand that Yangila is gathering the Military for an assault on Terra, so sending ships to deal with dissidents, especially those that lack Terran support, is not interesting for him. Is there a way we can convince your captain to be willing to assist us with the current patrols? It would send a strong message to dissidents in this sector, to say the least, and would not technically be an act of war is this is not officially Vilani space. This far out, as long as no ships escape, we can pretty much ensure that the only folk who know of Terran involvement are friendly.
"

You arrive at the building, which is indeed a ships boat, modified to be an office, and proceed to enter.
Gloria Flake
2IC, 37 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 25 Jan 2019
at 00:40
  • msg #59

The First trip of Jean Bart

Well our ship is not likely to do well against a Shamshir and perhaps not even a Gashidda, our last ship was lost to a Gashidda. But we can let the others know of your desires and their likely affect.
Dissident
Fri 25 Jan 2019
at 01:52
  • msg #60

The First trip of Jean Bart

In reply to Gloria Flake (msg # 59):

"But this is a warship, is it not? Shamirs are about the smallest actual Vilani warships, and you would eat the Gashiddas for desert."
Gloria Flake
2IC, 39 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 25 Jan 2019
at 02:02
  • msg #61

The First trip of Jean Bart

Well, this is an exploration and merchant raider, not exceptionally well armed  or protected in fact., but enough to tackle a Gashidda with some careful planning. Mostly we aim to support you and others who seek to avoid the Vilani heel.
This message was last edited by the player at 17:54, Fri 25 Jan 2019.
Dissident
Fri 25 Jan 2019
at 02:21
  • msg #62

The First trip of Jean Bart

In reply to Gloria Flake (msg # 61):

"Really? The guys described it as a raider when you were on faith..."

[OOC: This is the Jean Bart, a Hardrada class raider we are both talking about, right? Just trying to work out if it is a player mistake or the character underestimating her ship...]
LCDR Hawthorne Doyle
PC, 29 posts
Captain of Jean Bart
Wed 30 Jan 2019
at 22:02
  • msg #63

The First trip of Jean Bart

In reply to Dissident (msg # 62):

Once the Jean Bart is docked, Doyle leaves the vessel and is directed to the 'guvnors' office, where Gloria and some of the other ships crew are talking with them. He only hears the tail end of the conversation, but he is quickly filled in by the locals as to the discussion.

"Of course we would like to help. But we need to be sure of a quick victory. Obviously, I should ask what vessels and weapons you have available as a start?"
Dissident
Wed 30 Jan 2019
at 22:10
  • msg #64

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 63):

"We have managed to put together a bounty hunter, and we have 5 ships boats, modified to add a turret of 3 missile launchers missiles to make them makeshift fighters. But that is about it as far as weapons go. The only downside to an underwater base is no place for weapons.

The patrol of 1 Shamir and 2 Gashiddas is due on the 22nd of October, and comes every 2 months. They usually land on the planet to refuel, after flying around the planet doing a sensor sweep. When they are refuelling is clearly the best time to ambush them.
"

Note the information you have regarding Vilani and Dissident bounty hunters is as follow:

Bounty Hunter, 173 M  Solars, 100 dTon Needle/Wedge
A modified Iken hull, with 2 Iken engines and a Hero engine as backup to give enough speed to outpace most fighters, The Bounty Hunter has 1 fixed forward firing Plasma and a light turret with 3 Beam weapons. Crewed by a Pilot/Commander, there are only 4 troops, 4 engineering and one other gunner, with a medic often amoung the troops. These would be the most powerful dissident vessels. They are designed to get up close and ambush, to make the most of their plasma, and are feared by Gashiddas, with good reason if the gunner and pilot are capable!

(6.61G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in 1 turret, 1x Plasma, Crew:10.
LCDR Hawthorne Doyle
PC, 30 posts
Captain of Jean Bart
Thu 31 Jan 2019
at 01:31
  • msg #65

The First trip of Jean Bart

In reply to Dissident (msg # 64):

"Are there any other ships in the area that we can call upon? Every bit of firepower would help."
Dissident
Thu 31 Jan 2019
at 01:33
  • msg #66

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 65):

"There is sometimes a Hero class trader that visits here and Faith, but I am not sure they would add much to that fight. Other than that, no. The Patrolling Vilani vessels destroy anything we get our hands on before we have a chance."
Fate
GM, 2022 posts
Roll for dodge!
Thu 31 Jan 2019
at 01:46
  • msg #67

The First trip of Jean Bart

In reply to Dissident (msg # 66):

[Private to LCDR Hawthorne Doyle: Rolled Strategy, 6 under skill!]

"It is now the 4th of September, You say they are next due here on the 22nd of October, so that is 48 days away. Could we take one of your representatives over to Faith to ask them to send any vessels that arrive there prior to the 15th of October to come here to assist us?"
This message was last edited by the GM at 01:49, Thu 31 Jan 2019.
Dissident
Thu 31 Jan 2019
at 01:48
  • msg #68

The First trip of Jean Bart

In reply to Fate (msg # 67):

He looks around for a bit, before one of those standing net to you with a weapon pipes up.

"I'll go sir. For a chance to stop these friggin' patrols, it is worth it."

The leader nods.

"You have your answer..."
LCDR Hawthorne Doyle
PC, 31 posts
Captain of Jean Bart
Thu 31 Jan 2019
at 01:50
  • msg #69

The First trip of Jean Bart

In reply to Dissident (msg # 68):

"The we leave straight away...we should be back in two weeks. Unless you wish to send your bounty hunter and we see what we can do about improving your defenses..."
Dissident
Thu 31 Jan 2019
at 01:58
  • msg #70

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 69):

There is some discussion about your proposal, and a growing amount of excitement. Despite the dangers, it is like a shadow has lifted off the base. But they do not seem sure about sending out the Bounty Hunter, named Spear of Destiny.

Overall, there are about 50 personnel present, spread far and wide. The 5 ships boats fitted out as fighters is in poor condition, to say the least, and you wonder if they will even fly. But then, as long as they fire off a few salvos and then get their crew back, that will be all that is needed. There are 4 G-Carriers that have been converted to fishing vessels that seem to be constantly busy, and the Jean Bart's 2 ships boats are similarly recruited to provide for your crew.
This message was last edited by the player at 05:21, Thu 31 Jan 2019.
Fate
GM, 2023 posts
Roll for dodge!
Thu 31 Jan 2019
at 05:31
  • msg #71

The First trip of Jean Bart

In reply to Dissident (msg # 70):

After some discussion, it is decided that the Jean Bart's technical expertise can be put to good use here, so the Spear of Destiny is sent out with representative for Faith.

It is 16 days before the Spear of Destiny returns. The Hero that is with it is unarmed, and therefore of little use, though they do bring parts for some of the ships boats that get them up and running, and a small number of missiles.

Hero Smuggler,
This Hero class has been fitted for luxury travel, with a G-Carrier instead of the normal raft and enough fuel for 4 parsecs worth of jumps. Its high speed makes it attractive, but not as attractive as the hidden 2 dTon compartments! It does not carry weapons so as to not arouse suspicion. Refitted with an Iken engine, it is quite fast!

200 dTon Close Structure, Armour: 10 dDr, HP: 30 dHP, Acceleration: 6.13G, Airspeed:740 mph, SM: 8, Crew:11, Nominal Cargo:13 dTons + 2 hidden

This message was last edited by the GM at 09:18, Thu 31 Jan 2019.
Fate
GM, 2024 posts
Roll for dodge!
Thu 31 Jan 2019
at 09:54
  • msg #72

The First trip of Jean Bart

In reply to Fate (msg # 71):

Doyle thanks them for coming, and asks if it would be possible for them to find any other vessels such as the Spear of Destiny that might assist them.  Whilst they make no promises other than to try, they do set off with a hold full of medical supplies and vaccines, informing you that the last lot of vaccines have seen a dramatic reduction in new cases of measles and influenza, and the vaccines and cures for Black plague, alongside advice on controlling it, have seen that disease almost eliminated on Ceti Command, though Managudeli has claimed credit for this as he brought a few cures with him for more 'outstanding' citizens. But no-one was really fooled. Chickenpox continues to grow, but it's growth has slowed, and it is not often fatal.

In the meantime, Doyle continues preparations, such as finding out where the patrols fly into the system, and the best location for ambushing them. It is decided that it is best to put all craft together to offer cover from missiles, and to use precision attacks with the beam weapons.

Training with the Spear of Destiny for a week soon reveals that while the pilot (who attacks with the plasma) is capable, he lacks a good gunner. One of your own troops (a spare gunner, not one manning your turrets) is soon seen to be somewhat more skilled, and all agree that the swap is a good one. Another few days of practice and he is quite familiar with the peculiarities of the cobbled together ship. By which time it is the 2nd of October. The pilots flying the fighters will hang back, using missiles instead of beam weapons.

[Private to LCDR Hawthorne Doyle: Rolled an 8 for Tactics, 6 under skill! With a +2 intelligence bonus from the locals, that makes for a very nice roll to prepare successfully for an ambush!]
Fate
GM, 2025 posts
Roll for dodge!
Thu 31 Jan 2019
at 20:35
  • msg #73

The First trip of Jean Bart

In reply to Fate (msg # 72):

The next day, Dastavka arrives in the system. Having come from Faith, they provide the correct entry protocols and are directed to land at the underwater city. Seafood is available in good quantities, and you begin practicing for the ambush with the fighters and the Spear of Destiny.

[OOC: Please note message #49 and onwards for the description of the underwater habitat domes here. You have 19 days until anticipated ambush time. Please note an preparations beyond those mentioned, and then we can skip straight to the ambush.]
Cyril Zotmund
Captain, 2432 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 31 Jan 2019
at 20:39
  • msg #74

The First trip of Jean Bart

Well we stock a good supply of sea food, which is a welcome change to our diet. We actually plan to take a limited amount back to Faith or elsewhere, where sea food is rare.
Otherwise, we prepare our fighters and exercise them, have our ships boat stand by with the APC and a landing/boarding party.
Fate
GM, 2026 posts
Roll for dodge!
Fri 1 Feb 2019
at 02:11
  • msg #75

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 74):

For nearly 3 weeks, until the 21 October 2171, you prepare and train, with fishing in the down time to restock supplies. You get to know the locals, most of whom are Geonee, but they keep their views on women in combat to themselves, for even they have to admit all assistance is welcome.

On the 21st, all the main vessels move into position. The local fighters have local G-Carriers come along to provide provisions as they wait in position below the surface, whilst the small vessels of the Dastavka and Jean Bart wait aboard until an incoming jump is detected. The tension mounts as the sun sets, and the night rolls on.

The Vilani are nothing if not predictable. At dawn on the 22nd, the hyperspace entrance is detected, and the small craft launch. In the hidden location about 30 ft (10 m) under the water, the small craft are stopping their engines as the first sensors are detected coming online. 1 Shamshir is first, with the two Gashiddas close behind, about 500,000 miles away on the opposite side of the sun. It seems to take forever for them to form up and approach the planet, with sensor sweep after sensor sweep. The locals are familiar with the drill, and assure you that the water will shield you, but you cant help but wonder as the sun rises, putting the planet between you and those hunting for you.

Then silence.

With no active sensors, you wait, hoping that they will, as before, come round the planet before landing in the light, on your side of the planet, to refuel.

Then they appear, but still in orbit. They do a slow orbit, sensors sweeping for anything to hunt that might be out of the normal. You all sit, powered down as instructed, as they pass overhead, with nothing but life support and minimal passive sensors on, as they do so.

They continue.

You wait.

It should not take this long, but you wait.

It takes them another 5 hours before they come back onto sensors.

This time they are much lower, and slightly off from above you. They move to a small island below the horizon, and seem to land, perhaps 500 miles away?

Now is your chance! As you power up, the fighters do likewise. Gun Da-bin is first to signal that he has them on sensors, and flashes using laser communicators to the other vessels the location once you have all risen out of the water. Guns are manned as you move within 400 miles and get ready to rise to the height at which you can detect them and be detected, staying in close line formation to not block anyone else's sight.
Cyril Zotmund
Captain, 2433 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 1 Feb 2019
at 02:17
  • msg #76

The First trip of Jean Bart

OK, The Shamshir is the primary target for us, the Gashiddas are secondary, but must not be allowed to escape. Tanya, be ready if we have to jump after them. We'll shoot as soon as we have a missile lock.
LCDR Hawthorne Doyle
PC, 32 posts
Captain of Jean Bart
Fri 1 Feb 2019
at 02:22
  • msg #77

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 76):

Doyle uses the laser communicators to instruct all.

"Target the Power supplies and the drives with those beams, as well as the communications arrays. Precision targeting folks. Lets disable the Shamshir and then kill the Gashiddas...Rise now and fire when ready."
Fate
GM, 2027 posts
Roll for dodge!
Fri 1 Feb 2019
at 03:01
  • msg #78

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 77):

It was never a fair fight. The vessels rose above the horizon as the Vilani crews were outside their vessels starting the refuelling on a supposedly empty planet. At the close range, the space weapons meant for engaging targets up to 60,000 miles away were looking into the serial numbers of the parts at just 400 miles, and dismantling them with surgical precision. The Jean Bart's guns were first to fire as they rose up even as Doyle gave the command, and they smashed the Comms, powerplants and drives so hard that the crew were seen running FROM the vessel. The Dastavka's gunners, an experienced crew, targeted a different system each on both Gashiddas and cut them away with frightening precision that left little doubt as to their abilities to continue fighting, or lack thereof, and the dissident bounty hunter the Spear of Destiny, the last to rise and fire, fired on the only vessel that did not have crew running from it, a situation they quickly rectified.

Despite Jean Bart and Dastavka launching missiles, they did not have time to hit, and were directed to land and be disarmed as the smaller craft, full of dissident soldiers and the troops from the Jean Bart made their way to the small island that the Vilani were marooned on.

Wisely, the Vilani surrendered. It was over, almost before it was begun. It could have been very different. But is was not to be...
Cyril Zotmund
Captain, 2434 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 1 Feb 2019
at 03:37
  • msg #79

The First trip of Jean Bart

If they can repair those ships, they have a start on a good defense... we should load up and move on to accomplish our mission now. Weird that they should have to dismount to refuel.
Fate
GM, 2028 posts
Roll for dodge!
Fri 1 Feb 2019
at 21:44
  • msg #80

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 79):

Talking with captives, you realize that they were also restocking supplies.
Dissident Commander
NPC, 1 post
Sun 3 Feb 2019
at 21:37
  • msg #81

The First trip of Jean Bart

In reply to Fate (msg # 80):

"Thank you for your help. We can now truly consider ourselves a free colony, and we will start work on repairing those vessels, you may be sure. Although anything you can provide us, such as new computers, reactor or weapons would naturally be greatly appreciated. With no source of missiles, we should look at replacing as many of those launchers with beam weapons or plasma weapons as we can.

After a thorough investigation and discussion with the prisoners, we have determined the following.
Managudeli has recently purchased a single Kargash class cruiser, but has patrols based at Beta Port and Orgill. This is possibly a good thing, as it will mean that he will not have enough funds for any more ships for a while, and one ship cannot be everywhere. We will now be able to start to transport a lot more folk to here and Faith, though, rescuing those most heavily persecuted for their opposition to Managudeli, as well as able to get folk into those places more readily.

We can still use your help in hit and run attacks to pick off small patrols. It seems that most of the engineering section are not in favour of Managudeli, but have family in vulnerable positions. Typical of Vilani. Now we need to brainstorm where to next...it will take them a month to realize they have lost the patrol.
"
This message was last edited by the player at 07:01, Mon 04 Feb 2019.
LCDR Hawthorne Doyle
PC, 33 posts
Captain of Jean Bart
Mon 4 Feb 2019
at 10:06
  • msg #82

The First trip of Jean Bart

In reply to Dissident Commander (msg # 81):

"In that case, we should get a message to Terran colonies to start a freight line here. But with a 4 month round trip, that will be a stretch for any freight lines, and Terran freighters are already stretched badly. Is there anywhere we could capture some more freighters?"
Dissident Commander
NPC, 2 posts
Mon 4 Feb 2019
at 10:12
  • msg #83

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 82):

"Without starting a war? Only this side of Nunushi or Iishu, but both are heavily patrolled, and Managudeli would fight with everything he has to stop you getting those sectors. But if you could field a force big enough to threaten him, he would be justified in calling for the whole Vilani navy. That would not work well.

But perhaps you could go undercover and infiltrate one of the three worlds he controls? Beta-Port is where we regularly get folk into. There may even be some valuable items on Clameer you could claim now too, since this was the same patrol that covered that world. The empty worlds patrol, they used to call it...
"  he chuckled a little.
Dissident Commander
NPC, 3 posts
Wed 6 Feb 2019
at 02:13
  • msg #84

The First trip of Jean Bart

In reply to Dissident Commander (msg # 83):

On hearing that the Dastava was planning to depart, the dissident commander pays you a visit as you finish loading up with supplies and Doyle decides what to do next.

"Sir, we are very grateful for your assistance. If you are planning on exploring, there is a system much further north, the Dzosuiken system, that has a lot of starship parts manufacturing there. System 3123 on your charts, I believe. No-one has yet mapped a path there outside of Vilani control, and with about 8 weeks travel, most would require a lot of supplies unless suitable places for hunting could be found. As such, security there is fairly lax, and there are fairly strong dissident worlds nearby that are poorly policed due to their distance from Terran colonies and their generally quiet disposition. We need more Fusion powerplants for these downed vessels in order to get them operational, and these systems would be excellent places to get them, but we would need to hire cargo ships to bring them, and a route to be explored that would bypass Managudeli. Can you assist us with that?"

He shows you a chart (linked below) if you allow him to plug this into your system.

https://travellermap.com/?opti...=1&po=1&im=1
Cyril Zotmund
Captain, 2436 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Feb 2019
at 04:00
  • msg #85

The First trip of Jean Bart

Talk about going to the middle of the hornets nest... It is in a direction we wished to explore, although I was going to look at  2631, 2731 and 2633 first. Can you provide any knowledge of those systems?
We were then looking at 2729 and 2728. Maybe a visit to Union or not... what supplies might they have? Then 2726 and 2724 and 2923 or 2924 before trying to slide into the Dzosuiken system... that's a lot of ground to cover, but if you can provide information on where supplies could be had and what sorts of things they might wish to trade for, that would help.

Dissident Commander
NPC, 4 posts
Wed 6 Feb 2019
at 05:26
  • msg #86

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 85):

"Union is a barren inhospitable world, and if there are any dissidents still hiding there, they would want just about everything, from weapons, breathing apparatus and greenhouse supplies. But an 'expedition' there in 2165 destroyed a small outpost there, and if any escaped, they have not contacted any other dissidents since then.

As for what is in the unknown world, I could not tell you. We have only recently gained computers capable of traveling there without jump tapes, so we really do not know, but we would very much like to. I do recall that in 2163 a Terran scout vessel, a tiny little thing, was making its way through Ceti Command, before Yangila shut the borders.

As for a Hornets nest, from Eneldun to Shaalgar to Dzosuiken is all under the command of an ambitious Sarriiu (Supreme Governor) who encourages working with different Kimashagur groups as a way to encourage dissidents to be part of society. That has allowed Geonee Shakkanakhu (Provincial governor) Ganimakkur to be very relaxed about dealings with all vessels, including Terran. It is rumored that some Terran traders may even be holed up there since the closure of the borders, because the quality of their medical equipment has increased, making them much more popular and the Governor, amoung others, richer. All heresay, of course. But hardly a hornets nest.
"
This message was last edited by the player at 05:26, Wed 06 Feb 2019.
Cyril Zotmund
Captain, 2437 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Feb 2019
at 20:23
  • msg #87

The First trip of Jean Bart

So bringing quality Medical gear would be very welcome then? Getting it out here would be tough though, without a long trip back to Aegir. I have none to spare and doubt JEAN BART does either, but definitely something to put on your want list. Perhaps your Hero could make that run to Chrysolite to get some. They could also let the government know what has happened so they can respond. Perhaps we can lure some of those Terran traders back this way and some more people as well.  Might be useful to establish relations with Shakkanakhu Ganimakkur too.


Status-
Food- 100%
Missiles - down 12 or so? still have ?
Fate
GM, 2030 posts
Roll for dodge!
Wed 6 Feb 2019
at 21:54
  • msg #88

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 87):

"Quality Medical gear and know-how would both be welcome there. Jean Bart does have some very helpful specialists, but whether they could spare them is something you would have to ask them. Our Hero is busy making the runs from here to Beta Port, and their cover would need some preparation for such a long run, but unfortunately they use Tape drives, as part of their cover, so they could not make that run. The Spear of Destiny maybe could, but it would need some of your people flying it to give it credibility. Are there spare traders at Chrysolite? You might be better buying one at Dzosuiken."


[Private to Cyril Zotmund: You know that resources there are stretched.]
Cyril Zotmund
Captain, 2438 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Feb 2019
at 22:41
  • msg #89

The First trip of Jean Bart

Fair point, although funds may be limited for such a large purchase ...  and I'd need to bring some crew along.  Let me speak with the Captain of JEAN BART. It would be most useful if we had one or two of your people familiar with the dissidents out there who can vouch for us.




I'll approach LtCdr Doyle and see if he can spare some of his medical specialists and a prize crew to bring a Trader back here.
LCDR Hawthorne Doyle
PC, 34 posts
Captain of Jean Bart
Wed 6 Feb 2019
at 23:00
  • msg #90

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 89):

"Of Course. Perhaps it is worth leaving all the 79 troops here as well as the 15 extra specialists and intelligence workers, whilst we make a run back to Chrysolite to report..." he muses.
Cyril Zotmund
Captain, 2439 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 6 Feb 2019
at 23:26
  • msg #91

The First trip of Jean Bart

Well I am not sure if an Intelligence worker would be useful, but might be so ... certainly we need some medical specialists and a Prize crew if you have one available.  The Dissidents say our better quality medical gear is a big value in trading with these folks.  You can also try and get some military support sent this way... I know it will be very small, but it is a help. I am going to try and  get some fusion reactors to power up the Vilani hulks, but they will need weapons and I expect to need a missile resupply as well. If You would let The Kalishnakov company know of where I am heading and why ... I can provide that in writing to assist in that. Anything else you can suggest?
LCDR Hawthorne Doyle
PC, 35 posts
Captain of Jean Bart
Wed 6 Feb 2019
at 23:57
  • msg #92

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 91):

He thinks for a minute.

"Nothing I can think of. The intelligence agent is for us, so we can better work with them. The military wanted to stay well away from here for now. But we can source some plasma cannons and Beam weapons, as well as new navigation computers for them. That should help a lot. I will be sure to inform authorities where you intend to head."


[Private to Cyril Zotmund: You still have all missiles. They were able to be retrieved as the combat only lasted one round.]

If you are ready to depart, post back in the Dastavka's thread with a definite route.

Ok, Confession and apology. I have been messing up the calculation of supplies per dTon of space by a factor of 4. Corrections are shown below.

Supplies: 100%, 96 Tons. 2.1 tons per week needed for original crew.
Extra crew: 8 to fly a Hero class, 2 medical experts. With these, you would fit 88 tons, and use 2.5 t per week.
Missiles: 12 per launcher, 120 spares.
This message was last edited by the GM at 01:47, Thu 07 Feb 2019.
Cyril Zotmund
Captain, 2440 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 7 Feb 2019
at 02:01
  • msg #93

The First trip of Jean Bart

OK, Cdr, wasn't sure if you wanted to gather information up where we are headed ... at least more than what we'll likely gather. If you can gather those things for these folks, that should be a big step up. Also get an IFF for each of their ships so they don't pay for looking Vilani. Soon enough we can expect another patrol looking for what happened. What are they doing with all the prisoners?
LCDR Hawthorne Doyle
PC, 36 posts
Captain of Jean Bart
Thu 7 Feb 2019
at 02:15
  • msg #94

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 93):

"The prisoners are the other reason we wanted to head back. Those that are willing to defect we can use in colonies far from the Saris bridge. Those that are not, well, I guess they will have to remain with the Dissenters for 'disposal', since letting them get back to Vilani space would be evidence that Terrans were involved here. There is nothing they can do if they find our tech here, since traders have been this way, but finding our warships here is another matter entirely.

They seem to think that the Vilani do not have another patrol to send. They lost a lone Gashidda and then the Shamshir that went to look for it back a few months. With Pirates and barbarians, the unknown worlds are well known to be dangerous places with unrecorded threats, so having lost a third patrol, they will have to decide between a major patrol, possibly finding another dangerous spacefaring barbarian race, or cutting their losses. The locals seem to think they will opt for the second, since the 'governor' here is not an official one anyway.
"
Fate
GM, 2032 posts
Roll for dodge!
Thu 7 Feb 2019
at 07:18
  • msg #95

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 94):

With much to report, and a request for aid, the Jean Bart left all the personnel they could spare on Nova Pacifica and departed for Chrysolite by the fastest possible route. Moving via 3031, 3231, 0231, 0432, Sionnach, Wallach and then finally on to Chrysolite. There they made their report, indicating to anxious Kalishnikov officials as to the intended movements of the Dastavka. Their response to the request for aid, however, was not entirely helpful. It was agreed that the Hero class trader that was servicing Alizarin would have their run extended all the way to include Faith and Nova Pacifica, but this would mean only one visit every four months. However, with growing trade with the Labrysians, there were just no free freighters. The Jean Bart therefore loaded up with several dTons of Computers and equipment and specialist for making more, as well as Vilani arms and armour, including an Imperial 100 mm LAWs, mines and mine dispensers obtained through uncertain means.

Interestingly enough, a Labrysian trader offered to also make a singular run, under the condition that any planets suitable for colonization by them was identified for them, and that they be allowed to send colonists to dissidents planets as well. Officials reluctantly agreed to their terms.

Returned about the same way, detouring to Alizarin after 0231. The entire trip took 120 days, so he arrived back on 22 February 2173.
This message was last edited by the GM at 00:26, Wed 27 Feb 2019.
Fate
GM, 2098 posts
Roll for dodge!
Wed 27 Feb 2019
at 00:52
  • msg #96

The First trip of Jean Bart

In reply to Fate (msg # 95):

After finding that no further patrols had occurred, Doyle decided that it was time to investigate Clameer, the planet where some manufacturing was set up when the Jaques Cartier went down. Taking with him some of the extra security personnel,  he set off, arriving there on the 9th of March. Using the details given, it did not take long to identify the hidden base.

There were a small number of persons there, mainly growing legal drugs Kalikashu and Ushkiirga, with a little Sharaddun having just been harvested, as well as various fungal foods. With their concern for a repeat attack, the troops were disembarked there, and the specialists in manufacturing computers found the equipment left behind by the Jaques Cartier crew was still usable. Similarly, facilities set up to create vaccinations were also functioning, and many specialists were able to be put to good use there. Both Computer specialists and medical/biological specialists began the long task of training up locals to do their jobs.

With numbers down, it was a welcome sight when the small Hero class returned to the system, full of dissidents seeking a new life away from a heavy system of taxes imposed by the local overlord trying to fund his own Navy. But this also provided the perfect opportunity to train up many locals to resist, a task very much in line with Doyles orders, though it was neither glorious nor exciting.

Over the following 2 months, the Hero returned six more times, each time carrying between 20 and 50 colonists, mainly from Ceti Command, but some also from Beta Port and some even making further jumps from as far as Kidashi. It was on the last trip that Doyle learnt of the war, and that the disastrous attack at Procyon, as well as the successful defence of Yenesei. The population here by then had risen to 250. You also learn of the following ships stationed in this part of space:

At Ceti-Command  1 Kargash, 1 Shamshir, 2 Gashidda, 50 Missile fighters, all at the colony.
At Beta Port, 5 Gashidda. One at each Gas Giant, and two at the colony.
At Orgill, 1 Shamshir, 7 Gashidda. The Shamshir and a Gashidda is at the Colony, a planetoid with a single moon that is patrolled by another Gashidda, and one at each of the other Gas Giants. There are 2 Planetary belts and three gas giants. The other pair act as a roving patrol.

At Nunashi, a much more populated world, there is a pair of Shamshir and 10 Gashiddas, which are part of the Imperial Navy assigned to Kidashi.

Doyle discusses the possibility of targeting Beta Port, as a stepping stone to Orgill with local colonial leaders.

[Private to LCDR Hawthorne Doyle: Now war has been declared. You can attack more openly, especially since the Imperial force at Kidashi has been smashed. They will, of course, be reinforced soon...but for now, hit then vanish is workable. Suggestions?]

Date: 09 May 2173
LCDR Hawthorne Doyle
PC, 37 posts
Captain of Jean Bart
Thu 28 Feb 2019
at 02:53
  • msg #97

The First trip of Jean Bart

In reply to Fate (msg # 96):

Doyle decides to attempt a raid of Beta Port, to check defences there. He picks the colony, as it is some distance from the other two gas giants, and there are anticipated to be three Gashiddas there. It is expected to take the other two craft 5 and 7 hours to get there from the Gas giants they are at, if they should come at all, and it may give him the chance to attack the Anakundu forces on the planet.

He has the navigator lay in a course for the Gas giant. Loading up 50 troops, he gets ready to go and enters Hyperspace.
Vilani Patrol
NPC, 20 posts
Thu 28 Feb 2019
at 03:28
  • msg #98

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 97):

The good thing about the Vilani is that they go by the book. That makes them predictable, and has made the Jean Bart's job much easier. Unfortunately, that also means they do not take risks. Seeing a ship twice it's size coming out of hyperspace far from the gas giant, the patrol vessel there immediately calls for backup, and runs for the two orbiting the planet.

So by the time the Jean Bart is approaching the nearest one, the other two will be in range. Going by the book, they launch the first salvo at maximum range, but you are closing at 8 k miles per round, and they take 3 rounds to reach you.

All Gashiddas, dDR 90, SM:+9, 4G [Private to GM: PD: 18]
Gashidda 1: Full strength 3 Pulse, 3 Sandcasters, 9 Missiles x12 salvos, 1 Assault shuttle [Private to GM: dDR 90, dHP: 70, 12 troops]
Gashidda 2: Full strength 3 Pulse, 3 Sandcasters, 9 Missiles x12 salvos, 1 Assault shuttle [Private to GM: dDR 90, dHP: 70, 12 troops]
Gashidda 3: Full strength 3 Pulse, 3 Sandcasters, 9 Missiles x12 salvos, 1 Assault shuttle [Private to GM: dDR 90, dHP: 70, 12 troops]

Combined 9 Pulse lasers, 9 sandcasters, 36 missiles

Jean Bart, dDR 75, SM: +10, 4G, Point Defence 18, Precision attack 8 @ 10 k to 19 k, 8
dHP: 80, 8x Twin beam, 6 missiles, 2 sandcasters, 2x Ships boats, 24 troops each

Turret 1: 9, so 5x2=10 missiles destroyed (Twin turret)
Turret 2: 18, this gunner did not make it to the gun. Caught on the toilet...
Turret 3: 9, 10 missiles destroyed
Turret 4: 10, 10 missiles destroyed
Turret 5: 12, 8 missiles destroyed
Turret 6: 9, 10 missiles destroyed
Turret 7: 15, 4 missiles destroyed
Turret 8: 15, 4 missiles destroyed

All missiles easily shot down as you approached. They launched the next salvo as the Jean Bart get to withing 10 k to 19 k miles.

Turret 1: 7 Damaging hit to Power plant
Turret 2: -, this gunner did not make it to the gun. Caught on the toilet...
Turret 3: 12,
Turret 4: 13,
Turret 5: 6, Damaging hit to Drives
Turret 6: 11,
Turret 7: 14,
Turret 8: 8, Damaging hit to Comms

Range: 15 k miles
Vilani Patrol
NPC, 21 posts
Thu 28 Feb 2019
at 04:26
  • msg #99

The First trip of Jean Bart

In reply to Vilani Patrol (msg # 98):

The Jean Bart homes in on the remaining two warships, which now begin to use sandcasters to defend themselves. Doyle therefore orders Turrets 1 to 4 to target the third one, and turrets 5 to 8 to target the second one. The second salvo of missiles needs to be shot down first though...

All Gashiddas, dDR 90, SM:+9, 4G [Private to GM: PD: 18, Sandcasters 18]
Gashidda 1: 0G, effective dDR vs beam: 27, 3 Pulse, 3 Sandcastersx11, 9 Missiles x10 salvos, 1 Assault shuttle, Power, Comms and Man. Drive seem disabled. [Private to GM: dHP: 18, 12 troops]

Gashidda 2: Full strength 3 Pulse, 3 Sandcasters11, 9 Missiles x10 salvos, 1 Assault shuttle [Private to GM: dHP: 70, 12 troops]

Gashidda 3: Full strength 3 Pulse, 3 Sandcastersx11, 9 Missiles x10 salvos, 1 Assault shuttle [Private to GM: dHP: 70, 12 troops]

Combined 9 Pulse lasers, 9 sandcasters, 18 missiles

Jean Bart, dDR 75, SM: +10, 4G, Point Defence 18, Precision attack 10 @ 10 k to 9 k, 8
dHP: 80, 8x Twin beam, 6 missiles, 2 sandcasters, 2x Ships boats, 24 troops each

Turret 1: 15, 4 missiles destroyed
Turret 2: 10, 10 missiles destroyed
Turret 3: 11, 8 missiles destroyed
Turret 4: 9, 10 missiles destroyed
Turret 5: 10, 10 missiles destroyed
Turret 6: 13, 6 missiles destroyed
Turret 7: 13, 6 missiles destroyed
Turret 8: 8, 12 missiles destroyed

All missiles easily shot down as closed in on the formations. You will get 2 shots before the next salvo can be launched and will need to be dodged...

Turret 1: 10, 12, The hit was all damage dissipated by the sand
Turret 2: 10, 10, Some damage to power plant
Turret 3: 11, 12
Turret 4: 13, 10, Significant damage to Maneuver drive
Turret 5: 15, 11
Turret 6: 10, 16, significant damage to the fusion plant
Turret 7: 6, 9, significant damage to maneuver drive, one hit damage dissipated by the sand
Turret 8: 11, 12

Range: 8 k miles
This message was last edited by the player at 04:42, Thu 28 Feb 2019.
Vilani Patrol
NPC, 22 posts
Thu 28 Feb 2019
at 04:57
  • msg #100

The First trip of Jean Bart

In reply to Vilani Patrol (msg # 98):

The Gashiddas are starting to look a little scared, firing at the Jean Bart with the pulse lasers, and even though one actually hits a turret, it fails to penetrate. All seem now disabled, as none are moving. However, two are still able to launch missiles, and defiantly do so, forcing the Jean Bart to once again defend itself.

All Gashiddas, dDR 90, SM:+9, 4G [Private to GM: PD: 18, Sandcasters 18]
Gashidda 1: Damaged, 2G, effective dDR vs beam: 27/70, 3 Pulse, 3 Sandcastersx9, 9 Missiles x10 salvos, 1 Assault shuttle [Private to GM: dHP: 44, 12 troops]

Gashidda 2: 0G, Significant Damage 3 Pulse, 3 Sandcastersx8, 9 Missiles x10 salvos, 1 Assault shuttle [Private to GM: dHP: 24/70, 12 troops, 26 to power, 20 to man]

Gashidda 3: 0G Significant damage, 0G, 3 Pulse, 3 Sandcastersx8, 9 Missiles x10 salvos, 1 Assault shuttle [Private to GM: dHP: 18/70, 12 troops, 28 dam to power, 24 to man]

Combined 9 Pulse lasers, 9 sandcasters, 18 missiles

Jean Bart, dDR 75, SM: +10, 4G, Point Defence 18, Precision attack 10 @ 10 k to 9 k, 8
dHP: 80, 8x Twin beam, 6 missiles, 2 sandcasters, 2x Ships boats, 24 troops each

Turret 1: 9, 10 missiles destroyed
Turret 2: 16, 4 missiles destroyed
Turret 3: 16, 4 missiles destroyed
Turret 4: 6, 14 missiles destroyed
Turret 5: 12, 8 missiles destroyed
Turret 6: 8, 12 missiles destroyed
Turret 7: 14, 6 missiles destroyed
Turret 8: 12, 8 missiles destroyed

All missiles easily shot down as you circled around. They launched the next salvo as the Jean Bart remains within 10 k miles.

Turret 1: 15, 10, Comms hit
Turret 2: 15, 7, Comms Hit
Turret 3: 16, 12,
Turret 4: 12, 8, Comms destroyed, Gashidda 3 disabled
Turret 5: 10, 11, Comms hit
Turret 6: 12, 12,
Turret 7: 8, 10, Comms hit
Turret 8: 11, 8, Comms hit, vessel disabled, heavily damaged.

Range: 5 k miles
Fate
GM, 2109 posts
Roll for dodge!
Thu 28 Feb 2019
at 05:28
  • msg #101

The First trip of Jean Bart

In reply to Vilani Patrol (msg # 100):

In an effort to destroy all the communications systems, all three Gashiddas are disabled. Doyle now has to decide what to do with them, but before he does, he orders all crew off. Though there are 36 crew per vessel, there are significant casualties. The Assault craft they have only seat 24, plus 2  crew. There are about 30 people alive on each vessel.

The other two Gashiddas in the system do not attempt to engage, but one to jump points and leave the system, apparently heading in different directions, one to Orgill and one to Ceti-Command.

16th May 2173.
This message was last edited by the GM at 05:28, Thu 28 Feb 2019.
LCDR Hawthorne Doyle
PC, 38 posts
Captain of Jean Bart
Thu 28 Feb 2019
at 09:19
  • msg #102

The First trip of Jean Bart

In reply to Fate (msg # 101):

Leaving the two ships boats, one to gather the remaining survivors and the second to gather equipment, the Jean Bart departs to the colony to briefly fire upon the garrison there.
Fate
GM, 2110 posts
Roll for dodge!
Thu 28 Feb 2019
at 09:22
  • msg #103

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 102):

It does not take long before it becomes clear that loyal forces are clearly outnumbered, and once the 7 armoured vehicles are dealt with, and a few strong die-hard troops, the planet is happy to clean up the mess for you. There are a few missiles launched, 14 in all, but they are shot down all too easily.

The local population want to know if you are planning to stay, and what you plan to do with the prisoners.
LCDR Hawthorne Doyle
PC, 39 posts
Captain of Jean Bart
Thu 28 Feb 2019
at 09:26
  • msg #104

The First trip of Jean Bart

In reply to Fate (msg # 103):

I indicate that we are not planning to stay, but rather to leave before a stronger force returns. The prisoners are to be taken to a dissident world where they are to be put to work as colonists. On that note, I return to the destroyed vessels and have all the Assault craft and my ships boats return to the planet, where the men will be disembarked. The assault craft are to be taken somewhere obscure and dismantled immediately for parts, and shipped out at the first opportunity. The prisoners are to be kept until it can be decided who is coming and who is going.
Fate
GM, 2111 posts
Roll for dodge!
Thu 28 Feb 2019
at 09:36
  • msg #105

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 104):

It will the 22nd of May 2173 before that is completed. However, before then, the small Hero arrives. Gathering as many spare parts as it can, and as many colonists as it can, it packs in two days, as do you, ready to leave. The Hero heads to Clameer.
LCDR Hawthorne Doyle
PC, 40 posts
Captain of Jean Bart
Thu 28 Feb 2019
at 09:37
  • msg #106

The First trip of Jean Bart

In reply to Fate (msg # 105):

I will suggest that the colonists here hide well, and I gather up as many as I can and as many parts as I can, drop a few missiles into what is left of the Gashiddas after having my technicians go over them thoroughly, before departing for Clameer myself.
Fate
GM, 2112 posts
Roll for dodge!
Thu 28 Feb 2019
at 09:49
  • msg #107

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 106):

You jump back into hyperspace after refuelling, arriving back at Clameer on the 29th May and unloading, as well as refuelling. The Hero simply refuelled and kept going.

The Spear of Destiny is also in orbit or a nearby Gas Giant when you get back.

Within a day, everyone except the most loyal Vilani prisoners have been unloaded. The colonists do not want loyalist Vilani here. They also do not want you near their planet after raiding Beta Port...not that they object, but they fear repercussions!

And not without reason. As you are heading back, an Iken is detected coming out of hyperspace near one of the far Gas Giants. It does not take long to turn around, clearly scanning the system, before returning to hyperspace, back the way it came.

30 May 2173
This message was last edited by the GM at 10:08, Thu 28 Feb 2019.
LCDR Hawthorne Doyle
PC, 41 posts
Captain of Jean Bart
Thu 28 Feb 2019
at 21:03
  • msg #108

The First trip of Jean Bart

In reply to Fate (msg # 107):

Noting the Ikens trajectory, Doyle orders the navigator to plot a course in hyperspace to meet it. It is noted that it will come out at one of the nine planets of Ceti Command, the main colony, no less.

The trip through hyperspace this time is a very nervous one. Doyle has gambled that the hostile commanders fleet has been sent out to hunt him. If he is wrong, this could go badly. Fast.
Fate
GM, 2115 posts
Roll for dodge!
Thu 28 Feb 2019
at 21:06
  • msg #109

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 108):

It is the 6th of June when you exit hyperspace, 700 k from the planet. The response from the planet is very quick.

50 fighters scramble quickly from the planet. With a potential missile swarm of 100 missiles, you beat a hasty retreat, but lack fuel to jump out.

The only vessels in sight are 2 Gashiddas at different planets. They do not move.
This message was last edited by the GM at 21:39, Thu 28 Feb 2019.
LCDR Hawthorne Doyle
PC, 42 posts
Captain of Jean Bart
Thu 28 Feb 2019
at 21:37
  • msg #110

The First trip of Jean Bart

In reply to Fate (msg # 109):

Over the comms.

"We came to release your prisoners. Some are injured. In exchange for fuel, we would like to leave peacefully."

[Private to LCDR Hawthorne Doyle: You rolled 4 under Diplomacy...shooting against those odds is not good...each gun has to shoot down at least 5-6 missiles, rolling 8-10. Not good odds...]
Vilani Patrol
NPC, 23 posts
Thu 28 Feb 2019
at 21:42
  • msg #111

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 110):

There is some long pause as the fighters continue to gather. You note that the only planets with any fuel are the ones gaurded by the Gashiddas. Sensors also pick up another ship, it appears to be a tanker, on the planets surface. It begins powering up.

"How many prisoners do you have?"
LCDR Hawthorne Doyle
PC, 43 posts
Captain of Jean Bart
Thu 28 Feb 2019
at 21:43
  • msg #112

The First trip of Jean Bart

In reply to Vilani Patrol (msg # 111):

"Approximately 30. The others accepted the option to be released on a safe planet."
Vilani Patrol
NPC, 24 posts
Thu 28 Feb 2019
at 21:47
  • msg #113

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 112):

"Very well. Proceed to land any you will be refuelled."

There are clearly a LOT of troops around the starport, with many armoured vehicles.
LCDR Hawthorne Doyle
PC, 44 posts
Captain of Jean Bart
Thu 28 Feb 2019
at 21:51
  • msg #114

The First trip of Jean Bart

In reply to Vilani Patrol (msg # 113):

"You mean me to surrender my ship? No, that is not going to happen without a fight, and that will see many of your men killed. Probably all. I call upon you to show honour and allow me to leave in peace, as I have come in peace to bring you your own people, who were prisoners."

[Private to LCDR Hawthorne Doyle: Diplomacy roll, 3 under this time.]
Fate
GM, 2117 posts
Roll for dodge!
Thu 28 Feb 2019
at 21:57
  • msg #115

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 114):

There is clearly some discussion between the planet and the ships, before they finally respond.

The Fuel tanker on the planet finishes powering up and raises lazily into orbit, along with four ships boats.

"We suspected you might feel that way. Unfortunately, if the 'safe place' you left some of those other prisoners was Beta Port, then you should know that several vessels were sent there to punish them with Nukes for not fighting you harder. I will probably loose my commission for this, but I am going to authorize the exchange of fuel for prisoners, because my brother was on one of the command teams. This should occur simultaneously. The fighters will stand off, and begin closing once the exchange is completed. You better be gone by the time the missiles reach you..."
LCDR Hawthorne Doyle
PC, 45 posts
Captain of Jean Bart
Thu 28 Feb 2019
at 21:59
  • msg #116

The First trip of Jean Bart

In reply to Fate (msg # 115):

"Very well. Moving into a position to leave."

I will move into a position from which I can jump to Beta Port, and have the navigators lay in a course for one of the Gas Giants. I do not like the sound of them nuking the place.
Fate
GM, 2125 posts
Roll for dodge!
Sun 3 Mar 2019
at 20:38
  • msg #117

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 116):

You detect the fighters launch as you reach the jump point, as they promised. Activating the Jump drive immediately you enter hyperspace as the missile alert alarms begin to sound, arriving at Beta Port one week later.

It becomes clear that the planet was heavily nuked, as was anticipated. approximately 1/4 of the population was killed, but the rest managed to disperse so effectively that the nukes were limited in usefulness. But the message was made very clear. Interestingly enough, the only vessels left in the system are a couple of small Ikens as Gas Giants distant from the colony. Not only do they keep their distance, but they wait at jump locations.

Refuelling first, you move to chase these vessels off, taking a day to do so, before returning to the planet. You are informed that Managudeli has decided to no longer leave a garrison here, but to come and collect foodstuffs for sale on a regular basis. About the only area spared the nukes were the farms, but he has promised that he will rectify that if he is not able to collect crops once every two months.

Most folk feel that was a win, though a very expensive one. Everyone has lost loved ones. Clearly, however, he still monitors the system, so they ask you to leave. The do not want the situation to deteriorate, or a garrison once again placed there. A number wish to leave with you as well.

It is the 20th of June 2173 by the time you return to Clameer. The planet was also nuked, but highly ineffectively. Not finding the colony, Managudeli simply used 'dirty' nukes to make a lot of radiation on the planets surface. Most colonists are now making their ways to Nova Pacifica and Faith.

20 Jun 2173.
This message was last edited by the GM at 23:46, Wed 06 Mar 2019.
LCDR Hawthorne Doyle
PC, 46 posts
Captain of Jean Bart
Thu 7 Mar 2019
at 00:11
  • msg #118

The First trip of Jean Bart

In reply to Fate (msg # 117):

With a full load of colonists and supplies now dwindling, Doyle decides the next course of action is to retreat back to Nova Pacifica as directly as possible, taking the colonists with him, and a number of Terran-designed computers, and parts from the Assault shuttles which may assist the work on the Vilani wrecks.

Departing on the 21st June, the arrives in Nova Pacifica on the 4th of August to unload, inspect the work and allow his crew some time to rest and recover. His planned stay is 1 month.

He finds that the new Fusion reactors have arrived. Parts from one of the Gashiddas have been cannibalized to get the other one functional. The first Gashidda will be ready soon, with the arrival of Sharurshid Line Freighter Reactors and a series of new drives purchased. Beam weapons and Plasmas have been smuggled in to avoid the need to ammunition.

A Lightning arrived very recently and has begun trading between here and Dzosuiken or Chrysolite, a four month round trip either way for which they naturally charge quite a bit. But it does offer some trading services, and there are plenty of unusual resources for which a premium price can be asked.

Trials on the 4th of September show the following specifications for the new vessel:

Dissident Gashidda: 400 dTon Needle/Wedge
(6.1G/Move:3250, dDR:110, dHP: 70, dTons of Cargo Space: 50, SM:+9)
Weapons: 6x Beam, 2x Plasma, Crew:24, Life Support: 40
1 Assault Shuttle

04 Sep 2173, Ready to leave.
This message was last edited by the GM at 00:39, Wed 20 Mar 2019.
LCDR Hawthorne Doyle
PC, 47 posts
Captain of Jean Bart
Thu 7 Mar 2019
at 06:41
  • msg #119

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 118):

Doyle suggests a raid on the Orgill system, to cut the supply lines for Ceti-Command.
LCDR Hawthorne Doyle
PC, 53 posts
Captain of Jean Bart
Sat 9 Mar 2019
at 22:23
  • msg #120

The First trip of Jean Bart

Doyle leaned back into his chair and ran his fingers along the sharp edge of his jawline, he hmm'd for a moment in consideration. "I think cutting off the supply line would be much more fruitful. You know, blowing up a Vilani ship every now and then seems to raise morale of everyone here... he said, loudly enough that the entire bridge could hear his mirthful jest.

"But I suppose the rest of our forces wouldn't appreciate us taking away all of their fun.
Lets head all the way to Orgill, and see what we can do to disrupt some systems



OOC:

I followed your recommendation here, but i'll keep up posting now.
Just need to catch up as we go.
:)
Dissident Vessel
NPC, 1 post
Sat 9 Mar 2019
at 22:36
  • msg #121

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 120):

"With the new Gashidda, we can give them a nasty surprise! It will be good to be on the offensive for once..."

While the crew of the new vessel train enthusiastically, you hope they will have enough time to improve. The vessel runs Terran computers, so the crew are still getting used to them as well.

"What route to get there?"

[Private to LCDR Hawthorne Doyle: Glad to have you back! I trust you find that my actions NPCing you were not significantly different from what you would have done?]
LCDR Hawthorne Doyle
PC, 55 posts
Captain of Jean Bart
Sat 9 Mar 2019
at 22:59
  • msg #122

The First trip of Jean Bart


Doyle considered the possibility of adding some of his own crew to the Gashidda vessel, at least temporarily - to be placed in command roles and provide some well-needed experience. With the possibility of giving out some of the soldiers to Zotmund, it seemed a reasonable idea but ultimately nothing tempered steel like fire. And so they would be tempered.

"You're not wrong. With the extra force we can bring to bear, we  should be able to cause some more significant disruption.

Lets just make sure that our new Gashidda ally initially provides a more supporting role and doesn't get too far in over its head.
he said, and then took his place in the captain's chair.


"Set course for Orgill. Lets take a more circumspect path so as to avoid any significant force before we get to our destination and not reveal our plan so early. he said keying in his choice of route.



OOC: Everything is in order, regarding the NPCing, I appreciate it and apologise for the delays.


If possible:

Nova Pacifica -> Faith(2831) -> 2731 --> 2729 -> 2728 -> 2927 -> 3227

I guess that's a doable route? If i'm being stupid, let me know.

[Private to GM: Could you remind me how precisely I can make jumps - does it have to be hex to hex? or are there jumps that can be made that crossmultiple hexes? I think you said to ignore the difference between blue dots and white dots in systems for now?

what do "TC" and "Na" and ""ZS(k)" mean?





]

Cyril Zotmund
Captain, 2562 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sat 9 Mar 2019
at 23:15
  • msg #123

The First trip of Jean Bart

You forgot 3128 ... you have to go through Beta-Port to get there ... no jump three. The rest we have mapped for you.
Fate
GM, 2149 posts
Roll for dodge!
Sat 9 Mar 2019
at 23:36
  • msg #124

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 123):

Yes, Cyril is correct. You jump from Hex to Hex, but you require a survey of the hex you are jumping to. Fortunately, Dastavka has survey the required Hexes, except for union. Maximum jump distance is 2 parsecs. Ignore the other symbols, they are details about the planet that are relevant to trading, not something you are involved in!

So Nova Pacifica -> Faith(2831) -> 2731 --> 2729 -> 2728 -> Union (2927) -> Beta-Port (3128) -> Orgill(3227)

Putting a few experience persons on there to train them in Gunnery (Beams) and use and maintenance of computers would naturally be appreciated. You have 5 weeks in Hyperspace before you reach Union, so there is plenty of time to get some training done! The Gashidda also has a Heavy Plasma Turret, which is very nasty at close quarters, but it only has 6 Beam weapons, so training to stay close to share Point defences would be a VERY useful skill fighting Vilani, to be sure.

You load up on Supplies, and prepare to depart for Faith, the last place before Beta-Port where you can get supplies.
Cyril Zotmund
Captain, 2565 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 10 Mar 2019
at 00:24
  • msg #125

The First trip of Jean Bart

Well I could go to Clarmeer and then jump back if you think that might confuse the Vilani...
Dissident Commander
NPC, 5 posts
Sun 10 Mar 2019
at 00:54
  • msg #126

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 125):

"It may, though unlikely, as we already have our bounty hunter at Clameer chasing off the Iikens. So far it has only caught one though."
Cyril Zotmund
Captain, 2568 posts
Commander UNN (Ret)
ex Scout and Exploratory
Sun 10 Mar 2019
at 02:00
  • msg #127

The First trip of Jean Bart

It was just a thought ...
Dissident Commander
NPC, 6 posts
Sun 10 Mar 2019
at 02:58
  • msg #128

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 127):

"And a good one. Glad to say, one we have already thought of, and actioned!"
Fate
GM, 2159 posts
Roll for dodge!
Tue 12 Mar 2019
at 11:03
  • msg #129

The First trip of Jean Bart

In reply to Dissident Commander (msg # 128):

You load up with supplies and get ready to depart.

Of the 44 dTon of Cargo space, you have plenty of space. In the hold, you have
20 dTon of Supplies
120 Millisles (4 dTon, taken from the downed ships.

You use approximately 1 dtons per week between both vessels.

Planet: Labrysian Sauna (2728)
Date: 04 Oct 2173

The New Hope and Dastavka also load up with supplies and get ready to accompany some of the way. The jump to Faith is straight forward, where you resupply, before jumping to 2731, then 2729 (Pandora), before coming to 2728 (Labrysian Sauna).
Cyril Zotmund
Captain, 2573 posts
Commander UNN (Ret)
ex Scout and Exploratory
Tue 12 Mar 2019
at 18:39
  • msg #130

The First trip of Jean Bart

Through Comms  Good Luck, Union shouldn't be too hard to reach, as it has been plotted from other directions.  Give 'em hell, but make sure you get back. We'll be out of touch for six months or so. End Trans
LCDR Hawthorne Doyle
PC, 58 posts
Captain of Jean Bart
Sun 17 Mar 2019
at 11:00
  • msg #131

The First trip of Jean Bart

In reply to Cyril Zotmund (msg # 130):

"All the best. Come back with more valuable routes...they may be very valuable soon!"

He then order a jump route to Union to be entered into the system, and the ship to then proceed there, before refueling and jumping to one of the locations where Ikens were last seen in Beta Port.
This message was last edited by the GM at 11:01, Sun 17 Mar 2019.
Fate
GM, 2177 posts
Roll for dodge!
Sun 17 Mar 2019
at 11:15
  • msg #132

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 131):

The jump to hyperspace was straight forward, and you exit to Union without ado. The system appears empty, and you are able to refuel without incident. The New Hope jumps with you, and you are both ready to depart in a few hours. You and the New Hope each select a separate Gas Giant to jump to, hoping to catch any Iken unawares.

The next week in hyperspace is a nervous one. As you come out, the proximity alarm sounds! A mere 15k mile away, a small Iiken suddenly powers up its jump drive, entering hyperspace a mere 9k miles from you as you attempt to approach, even as your missiles closed! Frustrated, you recall the missiles.

The other Iiken was at a small planet, and it wastes no time departing. One to Ceti-Command, the other to Orgill. Your intelligence suggests that the Shamshir is based at Orgill colony, so you message the New Hope to meet you there as you both refuel, using laser communicators once you are close.

After a day, you are ready. You set course for Orgill colony, and both of you enter hyperspace.
LCDR Hawthorne Doyle
PC, 59 posts
Captain of Jean Bart
Mon 18 Mar 2019
at 00:06
  • msg #133

The First trip of Jean Bart

Doyle cursed as the ship escaped and let his frustration vent with a sharp strike of his arm. Bloody hell, we'll have to make haste and get to our destination before any intelligence can gather any reinforcements that they may request.

The good news is that they're unlikely to know which our destination is directly, so will have to spread their forces. But, either way, let us make haste and move on as soon as we can.

Fate
GM, 2181 posts
Roll for dodge!
Mon 18 Mar 2019
at 01:36
  • msg #134

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 133):

You waste no time in taking the jump to hyperspace.

Exiting together at the planet, you find that the Iiken is there. The other ships have made some preparations, but are still gathered in three groups about 12 hours apart. Far less vulnerable than they were, but still...

At Orgill
Gas Giant 3 (2 Moons): 3x Gashidda (9 PD, 27 Missiles)
Planetoid 1 (1 Moon, Colony): Shamshir, 3x Gasgidda, Iiken (17 PD, 44 Missiles)
Planetoid 2 (2 moons): 3x Gashidda) (9 PD, 27 Missiles)

As you approach the planet, they begin to converge on you, but apart from the group at the planet, which takes formation to engage you, it will be 12 hours before the first group arrives and another hour before the second one does. Two other Iikens jump from the system as you arrive.

24x Beams, 6x Missiles, 2x Plasmas

The Jean Bart has 2 sandcasters, and the New Hope has 0. Clearly, not enough to cover the pulse lasers, so you will want to close the gap fast, but not to fast!

Current fleet being engaged, 700 k miles, closing at 85,000 miles per rnd.
Shamshir x1
Gashidda x3
Iiken x1
This message was last edited by the GM at 11:11, Tue 19 Mar 2019.
Fate
GM, 2183 posts
Roll for dodge!
Mon 18 Mar 2019
at 06:08
  • msg #135

The First trip of Jean Bart

In reply to Fate (msg # 134):

Jean Bart and New Hope race towards the hostile ships, ensuring that they form up before they get to missile range, managing to do so by the time they reach 360 k range where the Vilani ships launch their missile swarm. By the time they reach 105 k, the swarm has been shot down on their final approach. The Vilani launch a second wave even as they turn, but by that time they are a mere 40 k from the fast approaching Terran vessels, and the second wave of missiles is shot down with ease. Unfortunately, even a lucky hit on the Shamshirs engines fail to penetrate. With the Vilani fleet able to outpace the Terrans, even though it was only marginal, it seemed that the kill could not be had.

Fortunately, after a third salvo was shot down without the New Hope firing a shot, while the Jean Bart was able to damage one of the Gashidda's reactor rooms, so the Vilani changed tactics. Their missiles ineffective on their own, they attempted to aid them with pulse lasers, but in order to do so, they slowed, allowing the Terrans to come to 15 k, at which range the beam weapons could be more effective. The Terrans shot the missiles away first, with the Pulse lasers proving ineffective even at this range on the ships hull, but them the beams were brought to full effect on the Shamshir, even as the New Hope finally got to engage her plasma cannons!

The turrets of the Jean Bart were able to cripple the power plant, maneuver drive and comms of the Shamshir, effectively crippling the vessel. Meanwhile, the New Hope blasted the Iiken with it's Plasma Cannons, destroying the small craft spectacularly. The resulting fourth swarm of missiles was therefore somewhat smaller, and easily swatted from the sky, and though the Gashidda's in a desperate attempt to protect their commander did manage to do some minor damage, the result of closing to within 5k of the Gashiddas was always going to be very telling. Despite the Jean Bart hitting only once, disabling the maneuver drive of one Gashidda, the New Hopes plasma cannon tore apart another one. The remaining Vilani vessels realized their error too late, and while they did minor damage to the Jean Bart as they tried to flee, both were soon disabled. The Jean Bart and the New Hope were then able to pick off the remaining ships, allowing survivors to escape back to the colony in assault shuttles first.

The first battle over, one might have been forgiven for thinking the system was theirs. But no. Two groups of three Gashidda each are approaching, at least 10 hours away. The two vessels do, however, have time to skim for fuel, refilling the tanks even though they will have to fight before the fuel is refined. Once the tanks are full, the folk on the base are ordered away from the refueling buildings, which are then destroyed from orbit. By this time, the nearest fleet is two hours away in one direction, while the other fleet is three hours away in another.

Date: 27th Oct 2173
Location: Orgill, Refueled...
This message was last edited by the GM at 06:12, Mon 18 Mar 2019.
Fate
GM, 2184 posts
Roll for dodge!
Mon 18 Mar 2019
at 10:35
  • msg #136

The First trip of Jean Bart

In reply to Fate (msg # 135):

[Private to LCDR Hawthorne Doyle: Tactics roll, 5 under.]

Doyle appraises the situation and reasons he has a better chance against one group than both. His crew calculates an intercept with the closest group that will allow him to intercept them about 50 minutes before the other group arrives, and by getting between the two groups, he can ensure that they never meet without the chance of closing the range.

He sets a course for the intercept, and moves off at maximum speed. The Gashiddas respond by heading directly towards each other, and a little away from him. This will extend the chase time to three hours, and will bring the time gap between meeting the two forces down to twenty minutes (5 minute rounds, so 4 rounds), but it does seem to be the best they can do.

The time ticks by, as you progress at full speed together, wishing you had a faster vessel.

As always with Vilani, they start with the traditional volley of missiles. 27 in this case. As always, your gunners use them for target practice, as do the Gunners of the New Hope. Not that the they are needed, but clearly they need the practice! Closing at an angle as you are, the closing speed is low, allowing them to get of another 2 salvos before they are within long range. All of which get shot down. The gunners practice firing at long range, but more for practice, as experience has shown that beyond 29 k miles, the damage diminishes to the point that the Gashidda's armour is too thick. But after the fourth salvo has been shot down, you manage to close to 9k miles. The Gashiddas continue to try to get past you to join the second group, and you know it will not be long before they do. The Gashiddas attempt to fire back, but two of the three seem to have problems with their weapons, possibly because Pulse Lasers are not well maintained by patrol vessels! The third does fire at the Jean Bart's fusion plant, but the rounds fail to penetrate the armour. But then the long awaited short range attacks that so much depended upon. Whilst turret 7 of the jean Bart overheated and had to be shut down, three other turrets scored direct hits on the Fusion reactors of the Gashiddas, and all were hit, reducing their speed to give you not only an extra ten minutes, but also ensuring they could not jump from the system! Whilst the New Nope's beams were not effective, their plasma weapon poured withering plasma fire onto the nearest hobbled Gashidda, causing it to explode spectacularly!

Crippled and now at your mercy for longer than they expect to live, the remaining two Gashiddas immediately surrender. The remaining group suddenly veer off, and clearly run back towards a jump point in the opposite direction to you, at a speed you could match, but not exceed. It takes but a few minutes to realize you will not be able to stop them jumping from the system, something they clearly now intend to do!
LCDR Hawthorne Doyle
PC, 60 posts
Captain of Jean Bart
Mon 18 Mar 2019
at 16:39
  • msg #137

The First trip of Jean Bart

OOC: bloody hell!

3 posts quicker than I could even sleep and get back from el gymmo.
17:25, Today: LCDR Hawthorne Doyle rolled 9 using 3d6 with rolls of 3,5,1.  tactics.



Well, it wasn't a bad result considering they were outnumbered and so he told the crew that in his congratulations.

"Now I suppose we must see to their surrender. Patch them through, and tell them that we will board. Any resistance will be met with severity and then he arranged to have a skeleton crew man the ships, a mix of his own crew and those from The New Hope.
This message was last edited by the player at 17:26, Mon 18 Mar 2019.
Fate
GM, 2186 posts
Roll for dodge!
Mon 18 Mar 2019
at 19:27
  • msg #138

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 137):

OOC: Saw you log on and then leave after the first post, so I thought you wanted me to keep going to the conclusion, sorry!

The two new Gashiddas have no Fusion plants, and therefore are immobile. They do, however, have assault shuttles in which the crew can be ferried back to the planet. This you are able to do, in about 8 hours. The New Hope have very few spare crew, but is happy to send any spare to one of the captured vessels.

Your engineer says that if he takes the Fusion plants from 4 shuttles, he can put them in one Gashidda and get it functional enough to jump. There were 3 Shuttles from the Shamshir and a ships boat (with a similar sized reactor), plus 4 other shuttles from the various Gashiddas that were crippled.

However, given Managudeli's response at Beta Port, many of the survivors want to be taken away from the planet, and many others seek to hide somewhere on the planet.
Gloria Flake
2IC, 45 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 18 Mar 2019
at 21:36
  • msg #139

The First trip of Jean Bart

Gloria offers to Captain one of the Gashiddas back to Nova Pacifica.
LCDR Hawthorne Doyle
PC, 61 posts
Captain of Jean Bart
Mon 18 Mar 2019
at 22:23
  • msg #140

The First trip of Jean Bart

OOC: I have Rpol always open on my computer, all the time, even when not at my desk. I think it caught the GM of Travesty and REsponse off guard too.

Doyle leaned back in the chair. Another Gashidda or two would really help the cause and so he felt it was a necessary evil to dally enough to make it jumpable and send it on its way.

"You can take one of the ships, but play it safe. You can come to my office for a briefing before you go." he offered.



[Private to GM: Ha, fml this game is quite hard to keep up with - Even just from a stand point of not knowing the Traveller universe too well.

Okay, so what I'd like for now is the following:
- get as many of the ships as repaired as possible. If they can't be rebuilt up to a good working order, then get them jumpworthy and have them head off back to a safe port.


- Survivors that want to come on the ship can do so and those that want to be on the planet can also do that (I presume you're meaning the survivors of the battle). Of course all things that aren't 100% essential to their survival will be removed and taken.

- He'll "brief" gloria

- So, with wanting to use this system to cut off supplies to any more advanced systems, I think we'd need to maintain a presence here. 3 Gashiddas (if they can get made to working order) and the JEan Bart, can be okay for now.

I'd certainly welcome some suggestions


]
Gloria Flake
2IC, 46 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 18 Mar 2019
at 22:26
  • msg #141

The First trip of Jean Bart

Certainly Sir, and from what I have just heard among the engineers talking, we should have enough small power supplies to fix both Gashiddas.
Fate
GM, 2188 posts
Roll for dodge!
Tue 19 Mar 2019
at 00:14
  • msg #142

The First trip of Jean Bart

In reply to Gloria Flake (msg # 141):

'fix' is a strong word. Enough power to run the jump drives, but somewhat short of combat power!
Gloria Flake
2IC, 47 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 19 Mar 2019
at 00:58
  • msg #143

The First trip of Jean Bart

Hey honey, if it works, it's way more fixed than it was before.
Engineer
Tue 19 Mar 2019
at 01:30
  • msg #144

The First trip of Jean Bart

In reply to Gloria Flake (msg # 143):

"True, but it would probably not work in combat, is my point. Perhaps we can take it back to Nova Pacifica, but we would need to change out these computers. Or we could just jump past Ceti-Command to Clameer, and then on down to Nova Pacifica that way to fix them up, since they have all the jump tapes still from when they used to patrol there. But it will take a few days to get these two even to that point."
Gloria Flake
2IC, 47 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 19 Mar 2019
at 02:22
  • msg #145

The First trip of Jean Bart

A few days Huh?  Well we may well be interrupted then... is there any power on the Shamshir we might take advantage of? Or might it be worth more to salvage it? Also, what's on the ground? They want out, the best, fastest way out is to help us get the ships fixed.
This message was last updated by the player at 02:22, Tue 19 Mar 2019.
Engineer
Tue 19 Mar 2019
at 04:09
  • msg #146

The First trip of Jean Bart

In reply to Gloria Flake (msg # 145):

"The Shamshir had all reactors and drives destroyed in the fight, and was destroyed soon after , along with the first wave before the second wave could arrive, leaving just enough time for survivors to get off. We found only a few basic spares on the planet, which we have taken to ensure we can do what we can, but it really was just a refueling station. We could take some of the guys from the planet, but I would suggest we make sure we are in the majority on all ships.

But since we are refueled, any ships with working engines can jump if we are disturbed, just dropping a few missiles into those that cannot.
"
Gloria Flake
2IC, 48 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 19 Mar 2019
at 17:12
  • msg #147

The First trip of Jean Bart

Good as we can get then... just hoped we hadn't totaled everything of use on the Shamshir before salvaging things of value. OK, let's make sure the beams on this things work and the computers are as good as we can get them working.  We want to be ready to jump when they are and we want to be able to fight this thing if we have to.
Engineer
Tue 19 Mar 2019
at 19:04
  • msg #148

The First trip of Jean Bart

In reply to Gloria Flake (msg # 147):

"Yeah, about that, I doubt we will have enough juice to work the beams and the engines at the same time. Also, the Computers, particularly the jump computers, are Vilani, meaning that they need Jump tapes. We do have them for Nova Pacifica, but not for the new systems past Union. That means we are going to have to jump to Clameer, either via Beta Port or Ceti Command."
Gloria Flake
2IC, 49 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 19 Mar 2019
at 19:33
  • msg #149

The First trip of Jean Bart

Yes, I had presumed as much, the question is which system Commander Doyle will choose to jump through. As for power, here in space, we have no friction to speak of, so we can accelerate, then coast and shoot. we will have to swap back and forth, a rather undesirable fact, but we aren't hopelessly lost if we chance upon another Vilani ship.
Engineer
Tue 19 Mar 2019
at 20:20
  • msg #150

The First trip of Jean Bart

In reply to Gloria Flake (msg # 149):

It takes time to get the vessels ready. With extra fuel refiners put into the Jean Bart, and all the power plants you could find installed into the remaining two captured Gashiddas, you finally have them all working and refueled a week later. Well, working enough to jump...

You can now expect hostiles at any time...

[Private to LCDR Hawthorne Doyle: Tactics roll passed, so you know it is best to wait for the Kargash to appear here rather than risk jumping into it's system.]

Date: 03 Nov 2173
Location: Orgill, Refueled...
Gloria Flake
2IC, 50 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 20 Mar 2019
at 01:51
  • msg #151

The First trip of Jean Bart

OK Commander, we are as up as we can get, where do we jump to?


OOC - I assume we will need to refuel or skim and process at whatever system we go to?

Edit by GM: Correct assumption. This being a refuelling base, fuel refiners were the one thing in abundance. The entire fleet can refuel in an hour, plus an hour travel, and refine fuel in 8 hours, so good to go in 10 hours. -2 to jump skills (all 4 of them) to use non-refined fuel, and I will need rolls in that case. Critical failures can be nasty if there are 50 fighters bearing down...as there will be in Ceti-Command!
This message was last edited by the GM at 02:16, Wed 20 Mar 2019.
LCDR Hawthorne Doyle
PC, 62 posts
Captain of Jean Bart
Wed 20 Mar 2019
at 14:56
  • msg #152

The First trip of Jean Bart

Doyle looked around and noted that it was best to wait for the KArgash ships to appear before jumping directly into their line. It would provide the Gashidda ample opportunity and a better probability of  getting through and back to somewhere safer.

"We'll wait around and let them head out once our retaliators arrive"

[Private to GM: Haha, fuck my life this game is just all kinds of confusing for me.

If there are any problems with my post let me know and i'll correct/update.
]
Gloria Flake
2IC, 51 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 20 Mar 2019
at 17:09
  • msg #153

The First trip of Jean Bart

Roger, so to Beta Port and then Clarmeer as soon as the Vilani show up? don't wait for an order?
LCDR Hawthorne Doyle
PC, 63 posts
Captain of Jean Bart
Wed 20 Mar 2019
at 19:59
  • msg #154

The First trip of Jean Bart

Doyle nodded, "While they'll have trouble in battle, we might as well recover them and add them to the list of assets we have rather than risk the captured vessels and crew to fight undermanned and under equipped
Fate
GM, 2195 posts
Roll for dodge!
Wed 20 Mar 2019
at 21:52
  • msg #155

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 154):

So you wait for hostile vessels to appear. But nothing does. At least, not for a few more days.

On the 8th of November, as you wait, near one of the Gas Giants, just beyond the 100 x diameter range so you can jump, you detect multiple incoming hyperspace signatures at the planet. You prepare to jump, waiting until the distinct shapes of the Kargash, Shamshir, 5 Gashiddas, 2 Heroes and 2 Iikens complete their jumps, before jumping through to Beta Port. Even as you activate the Jump drive, you receive an incoming signal from the Kargash.

"You Terrans will pay dearly for this piracy! Yangila will destroy Terra, just as the Vegans were destro..."

The transmission was cut short by entry into hyperspace.

Exiting into the almost deserted system of Beta-Port, the two Iikens there quickly jump out of the system, allowing you to refuel unmolested at a Gas Giant. Ten hours later, you prepare to jump, and make it to the jump point for Clameer.

The jump to Clameer goes uneventfully, thankfully. You arrive in Clameer, and begin to refuel at a Gas Giant, as the planet has minimal refuelling, when hyperspace signatures open at the planet!

A Kargash, Shamshir and 2 Gashiddas arrive! The small bounty hunter that was at the planet is able to run back to you faster than they can catch him.

"So I have you now. Surrender, or I will glass this planet and destroy the atmosphere! Or Come and fight me. But run, and this becomes a barren planet."

They are about 10 hours away. You do have time to leave, if you want. They can launch 81 missiles.

Date: 23 Nov 2173
Location: Clameer
This message was last edited by the GM at 04:39, Thu 21 Mar 2019.
Gloria Flake
2IC, 52 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 20 Mar 2019
at 22:55
  • msg #156

The First trip of Jean Bart

Well commander, they sort of have us in a pickle ... The Kargash can deal it out, but has limited Point defense I am told, The Shamshir is a bit more balanced and the Gashiddas we know well.  If the Bounty Hunter will support us and stay back at first, we should be able to squeak this out. Our issue is killing missiles, I believe we only have 24 beam weapons for point defense against their 81 missiles at a time ... BUT if we can disable the Kargash , then they are in trouble. It only has 4 Plasma projectors for Point defense.  I think it should be our primary Missile target.
LCDR Hawthorne Doyle
PC, 64 posts
Captain of Jean Bart
Thu 21 Mar 2019
at 13:14
  • msg #157

The First trip of Jean Bart

Doyle waved Gloria down and nodded "Yes yes, I appreciate your input. Keep our Gashiddas back and let them volley missiles without too much of a threat. The others will engage in a moment.


Open communications with their lead vessel
he said  and then a smile spread across his face.

"Captain, I would like to know your name because I'm told that piracy in this are is rife aided in no mean way by a rather idiotic commander. I don't recall precisely what the name was, maybe I was told it was all of you but I would much appreciate you jogging my memory.

And with that in mind, the very notion of us surrendering to you is quite hilarious. In my experience you can't handle a fleet even half your size.
he laughed out loud as if to punctuate his statement.



OOC:
Going to try and fast-talk the enemy commander into making a tactical blunder by rushing forward with his fast vessels.

The goal would be to then focus down the Shamshir with all available weaponry to leave their Kargash vulnerable.

Ideally it would go like this:

- Annoy them
- they rush in (the faster ships), leaving their Gashidda behind.
- We focus down the Shamshir and disable/destroy it.
- We then outnumber their Kargash significantly, and demand their surrender instead.
- Ideally take the Kargash without having to destroy it.
- Gain 3 more ships :)


Rolls:

13:11, Today: LCDR Hawthorne Doyle rolled 11 using 3d6 with rolls of 1,6,4.  fast talk (16). // PAss by 5.



This message was last edited by the player at 13:14, Thu 21 Mar 2019.
Vilani Commander
NPC, 10 posts
Com. Eleni Managudeli
Thu 21 Mar 2019
at 19:20
  • msg #158

The First trip of Jean Bart

In reply to Gloria Flake (msg # 156):

"I'll have you know I am Commodore Eleni Managudeli! I am the law in these sectors, where you have been attacking. Just you stay there and we will show you how I handle a fleet!

But I am not so rash as to leave all my ships here. All vessels, move to attack.

Remember, coward, you run, and we turn and waste this pitiful rock of rebels!
"

The ships all turn and move towards you at full speed. The Gashiddas will be there in 10 hours, but the two faster vessels, the Shamshir and the Kargash will take only 7.

You have 7 hours to take actions before they arrive. Actions?

[Private to GM: Understood overall plan. However, battles do not always go as planned.]
Gloria Flake
2IC, 53 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 21 Mar 2019
at 19:37
  • msg #159

The First trip of Jean Bart

Are we better in close support of each other? I considered moving off to one side, but it leaves my ship open to defeat in detail. Perhaps put a planetary body between us so they need to get closer before firing all their missiles?
LCDR Hawthorne Doyle
PC, 65 posts
Captain of Jean Bart
Thu 21 Mar 2019
at 23:26
  • msg #160

The First trip of Jean Bart

All form up so that we can hit hard and fast when they come into range. The faster ships will reach us more quickly, and so may well give us a window to pile on an attack against them quickly before the slower ships arrive.

A less impetuous commander may well have waited for his slowest vessel to engage.

We will move a little further away, without risking the planet to ensure that the widest gap between their ships is maintained
he said.
Fate
GM, 2203 posts
Roll for dodge!
Fri 22 Mar 2019
at 00:27
  • msg #161

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 160):

When the hostile fleet reaches 420 k miles, you all launch your missiles in concert. The swarm moves towards them as you move away at just 10 k per round, the speed of your slowest vessel, but by the time the swarm reaches them, they are still 270 k miles away. Unfortunately, the entire swarm is destroyed. The next round, at 220 k, you both launch a second swarm. The range is still 70 k when the swarms reach their targets, and once again both swarms of missiles are shot down with point defenses. Both sides once again launch swarms, but by this time, the range is just 20 k. The Kargash goes straight for one of the captured Gashiddas, smashing it with her plasma cannons, but not before it managed to shoot down 12 of the 63 missiles. The New Hope, the other Gashidda and half of the Jean Barts' turrets managed to shoot down the rest of the missiles, while the Spear of Destiny honed in on the Shamshir. Despite the half of the Jean Bart's turrets attempting, and failing, to engages the Shamshir to take it out, it was the small bounty hunter that did the damage, smashing through the engines and power plant, stopping the vessel dead in space and, more importantly, separating it from the Kargash.

The Kargash now separated, the missiles from the other captured Gashidda were brought to bear on the now exposed Kargash, even as the missiles from the Jean Bart honed in on the Shamshir, whose point defence systems seemed to be working just fine. Despite the missiles from the Jean Bart being disposed of by the first two turrets, the other four turrets were hampered by the gap, now opened to 4k by the time the Gashidda's missiles closed to the Kargash, and they were only able to dispose of 4 of them. The Kargash, however, was badly damaged as the 5 missiles came in to avenge the destroyed vessel...destroying the power plant and reducing the vessels speed by half, to just 30 k per round. It is now 15 k from the Shamshir...

"Very clever. But you have lost one ship, and are about to loose another. And I have reinforcements coming! It is not too late to surrender."
This message was last edited by the GM at 01:33, Fri 22 Mar 2019.
Gloria Flake
2IC, 56 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 22 Mar 2019
at 02:19
  • msg #162

The First trip of Jean Bart

FOAD Asshole!  Gloria continues to fight her ship and encourage her crew...  [assuming the Kargash is shooting at the real threats to his existence]   Aim to kill his missiles in the launcher and at the Bridge sensors with the beams. Thier armor protects the other stuff. give him another salvo of missiles... it will keep him busy.
Dissident Vessel
NPC, 2 posts
Sat 23 Mar 2019
at 00:57
  • msg #163

The First trip of Jean Bart

In reply to Gloria Flake (msg # 162):

"We don't have any missiles to deal with the Kargash and we cannot get past their armour, so we will focus on taking the Shamshir's missiles out of the fight. We have enough weapons to deal with their missiles, and you have enough to deal with the missiles of the Kargash. Good luck in dealing with him...we are depending on you now!"

The head off to deal with the Shamshir at close range.
Gloria Flake
2IC, 57 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 23 Mar 2019
at 02:20
  • msg #164

The First trip of Jean Bart

Best of Luck... it would make a fine addition to the Fleet.
Fate
GM, 2209 posts
Roll for dodge!
Sun 24 Mar 2019
at 08:38
  • msg #165

The First trip of Jean Bart

In reply to Gloria Flake (msg # 164):

The Kargash stopped, attempting to withdraw back to the Shamshir whilst attacking both the captured Gashidda and the Jean Bart with her plasmas, whilst sending the missile swarm at the Jean Bart alone. This enabled the two ships to begin moving out of range of her plasma weapons, as long as they could survive this attack. Fortunately, this time the motions were so violent that the heavy turrets could not compensate, sending the deadly bolts of heat into space.

Despite the beam weapons being preoccupied (quite productively) in destroying the incoming missiles, (well, since the vessel is moving at it's full speed, the Gashidda does not have power for her weapons), both ships are able to launch salvos of missiles toward the larger vessel.

19:00, Today: Secret Roll: Fate, for the NPC Kargash 2, rolled 16 using 3d6 with rolls of 6,4,6.  Attack Jean Bart.
18:59, Today: Secret Roll: Fate, for the NPC Kargash 1, rolled 16 using 3d6 with rolls of 6,5,5.  Attack Gashidda. So Lucky!

Meanwhile, the Spear of Destiny and the New Hope close in on the Shamshir mercilessly. Despite Shamshirs own swarm being disposed of by the New Hopes beam weapons, the combined precision attacks by the Spear of Destiny and the New Hope soon cripple her, though her focus of damage on the Spear of Destiny returns the favour, seeing the small craft spiraling out of control, narrowly missing her targets stern. However, the Vilani vessel's power goes down completely, and the crew begin to abandon ship in the three ships boats even as the New Hope pulls alongside the Spear of Destiny to take off the wounded.

Seeing his backup go down, but the New Hope now on it's own, the Kargash launches the next salvo of missiles, seemingly in their direction as he now closes within 3 k miles of the New Hope as it attempts to rescue the two crew of the Spear of Destiny.

But it was never to be. the 15 missiles from the Jean Bart and the captured Gashidda proved too strong for the plasma turrets of the Kargash. The missiles, still near the Kargash when the bombardment of 11 missiles smash through her defences and detonate her munitions, are shredded by the resulting explosion.

The whole universe seems to pause for a moment. Commodore Eleni Managudeli will speak and oppress no more. The New Hope is the first to cheer!
LCDR Hawthorne Doyle
PC, 67 posts
Captain of Jean Bart
Sun 24 Mar 2019
at 09:23
  • msg #166

The First trip of Jean Bart

Doyle sat back in his chair and smiled "Well, I did say that commanders in this sector were reputed to be sub-par. But his hubris simply wouldn't allow him to surrender.

Ah well, lets round up the other ships and offer them their lives in exchange for the vessel.
he said.

A victory well achieved (even if lucky).
Vilani Patrol
NPC, 26 posts
Sun 24 Mar 2019
at 09:27
  • msg #167

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 166):

The other two Gashiddas turn back for the nearest jump points, which not even the New Hope can stop them reaching...though it would be close. Or at least, it would be if they had full tanks of fuel. But refilling them will take time...

But they clearly do not care to stay in the fight.
This message was last edited by the player at 10:19, Sun 24 Mar 2019.
Gloria Flake
2IC, 58 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 24 Mar 2019
at 14:43
  • msg #168

The First trip of Jean Bart

Being a very skimpily crewed vessel, Gloria has them start processing fuel while approaching the other Gassidda to look for survivors and assess damage.
Fate
GM, 2212 posts
Roll for dodge!
Sun 24 Mar 2019
at 19:10
  • msg #169

The First trip of Jean Bart

In reply to Gloria Flake (msg # 168):

All ships are fully refueled, and the fuel is processed.

Unfortunately, the other Gashidda has fared very badly. Plasma bolts ripped the hull apart, and the engineroom is completely destroyed, with the plasma bolts detonating one of the small makeshift power supplies, sending a nuclear burst throughout the whole ship and tearing it apart. Sensors do not indicate any survivors. It seems all 26 crew originally from Jean Bart perished.
Gloria Flake
2IC, 59 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 24 Mar 2019
at 20:53
  • msg #170

The First trip of Jean Bart

Gloria's Gashidda is quiet and sobered by this revelation, they move toward the next jump point, the victory celebration being tainted by the loss.
Vilani Patrol
NPC, 27 posts
Mon 25 Mar 2019
at 09:13
  • msg #171

The First trip of Jean Bart

In reply to Gloria Flake (msg # 170):

Since the Jean Bart and New Hope follow the Gashiddas to the nearest gas giant, it does not take them long to realize that they will not be able to leave without a fight. A fight they would rather not have.

"We have no further wish to fight you. Managudeli is dead, and his flagship destroyed. Without his leadership, the colonies will likely elect new leadership. Therefore they need to know, so they can prepare to do just that."
Dissident Vessel
NPC, 3 posts
Mon 25 Mar 2019
at 09:17
  • msg #172

The First trip of Jean Bart

In reply to Vilani Patrol (msg # 171):

"Then why don't we come with you? Leadership that we can work with rather than fighting will be beneficial to everyone."
Gloria Flake
2IC, 60 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 25 Mar 2019
at 15:06
  • msg #173

The First trip of Jean Bart

Gloria, still crawling to a Jump point radios JEAN BART - Should I continue to NP and get this thing refurbished?
LCDR Hawthorne Doyle
PC, 69 posts
Captain of Jean Bart
Mon 25 Mar 2019
at 21:43
  • msg #174

The First trip of Jean Bart

Doyle replied "Yes, it seems we made some time for ourselves here, despite losing some good people, we managed to be victorious. So take the ship, have it refurbished and repaired up to full capacity.
Dissident Vessel
NPC, 4 posts
Tue 26 Mar 2019
at 00:40
  • msg #175

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 174):

"Are you coming with us to Ceti-Command, Jean Bart?"
Gloria Flake
2IC, 61 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 26 Mar 2019
at 01:32
  • msg #176

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 174):

Will do.
Fate
GM, 2221 posts
Roll for dodge!
Tue 26 Mar 2019
at 03:00
  • msg #177

The First trip of Jean Bart

In reply to Gloria Flake (msg # 176):

By the time the Jean Bart and New Hope have caught up with the Gashiddas, Gloria is has moved to the jump point and taken her ship to Hyperspace.
This message was last edited by the GM at 03:15, Tue 26 Mar 2019.
LCDR Hawthorne Doyle
PC, 70 posts
Captain of Jean Bart
Tue 26 Mar 2019
at 21:41
  • msg #178

The First trip of Jean Bart

Yes we will be following too
Fate
GM, 2229 posts
Roll for dodge!
Wed 27 Mar 2019
at 00:31
  • msg #179

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 178):

The New Hope waits for the Jean Bart, insisting the other Gashiddas likewise wait, while you escort survivors of the Shamshir to the planet and pick up some officials that request to go with you from Clameer, and together you set course for Ceti-Command.

Some of the Shamshir command team request to go with you back to Ceti-Command as well. Do you take them?
LCDR Hawthorne Doyle
PC, 71 posts
Captain of Jean Bart
Fri 29 Mar 2019
at 08:55
  • msg #180

The First trip of Jean Bart

Absolutely! Doyle was happy to take some of th ecommand staff of the other vessel.
Fate
GM, 2249 posts
Roll for dodge!
Fri 29 Mar 2019
at 11:31
  • msg #181

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 180):

The trip to Ceti-Command is possibly one of the shortest ones you have spent in hyperspace. All four vessels emerge near the planet, and there seems to be some confusion. Just leaving the planet is a large Branch liner, and the obligatory fighter squad is not present, indicating something is odd.

"Where is the Commodore?"
Vilani Patrol
NPC, 28 posts
Mon 1 Apr 2019
at 05:43
  • msg #182

The First trip of Jean Bart

In reply to Fate (msg # 181):

"The Commodore is dead. His ship is destroyed, and the other Shamshir has been captured. Now where are the fighters to avenge him?"

Both Gashiddas opened fire on the New Hope, launching missiles as well as using pulse lasers. The New Hope suddenly barrel-rolled and somehow catapulted sideways as it lined up on the hostile vessels, avoiding the shots with miraculous precision.
This message was last edited by the player at 06:06, Mon 01 Apr 2019.
New Hope
Mon 1 Apr 2019
at 06:13
  • msg #183

The First trip of Jean Bart

In reply to Vilani Patrol (msg # 182):

The New Hope, which had closed to within 900 miles as it was forming up on their stern, returned fire on both of them!

The first Gashidda was smashed with the plasma cannons, streaming debris and losing the power supply, but still managing to continue limping on, it's nine missiles curling back around menacingly. The second Gashidda, at such close range, had the bridge, power supply and communications array smashed, leaving it's missiles moving aimlessly forward, in the wrong direction, just as they were launched.
Fate
GM, 2257 posts
Roll for dodge!
Mon 1 Apr 2019
at 06:17
  • msg #184

The First trip of Jean Bart

In reply to New Hope (msg # 183):

The Jean Bart's gunners do not wait for an order. Most of the gunners target the missiles, but at least two turrets smash into the vessel that launched them, destroying the communications array and the bridge.

Perhaps more surprisingly, there is still no response from the planet.
LCDR Hawthorne Doyle
PC, 72 posts
Captain of Jean Bart
Tue 2 Apr 2019
at 12:52
  • msg #185

The First trip of Jean Bart

"Call for their surrender, we will give mercy. It's their alternative to destruction" he said, sternly, frowning as the ship suffered their impetuous shots of plasma.
Fate
GM, 2265 posts
Roll for dodge!
Tue 2 Apr 2019
at 19:12
  • msg #186

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 185):

Finally they planet responds.

"All ships, please land if you can. If not, please assist those that cannot land into a stable orbit, before landing yourself. The Anukundu have just departed, and Managudeli's brother-in-law, commander of the fighter squadron, was killed when he tried to stop their transport. It looked to be the work of separatists, but we are not sure. What we are sure about is that we will need a new government, and a government that ended this conflict would be vital to the planets ongoing success. As such, there will be no avenging today. Let the courts do that."
LCDR Hawthorne Doyle
PC, 73 posts
Captain of Jean Bart
Wed 3 Apr 2019
at 10:41
  • msg #187

The First trip of Jean Bart

Doryle wrinkled a little bit at the man's tone, telling him what to do but ultimately accepted it, after glancing around the crew and realising that his supplication wasn't very noticable.

"Alright, we will land and help where we can. Expect us within two hours" he said, and then made appropriate orders to move ships into place and provide assistance to the planet.
Fate
GM, 2268 posts
Roll for dodge!
Wed 3 Apr 2019
at 11:12
  • msg #188

The First trip of Jean Bart

In reply to Fate (msg # 186):

One Gashidda is in poor shape, and is assisted into an orbit. The other, badly damaged, landed immediately.

The New Hope requests, and receives permission, to land a little outside of the city, in an area known to house a lot of dissidents. Dissidents who have now armed themselves. They invite you to join them.

By the time you land, there are plenty on folk watching, but keeping their distances. It feels odd, to be landing on a Vilani planet that was, until recently, hostile.

You are informed that it will take time, perhaps a week, perhaps two, for a new government to form. In the meantime, those who were part of the old regime, now recognizing that the absolute power they once relied upon is gone, and discussing how they can rule together with those who the previous regime had alienated. There are a lot of grievances, and plenty of demands to charge some individuals, so it is clear that these 'discussions' will not be quick.

As Master of a Terran vessel, you are often called upon to judge between sides. In the first week, you are asked to make judgement calls in the following cases (all are separate individuals):

1) Guilty or Not Guilty: An administrator is charged with using excessive punishments for condemning a man to death for 5 violent counts of rape, including a 12 yo girl.

2) Guilty or Not Guilty: A dissenter was charged with war crimes for using a biological weapon against the Anukundu 17 months ago. The evidence that he did is pretty strong and he admits it, but he claims it was an act of war.

3) Guilty or Not Guilty: An administrator is charged with 278 counts of murder for withholding food rations from a rebellious region 3 years ago. He claims he was forced to follow orders, or he and his family would have been executed, but prosecution disputes those claims. They cannot be validated or denied.

4) A dissident family claims that an administrator used the previous regime to 'steal' their family food processing factory. The administrator claims they bought it, showing receipts and even commercial evaluations indicating the price was reasonable, but the dissident family claims the prices were fabrications and they never wanted to sell. Of course, no evidence of fabrications can be found.

5) A class action by 891 dissenters claiming that the government owed them approximately $126 Million in lost wages and damages for injustices suffered at the hands of the previous regime.

They also ask you to propose punishments in these cases.

07 Dec 2173.
This message was last edited by the GM at 11:12, Wed 03 Apr 2019.
LCDR Hawthorne Doyle
PC, 74 posts
Captain of Jean Bart
Wed 3 Apr 2019
at 13:33
  • msg #189

The First trip of Jean Bart

Doyle spent as much time as was required there, using the time to build relationships with movers and shakers and participants of the political game that may grant him his own form of influence. Indeed, his presence and affiliation with the Terrans already seemed to afford him some level of influence, and he had been asked to preside over judgement of some suspected criminals.

"I'll impart my judgement solely based on what I feel is fair and proper, under the general assumption that every party have a degree of personal freedom and individual rights. However, it should be noted that life here exists within the context of a society also. he had said, in an attempt to seem fair and gracious in response to the request.

He had added afterwards that, should a seat and position remain for him in governance he would lend his personal (and that of his ship/crew/supporters) aid, and that of the Terran military where he could, providing judicial, governance and economic tasks to help the planet flourish as best he could. He'd suggested a symbiosis rather than the idea of quid pro quo, further insinuating his wish to build a home on-planet after the more important tasks of recovery had been engaged. (OOC: This is political maneuvering at its best to try and install himself in a position of power and influence within the planet's governing strata. It is slightly Machiavellian and slightly insidious but his reasons for doing so are altruistic more than nefarious. Also, he is maneuvering to make 'he himself' the person liable and while implying that his support would also offer the resources at the Terran's disposal, he's not directly stated that. This is an effort of personal ambition primarily)


In response to his judgements he spoke freely, to all that were convened.

1)
"While there could have been a better response, or punishment that would allow the perpetrator to somehow repay a debt to society in a meaningful way that made impotent his urges and similarly instigated punitive measures against his actions, I feel that the executed punishment of death was not excessive given the circumstances.

A repeat offender of grievous crimes against weak of vulnerable members of society should not be tolerated.
and so his judgment was to "not guilty" the administrator for use of excessive punishment.


2)
OOC: I don't precisely know what the doctrines of war are like for the Vilani/Terran, so I'll just go with my gut. In this case, I think he should really be taken as a prisoner of war and punished accordingly.

"War crimes are serious and it is true that despite the uncivility of war,  greivious acts are committed in the name of the cause. This is especially true in a conflict between empires and confederations. In these cases criminals of war, acting in the name of a warring party should be punished by military tribunal, in accordance with military law.

The New Hope will take this man and have him sit before a council of military judges, but acting in war makes him a prisoner of war now.
guilty, will be made a prisoner on Doyle's ship.


3)
Punishment cannot be delivered on supposition alone. Proof is required in order to prosecute. not guilty.


4)
Again, in this case some level of proof would be required to show coercion. With the current data and receipts, and bank details of the 'victims', no guilty verdict can be made. If evidence suggests that they were bought out and not remunerated sufficiently, or in a fair way, then the disparity between payment and value must be paid to the family. Otherwise, no action will be taken

5)
Despite any misgivings and mistreatment incurred from the previous regime, the current new government cannot be held responsible for damages and injustices. The purpose of the new government is to install a new, fairer and more just system that allows all peoples living on the planet to live a flourishing life. No payments will be made by the new government to correct wrong-doings by the previous regime.

However, I will personally be recommending that new institutions be created that help to support more unfortunate members of the society in a manner that allows everyone to prosper
(not paying).
This message was last edited by the player at 13:33, Wed 03 Apr 2019.
Fate
GM, 2270 posts
Roll for dodge!
Wed 3 Apr 2019
at 19:32
  • msg #190

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 189):

With all cases going in favour of members of the previous regime, there are riots that break out as law and order descend to a level of anarchy. The administrator of case 3) is particularly targeted, especially as case 2) resulted in a dissenter being in prison, and the administrator is assassinated when a mob riot and storm his house, setting it alight as dissenters chant "You burnt the evidence. Let us finish the job".

The dissenters family in case 4) also appeal, gathering a large number of 'experts' who claim that prices were artificially brought down so that the previous administration could take over a number of small businesses. The evidence for this is largely circumstantial, but substantial, and suggest a difference to the value of $600 million.

Finally, the lawyers presenting case 5) change the target, in the light of your ruling, to the house of Managudeli, holding them personally responsible for their losses, since it was done under their direction. From what you can tell, all the injustices were indeed done under the direction of Commodore Managudeli, who is now dead, and overseen by family members, most of whom are still alive.
LCDR Hawthorne Doyle
PC, 75 posts
Captain of Jean Bart
Wed 17 Apr 2019
at 02:09
  • msg #191

The First trip of Jean Bart

Doyle sighed as people sufficiently affronted burned and razed and generally committed terrible acts.

"Appeal to peoples' emotion instead of their reason and they will be appeased. But policing should still be in action, at least" he said with an air of resignation.


The mantra Doyle purveyed throughout the whole chaotic episode was "The planet is free, choose its path to your own salvation or demise." rioting and burning things wouldn't help the planet thrive. Despite all the actions, Doyle stood by his assessments and reasoned that some of the cases were indeed a matter of investigation and that fair judgement had been offered. In any case of contention, one party is always left dissatisfied.
Fate
GM, 2301 posts
Roll for dodge!
Wed 17 Apr 2019
at 02:17
  • msg #192

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 191):

Do you consider the appeals for cases 4) and 5)?
LCDR Hawthorne Doyle
PC, 76 posts
Captain of Jean Bart
Wed 17 Apr 2019
at 02:36
  • msg #193

The First trip of Jean Bart

OOC:

If there is sufficient evidence for it, surely will.
What i'm worried about is just arbitrarily making judgement based on feelings, or maybe some implied guilt.

Doyle will happily spend time, with a team of experts investigating the evidence (I guess a roll might work here?). I know you've alluded to it being circumstantial etc. but there are things that are really worth figuring out

1) Did it happen the way it's been told?

2) Are peopel just being butthurt because they sold a profiting business and didnt like it, and using the regime excuse as a way to get back it. I.e. did they actually get money for the sale - pressure from an organisation isn't the same as being forced to. And even if they were forced to, if they were paid off appropriately, then perhaps offer them the chance to buy it back.

Can this be confirmed by experts that Doyle speaks to? If so, then perhaps allowing them to buy back the businesses is an option.

3) Can the man/family really be held 'personally' responsible for enacting Vilani rule? Were the wages 'really lost'?  While I dont think it's possible to hold accountable the current government for actions of the previous one, if any of the families are struggling or in a situation where they're destitute, some form of compensation from the current government can be offered, to get them back on their feet.


What everyone has to understand is that a revolution has just happened and there is an element of rebuilding... and that some losses are just lost. There's a cost for overthrowing a government, and some of that might also be the 'debt' they owe you, or having to live with the bad shit that happened.



Doyle is certainly not trying to favour the regime. And is very much on the side of the people, but a lot of people can probably say something like.

"oh the vilani were mean to me my whole life, now give me 100s of millions in compensation". It just doesnt' work like that.
Fate
GM, 2304 posts
Roll for dodge!
Wed 17 Apr 2019
at 12:40
  • msg #194

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 193):

Probably a couple of skill rolls to work the investigation:

Criminology, Default (IQ-5 or Psychology 4)
Detect Lies, Default (Per-6)

1) There is significant evidence that the market was 'tampered with' in such a way as to devalue the company. Unexplained plummeting of certain stocks, maintained for months with no apparent cause. Union strikes, items such as significant spare parts being held up for months in customs. Any documentation that might reveal the cause of this does not appear to exist any longer, very conveniently. Generally witnesses agree, though certain folk known to have been loyal to the old regime have differing recollections of key events.

2) Those that sold the business were first threatened with bankruptcy, largely due to causes mentioned above, prior to the business being bought out as an alternative. However, the funds from the sale of the business were promptly taken in 'back taxes' and a number of other details that those who wrote up the contract put into it. Despite objections, the initial owners were basically told to sign the contract as is, of face the loss of all assets, and possible jail time to pay off the bankruptcy.

The experts opinions, like the witnesses, depend on how much they profited from the previous regime. Most agree that the sale of the business was far from a free choice, however.

3) At least half of these folk were part of a separate business to the previous case that was bought out by Managudeli's Uncle for 1/10th of what the business was valued at just 4 years previously, when it made record profits. It was in opposition to one of his other businesses, so he shut down the company, giving him a monopoly, and new laws prevented the workers from reopening the company. The 476 workers would have been paid $86 million in wages over the 9 years since then they have been out of work, an average annual wage of $20,000 per year. The others worked for companies that relied on that company and promptly went out of business as a result.
LCDR Hawthorne Doyle
PC, 77 posts
Captain of Jean Bart
Sat 20 Apr 2019
at 22:21
  • msg #195

The First trip of Jean Bart

OOC: will post tomorrow
This message was last updated by the GM at 22:58, Mon 29 Apr 2019.
Gloria Flake
2IC, 84 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 24 Apr 2019
at 16:33
  • msg #196

The First trip of Jean Bart

In reply to LCDR Hawthorne Doyle (msg # 195):

Which tomorrow is that honey?
LCDR Hawthorne Doyle
PC, 78 posts
Captain of Jean Bart
Thu 9 May 2019
at 11:03
  • msg #197

The First trip of Jean Bart

In reply to Gloria Flake (msg # 196):

Time has passed. By 24th Dec 2173, a small Crockett class arrives, with Gloria aboard. Not feeling overly comfortable with how the cases are going, you brief her.

"Gloria, do you want to manage these folk's court cases? I really should stay aboard the ship in case there is a problem..."
This message was last edited by the GM at 11:18, Thu 09 May 2019.
Gloria Flake
2IC, 85 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 9 May 2019
at 16:44
  • msg #198

The First trip of Jean Bart

So be the Governor? Sure.
LCDR Hawthorne Doyle
PC, 79 posts
Captain of Jean Bart
Thu 9 May 2019
at 20:13
  • msg #199

The First trip of Jean Bart

In reply to Gloria Flake (msg # 198):

"Oh, not be the governor, but just help out with cases they want an outside opinion on, and maybe give advice for now. There may be an Intelligence operative here we sent some time ago who can assist."
Gloria Flake
2IC, 86 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 9 May 2019
at 20:38
  • msg #200

The First trip of Jean Bart

I see , so I will be what then? Advisor to? It sounds like you are giving me responsibility without the authority to do the job.
LCDR Hawthorne Doyle
PC, 80 posts
Captain of Jean Bart
Thu 9 May 2019
at 21:06
  • msg #201

The First trip of Jean Bart

In reply to Gloria Flake (msg # 200):

"I am giving you the same authority I had. I was only ever advisor. They are creating their own new governance."
Gloria Flake
2IC, 87 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 9 May 2019
at 21:53
  • msg #202

The First trip of Jean Bart

I see ... so at some point I can say not what I would suggest and put my hands up and say Not what I think is smart, but you are doing it, not me.
Fate
GM, 2351 posts
Roll for dodge!
Fri 10 May 2019
at 01:38
  • msg #203

The First trip of Jean Bart

In reply to Gloria Flake (msg # 202):

Not sure of the translation of the last post, but at the end of the day, they are open to your suggestions, but your judgements will help them form opinions of Terrans.
Gloria Flake
2IC, 88 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 10 May 2019
at 02:45
  • msg #204

The First trip of Jean Bart

OK, I WANTED to be able to direct things... but I will live with just recommending...
Fate
GM, 2352 posts
Roll for dodge!
Fri 10 May 2019
at 02:48
  • msg #205

The First trip of Jean Bart

In reply to Gloria Flake (msg # 204):

This is a Vilani Planet. You do not get to take over without an army!
Gloria Flake
2IC, 89 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 10 May 2019
at 02:56
  • msg #206

The First trip of Jean Bart

Oh Poo ... that's the old fashioned way... I was going to do it with force of personality...
Fate
GM, 2353 posts
Roll for dodge!
Fri 10 May 2019
at 03:08
  • msg #207

The First trip of Jean Bart

In reply to Gloria Flake (msg # 206):

Lol, you can try...you have the posts above about the cases Doyle was presiding over?
Gloria Flake
2IC, 90 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 10 May 2019
at 16:30
  • msg #208

The First trip of Jean Bart

Yes, I do...
Fate
GM, 2354 posts
Roll for dodge!
Sun 12 May 2019
at 09:36
  • msg #209

The First trip of Jean Bart

In reply to Gloria Flake (msg # 208):

Ok. Feel free to step in then.
Gloria Flake
2IC, 91 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 12 May 2019
at 19:26
  • msg #210

The First trip of Jean Bart

Gloria goes to the building where thesehearing have been going on and introduces herself.

Good Day, I am Commander Dougherty's second in command; my name is Gloria Flake and I am here to assist however I may.





12:22, Today: Gloria Flake rolled 5 using 3d6 with rolls of 2,2,1.  Interrogation.   by 6
12:21, Today: Gloria Flake rolled 14 using 3d6 with rolls of 3,6,5.  Observation.    Missed by 3
12:20, Today: Gloria Flake rolled 7 using 3d6 with rolls of 1,4,2.  Diplomay.   by 4
12:20, Today: Gloria Flake rolled 14 using 3d6 with rolls of 2,6,6.  Streetwise.  Missed by 2
12:20, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,3,2.  Detect lies.   by 2
Fate
GM, 2356 posts
Roll for dodge!
Sun 12 May 2019
at 21:44
  • msg #211

The First trip of Jean Bart

In reply to Gloria Flake (msg # 210):

"Ah, so Doyle is preoccupied. I hope he sent his best diplomat and judge in his place."

1) There is significant evidence that the market was 'tampered with' in such a way as to devalue the company. Unexplained plummeting of certain stocks, maintained for months with no apparent cause. Union strikes, items such as significant spare parts being held up for months in customs. Any documentation that might reveal the cause of this does not appear to exist any longer, very conveniently. Generally witnesses agree, though certain folk known to have been loyal to the old regime have differing recollections of key events.[Private to Gloria Flake: You detect that many of those loyal to the regime are not being entirely truthful. On more serious interrogation of two, it comes out that they were ordered to hold up such shipments indefinitely.] However, the way you 'questioned' some of the witnesses resulted in outcries of bullying, which received mixed responses from the public, to say the least.

2) Those that sold the business were first threatened with bankruptcy, largely due to causes mentioned above, prior to the business being bought out as an alternative. However, the funds from the sale of the business were promptly taken in 'back taxes' and a number of other details that those who wrote up the contract put into it. Despite objections, the initial owners were basically told to sign the contract as is, of face the loss of all assets, and possible jail time to pay off the bankruptcy.

The experts opinions, like the witnesses, depend on how much they profited from the previous regime. Most agree that the sale of the business was far from a free choice, however. After a diplomatic meeting with all the accountants that you could find, you soon observe a lot of accusations flying. It becomes pretty clear that certain 'blessed' businesses that benefited the Managudeli family were basically 'given' protection from state measures that rendered all the rest of the competition noncompetitive. This being a public forum, added a lot of weight to public animosity to those 'blessed' businesses.

3) At least half of these folk were part of a separate business to the previous case that was bought out by Managudeli's Uncle for 1/10th of what the business was valued at just 4 years previously, when it made record profits. It was in opposition to one of his other businesses, so he shut down the company, giving him a monopoly, and new laws prevented the workers from reopening the company. The 476 workers would have been paid $86 million in wages over the 9 years since then they have been out of work, an average annual wage of $20,000 per year. The others worked for companies that relied on that company and promptly went out of business as a result.
Gloria Flake
2IC, 92 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 12 May 2019
at 22:40
  • msg #212

The First trip of Jean Bart

So we are working on the Original Cases 4. and 5.?

It seems quite clear that the Business in question was taken from the owners under duress, indeed stolen from them, as any money paid out was taken back in various ways.  The Business should be restored to the rightful owners before this criminal usurpation of their assets. All current funds in any bank are theirs as well. Others who have profited from this crime should pay some restitution based on their current holdings, for all suffered in this change of power.  Those who wish to return to Vilaini held systems should be allowed to go with their holdings after these current issues are solved.  Any funds that belonged to Governor Managudeli are now the governments to distribute to those wronged.
This is going to create hardships for some who were given things not the governments to provide. It would also seem some businesses were exempted wrongly from taxes, based solely on familial relationships. This was wrong under our system and under Vilani law as we understand it.  The Government should establish how much in back taxes they owe and establish a reasonable long term repayment schedule to recover the monies not paid. Obviously if the back taxes are not paid, the ownership will revert to the government.

As to the 476 employees who lost their jobs, I doubt the funds exist to repay them.  I have no information on how much the government has in funds, but those employees should be given jobs, even if they must be retrained. They should be given retirement credits as if they had worked those years.  If there is any money available, the government distribute some to these people to help get them back on their feet as productive members of society.  They will not be penalized by anyone for having been so removed from the work force. Other employees who also suffered because of this crime deserve the same sort of restitution.

This places a heavy financial load on the government, which must find a way to greatly increase productivity to support it's needs. Just increasing taxes will most assuredly cause  the systems financial collapse. All must know that there is no way everyone can be fully remunerated for their losses, the government will have to do it's best to be fair and open to review by all in these matters.  That is my view, submitted for your consideration.

Fate
GM, 2357 posts
Roll for dodge!
Mon 13 May 2019
at 00:23
  • msg #213

The First trip of Jean Bart

In reply to Gloria Flake (msg # 212):

This does upset a small number of folk, predictably those that did well under the previous regime. Investigations reveal significant funds in accounts held in other systems. However, assets here held somewhat help, including one of the cargo fleets that returned and was held pending the investigations.

Restarting industry here is more of a challenge. They ask if Terrans can assist.
Gloria Flake
2IC, 93 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 13 May 2019
at 02:07
  • msg #214

The First trip of Jean Bart

I think we could have a terran industrial company come and work with you, I think it best the Terran Military not be involved.

We can dispatch e message to Kalishnakov Industries.
Fate
GM, 2359 posts
Roll for dodge!
Mon 13 May 2019
at 02:47
  • msg #215

The First trip of Jean Bart

In reply to Gloria Flake (msg # 214):

They are happy with the idea, but being so far away, hold little in hope.

Since the Crockett is still there (The skipper liked being around you for some reason) you could send him.

The planet has a number of factories for processing food into supplies, which had been exported to Masiira by two supply convoys on an alternating basis, the trip taking two months. You know, however, that certain members of Managudeli's family are waiting to claim the second convoy should it return, just as they managed to claim the first convoy. Other than that, the people are unsure of what work there is. There are few industries, and the planet is still a little untamed, and the ecosystem is still developing. Think pre-dinosaurs. Plenty of volcanoes, seismic activity and thunderstorms.
Gloria Flake
2IC, 94 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 13 May 2019
at 03:01
  • msg #216

The First trip of Jean Bart

Perhaps the Convoy should go to Alizarin, they might be quite happy to buy supplies. The Crocket could escort the convoy.
Fate
GM, 2360 posts
Roll for dodge!
Mon 13 May 2019
at 06:21
  • msg #217

The First trip of Jean Bart

In reply to Gloria Flake (msg # 216):

Note the post in Intelligence Thread to indicate what they have.

It may be worth noting that supplies are one of the few things Alazarin was capable of producing themselves...

link to a message in this game

In short, the following ships are captured from the previous regime.

49x Missile fighters.
1x Shamshir,
3x Gashidda,
1x Hero,
6x Iiken

Apparently, the previous regime was getting short of cargo vessels. 2 of the Iikens are finishing fitting out as

Iken Cargo Courier 53.9M, 100 dTon Needle/Wedge
(2.53G/Move:1107, dDR:10, dHP: 30, dTons of Cargo Space: 51.5, SM:+8)
Weapons: 4x Pulse, 2x Sandcaster,  Crew:4, Endurance: 23 Weeks/dTon (12 crew, max life support),
Gloria Flake
2IC, 95 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 13 May 2019
at 16:47
  • msg #218

The First trip of Jean Bart

That is good to know... Perhaps I was mistaken in suggesting Alizarin, although it was becoming a center of business, but certainly their supplies would be well received in some terran/dissident controlled areas.
Fate
GM, 2362 posts
Roll for dodge!
Mon 13 May 2019
at 20:24
  • msg #219

The First trip of Jean Bart

In reply to Gloria Flake (msg # 218):

Selling supplies can usually be profitable to less attractive worlds or more heavily populated ones.

Of course, moving people is also another option...especially when there are a major shortage of workers throughout Terran 'outback colonies'.
Gloria Flake
2IC, 96 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 14 May 2019
at 00:35
  • msg #220

The First trip of Jean Bart

We can point it out...  Perhaps FAITH would be a better POC ... but we'll have to shop around some.
Fate
GM, 2364 posts
Roll for dodge!
Tue 14 May 2019
at 02:56
  • msg #221

The First trip of Jean Bart

In reply to Gloria Flake (msg # 220):

Faith is another grossly undeveloped but agricultural world, so once again, supplies would be produced there. Perhaps they develop a taste for large insects...but it is also a good place for people to move to.
Gloria Flake
2IC, 97 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 14 May 2019
at 03:51
  • msg #222

The First trip of Jean Bart

So is Nova Pacifica ... I can't think of any terran friendly heavily populated worlds to point them at....

Frustration starts to settle in....
Fate
GM, 2365 posts
Roll for dodge!
Tue 14 May 2019
at 07:34
  • msg #223

The First trip of Jean Bart

In reply to Gloria Flake (msg # 222):

No, there are not too many. There is Dzosuiken, Sukun and the areas up near Girii (which she would not yet know about). It might rather be a case of working to change what they produce instead. If it was easy, the Ziru Sirka would have dealt with it, as would have the previous regime.
Gloria Flake
2IC, 98 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 14 May 2019
at 17:55
  • msg #224

The First trip of Jean Bart

Well changing what we build here will need to wait on contact with Kalishnakov or some other industrial company that can detail what will be needed. But building, repairing and upgrading ships is certainly a worth while start.  We can send the Hero with the Crockett and try selling it's good at Crysolite perhaps ... they have a lot of ships traveling through if I recall correctly.  What about Beta Port and Orgill? They will need support and also need industry... what things did they use to do?
Fate
GM, 2367 posts
Roll for dodge!
Tue 14 May 2019
at 20:35
  • msg #225

The First trip of Jean Bart

In reply to Gloria Flake (msg # 224):

Orgill was largely destroyed by the Jean Barts raid, and it's atmosphere is tainted, so breathing there requires a mask. Beta Port was a major supplier of food products as well.

Clameer goes to great lengths to produce their own food, and they have an underground facility for producing Terran computers. Ceti-Command (and to a lesser extent Beta Port) also has facilities to produce wood products, Alcohol, Petrochemicals, Ammunition* (this factory was near the main citadel and heavily guarded), Livestock, Textiles, Fruits, Vegetables, Nuts, Meat, Livestock, Grains, Flour and Baked Goods, Tools, Pharmaceuticals*, Tools*, Electronic Parts*, Manufactured Goods* and spices.

* These items are currently produced at only one factory each, factories that had been previously taken over and controlled by the previous regime and the goods sold in Vilani markets.
Gloria Flake
2IC, 99 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 14 May 2019
at 22:41
  • msg #226

The First trip of Jean Bart

Let's see... Pharmaceuticals would be good to work with Faith, as they are doing that too, and in likely less advanced conditions. Terran style computers will be in significant demand in many places. Most all of the other capabilities are of value.  I know ammunition will be, Power tools and precision tools as well and spices can be a huge money maker if they become popular. We will need to find a good trading system with in the Ziru Sirka that will trans-ship our products without letting the source be known. It is going to take a little while, but I am sure we can become reasonably profitable with all those capabilities.  We need to let the other dissident worlds know what we have to offer.
Fate
GM, 2368 posts
Roll for dodge!
Wed 15 May 2019
at 03:24
  • msg #227

The First trip of Jean Bart

In reply to Gloria Flake (msg # 226):

The locals government takes these ideas on board. Ships are sent to all of the other dissident colonies as well as Beta Port and Orgill, and there is some movement of people, while trade agreements and non-agression pacts are signed off.

Routes to Alizarin and Dzosuiken are requested, and the two Iikens are finished fitting out as cargo vessels, and soon put to work alongside the Hero doing rounds of the local colonies. Orgill is not strongly manned, as it is not a comfortable place due to it's tainted atmosphere, so it is abandoned. Only a single Gashidda remains posted there, fully fueled and ready to leave in case of trouble with the main Vilani fleet based at Nunashi or Iishu.

Things start to slowly get back to a sense of normality, when a hyperspace entry opens up, and  vessels appear. They identify themselves as the Yuri and the Red Dwarf, the former a heavily armed merchant cruiser/exploratory vessel, and the latter a mining vessel. Offering plans for robotic factories, new fighter designs and mining equipment. For a cut, of course.

Date: 24th Jan 2174
Location: Ceti Command
This message was last edited by the GM at 07:33, Wed 15 May 2019.
Gloria Flake
2IC, 100 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 May 2019
at 03:40
  • msg #228

The First trip of Jean Bart

The route to Alizarin is provided ... where is Dzosuiken* and what is it?




* As you said, Gloria has no knowledge of it... let alone how to get there.
This message was last edited by the player at 03:41, Wed 15 May 2019.
LCDR Hawthorne Doyle
PC, 81 posts
Captain of Jean Bart
Wed 15 May 2019
at 04:27
  • msg #229

The First trip of Jean Bart

In reply to Gloria Flake (msg # 228):

"It is a Vilani planet that the Dastavka mapped a route to when they were last here, and passed on to us. The route can be provided, but we do not have tapes for Vilani ships to use."
Gloria Flake
2IC, 101 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 May 2019
at 17:53
  • msg #230

The First trip of Jean Bart

So they would need Terran style computers or to have the data transferred to Vilani style tapes ... personally I prefer the latter approach.
Fate
GM, 2370 posts
Roll for dodge!
Wed 15 May 2019
at 20:17
  • msg #231

The First trip of Jean Bart

In reply to Gloria Flake (msg # 230):

Correct. You would need a capable computer programmer to do that though.
Gloria Flake
2IC, 102 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 May 2019
at 20:29
  • msg #232

The First trip of Jean Bart

Do you have one? or maybe the K.I. ships would?
Fate
GM, 2374 posts
Roll for dodge!
Wed 15 May 2019
at 21:01
  • msg #233

The First trip of Jean Bart

In reply to Gloria Flake (msg # 232):

They may. Most likely there would be one on the small base, which is meant to be stand alone.
Gloria Flake
2IC, 103 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 May 2019
at 23:02
  • msg #234

The First trip of Jean Bart

But Vilani programmers aren't allowed to think like Terran programers. This would be unusual, so I'd be concerned about their ability, at least until we get them squared away. Let me see what he Kalishnakov guys say.
Fate
GM, 2375 posts
Roll for dodge!
Thu 16 May 2019
at 00:48
  • msg #235

The First trip of Jean Bart

In reply to Gloria Flake (msg # 234):

The small Base ship is Terran, Kalishnikov construction to be precise...
Gloria Flake
2IC, 104 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 May 2019
at 01:52
  • msg #236

The First trip of Jean Bart

OK, so we are contacting them...
Fate
GM, 2380 posts
Roll for dodge!
Thu 16 May 2019
at 02:44
  • msg #237

The First trip of Jean Bart

In reply to Gloria Flake (msg # 236):

Sure. The Yuri does land after disembarking  small modular craft, the Red Dwarf does not. The modular craft are Mini-miners for sale. What is your question?
Gloria Flake
2IC, 105 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 May 2019
at 02:55
  • msg #238

The First trip of Jean Bart

We seek a decent programmer who can translate Terran computer navigation records into Vilani tapes, so that a vilani ship may use those records to travel safely to the systems in the records.
Yuri
NPC, 2 posts
Kalishnikovs Ship
Thu 16 May 2019
at 05:05
  • msg #239

The First trip of Jean Bart

In reply to Gloria Flake (msg # 238):

"And what is to stop the Vilani military from capturing these tapes and sending a cruiser squardon back along the line? Better to use a Terran computer with a panic erase button..."
Gloria Flake
2IC, 106 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 May 2019
at 16:34
  • msg #240

The First trip of Jean Bart

OK, I have no issue other than refitting their computers to function like ours... I seriously doubt that they would give them to the Vilani, but perhaps a back up chip should be stored so the computers can be re-programmed after such an erase by the crew. Given the Vilani preference for Tapes, there should be no issue making it unusable by them, and only the crew, with the correct password or reinstall code(s) could run the back up. It could be stored someplace else on the ship.
So how hard and how costly will it be to so configure their ship?

Yuri
NPC, 3 posts
Kalishnikovs Ship
Thu 16 May 2019
at 21:23
  • msg #241

The First trip of Jean Bart

In reply to Gloria Flake (msg # 240):

"To install the Terran computers on a standard bridge is $250 k per computer, or $750 k total, plus $50 k installation.Command bridges cost 5 times as much. The microframes on a standard bridge are the smallest computers capable of Jump 2, though these can be installed with a jump drive as well to be compatible with Vilani systems. It would cost $800 k to configure a vessel for full Jump 2 navigation with Terran computers. Double to disguise it as a Vilani system if that is what the vessel currently has, given all of the custom programming required and modification of interfaces. Five time the cost to custom build a computer from scratch to look and act like a Vilani system. In both cases, the disguised system would need a passphrase to access the Terran functions, otherwise appearing to be in all respects a Vilani computer.

The safest form of back-up is a small chip carried on a trusted person.
"
Gloria Flake
2IC, 107 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 May 2019
at 22:21
  • msg #242

The First trip of Jean Bart

Geez, all I need is a Printing press to make up enough money...  let me see what the local government thinks... Maybe put the real Terran computers out of sight and leave the old Vilani computers in place for the inspectors to play with.

Gloria brings all this back to the local government. If we can get the Hero converted and on it's way, we can hopefully earn enough in trade to fix up another one... it will be slow, but it's a start.  Given the small capacity of the Ilkens, they may need to wait a bit. Perhaps we can get the local computer company to start making the disguised terran computers for sale in Vilani space.
Fate
GM, 2384 posts
Roll for dodge!
Thu 16 May 2019
at 22:49
  • msg #243

The First trip of Jean Bart

In reply to Gloria Flake (msg # 242):

The locals agree that the computers are expensive, though they would like to try to purchase a larger freighter.

There is a badly damaged 2,000 dTon Sharurshid Branch freighter that was captured at Clameer and patched up and sent to Nova Pacifica, where it is currently being repaired. It is decided that this vessel should be fitted with a new ID and Terran computers. It is expected to operational by March.

Investigations into this incident reveal there is currently a Terran operative responsible for this still on Ceti Command, with the dissidents, some of whom are now forming government, apparently.

The local computer company has blueprints for Microframe Terran computers, but they would need to be redesigned to be disguised. The Kalishniov company is happy to do that, even reducing their price for doing so to $160,000. With the standard IP contracts in place, of course. They are also offering blueprints to the small mini-miners and assistance and even technical support in manufacturing them. This is accepted by a small company on the planet, who is soon working very hard thanks to loans offered by Kalishnikov industries to get the company started. They also start using their mimi-miners to increase resources available.
Gloria Flake
2IC, 108 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 May 2019
at 23:33
  • msg #244

The First trip of Jean Bart

OK, Unless i have been misinformed, I am at Ceti-command ... that's where this government is being formed. No clue who the agent is, but perhaps he isn't so useful here anymore.  We are happy to facilitate the development effort here. We concur the Sharurshid would be the ship to fix up, if only one can be afforded at this time. What is the current date?
LT David Gardner
Intelo, 30 posts
Mon 20 May 2019
at 00:03
  • msg #245

The First trip of Jean Bart

In reply to Gloria Flake (msg # 244):

You are on Ceti-Command, where the new government is forming, though the Sharurshid was on Clameer, before being sent to Nova Pacifica. The Hero is doing that run regularly, escorted by a Gashidda. There have been a considerable increase in trade between the worlds, however, and this has naturally facilitated an increase in communication.

Generally the systems are working hard to get reestablished, and while they have a long way to go, traders are starting to move in, particularly Kalishnikov industries, who is clearly seeking to grow his already mushrooming business. War and exploration are a good business' to be in, apparently.

Returning to the Jean Bart, the question is where to next?

David Gardner is currently working in training up counterintelligence here.

24 Jan 2174
Clameer
Gloria Flake
2IC, 109 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 20 May 2019
at 17:50
  • msg #246

The First trip of Jean Bart

Well I have been deeply involved with he local government while the Ships Captain has been busying doing something aboard the ship in orbit.  Hopefully something productive and not just raising blisters on his tender parts....
Fate
GM, 2390 posts
Roll for dodge!
Mon 20 May 2019
at 20:25
  • msg #247

The First trip of Jean Bart

In reply to Gloria Flake (msg # 246):

Unfortunately you receive work that Doyle has been taken seriously ill. The diagnosis is a growth in the lower spinal chord, and treatment requires him to remain at rest and heavily sedated.

It would appear that you will have to keep command of the mission for now...

24 Jan 2174
Clameer
Gloria Flake
2IC, 110 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 20 May 2019
at 22:30
  • msg #248

The First trip of Jean Bart

OH HAPPY DAY!   Gloria recuses herself and rejoins the ship, where she looks through the orders/directives they have been operating under.
LCDR Hawthorne Doyle
PC, 82 posts
Captain of Jean Bart
Mon 20 May 2019
at 22:33
  • msg #249

The First trip of Jean Bart

In reply to Gloria Flake (msg # 248):

Doyle takes a small notebook (electronic kind) from his safe and brings up the orders, handing them to her.

"You understand these are confidential, of course? Do not tell even the crew."

[Private to Gloria Flake:

Actual Mission

The idea is to cause dissent amoung more distant worlds, utilizing the poorly protected links that the Jaques Cartier revealed in order to open up another front, in what is looming to be the next war, without actually triggering the war. Overt Terran involvement will trigger a war, but information gleaned by intelligence suggest that in these more outlying provinces far from Terra the Vilani have not been looking after their subjects and, due to high taxes and poor domestic policies, they are not happy about it. Combined with the Vilani thinking that they are 'safe' due to their distance from Terra, that makes them open for a little covert encouragement, which is where you come in. Avoid a war, but work with dissidents to assist them, where possible, in getting their independence, or at least in escaping from Vilani space. A large population of ex-Vilani will have a similar effect to Nusku in that it will encourage dissidents still under Vilani rule to  be more rebellious.
]
Gloria Flake
2IC, 111 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 20 May 2019
at 22:44
  • msg #250

The First trip of Jean Bart

I understand, Did you have any plans beyond what has been accomplished here? Wouldn't you be better served by taking the Crockett back to Alizarin for treatment in a real hospital ?
LCDR Hawthorne Doyle
PC, 83 posts
Captain of Jean Bart
Mon 20 May 2019
at 23:41
  • msg #251

The First trip of Jean Bart

In reply to Gloria Flake (msg # 250):

"Possibly, but the trip back is the concern."
Gloria Flake
2IC, 112 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 20 May 2019
at 23:45
  • msg #252

The First trip of Jean Bart

Why? It's a fairly quick trip... about 16 days at most. nd then they can heal you up far better than we can in a ship on the fringes of known space.
LCDR Hawthorne Doyle
PC, 84 posts
Captain of Jean Bart
Tue 21 May 2019
at 00:30
  • msg #253

The First trip of Jean Bart

In reply to Gloria Flake (msg # 252):

"Yes but Crockett's dont have any medical or repair facilities should something go pear shaped, nor any Low Berths. Here we have both. But you are right, the hospital on the Fabrika would be ideal, though."
Gloria Flake
2IC, 113 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 May 2019
at 02:44
  • msg #254

The First trip of Jean Bart

Yeah, and their Hero likely doesn't either...
LCDR Hawthorne Doyle
PC, 85 posts
Captain of Jean Bart
Tue 21 May 2019
at 03:05
  • msg #255

The First trip of Jean Bart

In reply to Gloria Flake (msg # 254):

"Exactly. Now if you don't mind, I will go and rest..."
Gloria Flake
2IC, 114 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 May 2019
at 04:25
  • msg #256

The First trip of Jean Bart

No Problem... I'll handle things...



Gloria finds a chair and sits... so we are to find dissidents and support their resistance. Well Ceti-Command was a coup then ... but where to from here. They had talked about that Dzosuiken system, but that was probably a risky place to visit in a military ship. she wasn't aware of any other dissident systems that weren't already growing on their own.


OOC- Does the JEAN BART know about 2924 and the Kimashrgur there?
Fate
GM, 2395 posts
Roll for dodge!
Tue 21 May 2019
at 06:50
  • msg #257

The First trip of Jean Bart

In reply to Gloria Flake (msg # 256):

I think that since the Dastavka did return from there with charts, they would have included that information in their reports, albeit on a Top Secret Level.
Gloria Flake
2IC, 115 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 May 2019
at 16:07
  • msg #258

The First trip of Jean Bart

Guess I'm cleared for that, at least temporarily... Verify sufficient supplies and see if there is any cash for trade goods. That's always a good in, and Gloria is also so inclined (ex-Pirate).

With things going along well here, we'll head to Beta Port, Union, 2726.
Fate
GM, 2400 posts
Roll for dodge!
Tue 21 May 2019
at 20:41
  • msg #259

The First trip of Jean Bart

In reply to Gloria Flake (msg # 258):

The vessels from Alizarin also bring bad news. A second attack on Yenesei occurred on Christmas day 2173. The force was larger, and only the fastest ships, converted Labrysian vessels, survived. Yenesei itself was nuked heavily. Possibly it would have been different if the warships sent to Alizarin, including the Kalishnikov fleet had been present, but possibly not. Fortunately, the attackers withdrew, seemingly having accomplished their mission. 3 Cruisers (2 Labrysian), 5 destroyers (3 Labrysian), 2 Corvettes and hundreds of fighters were lost to a Vilani force of 1 Deraanasa Battle Cruiser, 10 Vegan Class Carriers, 20 Kidashi and Merishmirr Class Cruisers, 50 Kargash Light Cruisers, 50 Shamshir Destroyer Escorts and 20 Urima Class Frigates believed to have been based at Kidashi.

You say your goodbyes and set out once again. Gathering some extra supplies from grateful folk at Beta Port, you head to Union, and beyond. Once in space, the success of the past year is behind you.

144 Missiles, 72 Sanddcasters, 2 Grav Jeeps, 6 Grav Bikes,
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 35.74 dTons (0.63 dTons/week)
Cash: $200,000
15 Feb 2175
2726 (Fueled)
Gloria Flake
2IC, 116 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 May 2019
at 21:56
  • msg #260

The First trip of Jean Bart

We go to 2724 and then to 2924 where we orbit and seek contact peacefully ...  The news of Yensai burns Gloria's backside... no reason for it. She wishes she had a fleet to go kick KIDASHI around like that.

Oh, Meant to ask... Can JEAN BART also scan uncharted systems and go to them?
This message was last edited by the player at 21:57, Tue 21 May 2019.
Fate
GM, 2402 posts
Roll for dodge!
Tue 21 May 2019
at 22:17
  • msg #261

The First trip of Jean Bart

In reply to Gloria Flake (msg # 260):

2924, or Leikung, is new for the Jean Bart, but they welcome Terrans. The small but thriving colony seems to be growing, with new arrivals from Imperial space adding to the existing colonists in many ways.

Jean Bart lacks a survey module for uncharted systems.

144 Missiles, 72 Sanddcasters, 2 Grav Jeeps, 6 Grav Bikes,
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 33.49 dTons (0.63 dTons/week)
Cash: $500,000
30 Feb 2175
2924 (Fueled)
This message was last edited by the GM at 07:50, Wed 22 May 2019.
Gloria Flake
2IC, 117 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 May 2019
at 22:35
  • msg #262

The First trip of Jean Bart

We will establish contact, then go down to see what we can do to assist them, pass along the news and see what things they have that we might like to purchase.


Unless I am mistaken, we do not have the computer logs for anyplace further toward Girrii.
Fate
GM, 2403 posts
Roll for dodge!
Tue 21 May 2019
at 23:56
  • msg #263

The First trip of Jean Bart

In reply to Gloria Flake (msg # 262):

That is right.

The news about what happened does not surprise anyone, but they do become more concerned at the prospect of another crackdown.
Gloria Flake
2IC, 118 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 22 May 2019
at 02:29
  • msg #264

The First trip of Jean Bart

As are we ... You are close to Vilani systems, but those closest to you are inclined your way, to passively resist. Still, it would be best if we could find you a new world further from the hard corps Vilani forces.


What will they offer to trade?

From here, having identified the issues, Gloria intends to return JEAN BART to Alizarin, as her ship cannot find anything new without a survey module, which is critical to finding new worlds and those of displaced Dissidents. We also need to move some dissidents to safer places. With those in place we can start siphoning off people from the Vilani controlled systems.
Fate
GM, 2404 posts
Roll for dodge!
Wed 22 May 2019
at 02:50
  • msg #265

The First trip of Jean Bart

In reply to Gloria Flake (msg # 264):

One of the other officers on board pulls you aside.

"From here, we can access Nushmi, Khishirii, Unsharlur, Shuurashana and up through the empire that way, or even to Kamuukshar, Kishakhpap, Iishu, Siikani, Kunekaar, Dikanishi, Ishirshu and then into the back worlds that way. The second route has the advantage in that the subsectors are currently preoccupied with the war on Terra, and may find it hard to field large forces to attack you, whilst the first takes you to sectors you would not be expected. We are, after all, a warship, and we are at war. Raiding is what we do, and the more forces we can draw from the front, the better Terra's chance in the next major fight. Finding new ways to get colonists is something we can do when we are at peace."

You do not have a capable trader, but the items available here are

Trade Good available           Price, $ million/dTon     tons/dTon    Tons available Price Modifiers  Ideal Target Planet type
Gemstones                      $10                       0.5          1              -2               In
Wood/Wood Products             $0.002                    5            100            -4               Ex, In
Fruits/Nuts/Vegetables         $0.0024                   5            50             -2               In, Ex, Na
Special Minerals               $0.75                     8            50             0                In
Pharmaceuticals                $0.12                     6            30             -4               In
Meat/Fish                      $0.02                     8            50             -2               In, Ex, Na
Textiles/Treated Skins         $0.03                     4            10             -3               In

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

Gloria Flake
2IC, 119 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 22 May 2019
at 03:32
  • msg #266

The First trip of Jean Bart

Come, lets talk...  as I look across the systems, your second route trails off in the middle of the Vilani Empire ... Dying a brave and fruitless death is not my goal and gives them a good propaganda subject. I don't see a way out to Terra.
Your first route also leaves us with little choice but to go through a major star port where enemy warships are to be expected in numbers. I'd like nothing better than to embarrass the Vilani, but it works best if we escape.  How well protected do expect the major star ports within the Vilani Empire to be? If we attacked shipping between  say Nunashi, Shaalgar and Enelden, can we say how much this might cause concern?
I still see where our ability to leve their routes and go to someplece not in their computers would be helpful, as then they must protect everywhere.
Fate
GM, 2406 posts
Roll for dodge!
Wed 22 May 2019
at 03:45
  • msg #267

The First trip of Jean Bart

In reply to Gloria Flake (msg # 266):

"Pirates can survive in these systems for decades, hiding out on uninhabited worlds and moving around through planets with low populations and little loyalty. Sukun is a dissident world, and as long as we do not effect them, they are not likely to bother us. Gashiddas are expected to deal with pirates, and fleets hold the outer systems to stop major warship incursions, or so they think. It only takes the occasional attack, before running and hiding, and they will send fleets to hunt you before they stand any decent chance to catch you. That is what raiders are for in wartime."
Gloria Flake
2IC, 120 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 22 May 2019
at 03:58
  • msg #268

The First trip of Jean Bart

Oh Really, I don't know anything about pirates ....  what other systems are dissident that you know of? I seem to remember something about Nushmi being blockaded. Perhaps we should provide pharmaceuticals for them?  Not sure what else they might need besides weapons.
Let me think about this for a few moments ... stirring the pot behind Kidashi might be very helpful.

We should ask these good folk if they mind our sending captured ships here?

Fate
GM, 2408 posts
Roll for dodge!
Wed 22 May 2019
at 05:05
  • msg #269

The First trip of Jean Bart

In reply to Gloria Flake (msg # 268):

"That may be a good idea. Or perhaps we can find other dissidents or pirates willing to use any ships we capture...more actively. Nushmi might be a good place to start."
Gloria Flake
2IC, 121 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 22 May 2019
at 17:42
  • msg #270

The First trip of Jean Bart

Let's test the waters at Dzosuiken and Sukun first, with a bit of luck, we will be a lot smarter before going there. If it is besieged, we want to know with what.
Gloria Flake
2IC, 123 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 22 May 2019
at 22:29
  • msg #271

The First trip of Jean Bart

On second thought, maybe we should do something like this... she traces a route out ... say like this...or this? Hopefully our progress would exceed their ability to spread the warning.

The routes she traces are :
Potential Route(s)
 2924 - Sikigi - Nunashi - Lishu - Siikani - Kunekaar - Durim - Formalhaut - Ginaa - Khakushma - Urshu - Shiranshar - Ishirshu - Irashdaa  -  Lakisha -  Shaalgar - Nushimi - Dzosuiken - 2924 - Home
or
2924 - Dzosuiken - Nushimi - Nunashi - Kishakhpap - Lishu - Siikani - Kunekaar - Durim - Formalhaut - Ginaa - Khakushma - Urshu - Shiranshar - Ishirshu - Irashdaa  -  Lakisha -  Shaalgar - Dirramu  - Sikigi -  2924 - Home
Fate
GM, 2412 posts
Roll for dodge!
Thu 23 May 2019
at 02:40
  • msg #272

The First trip of Jean Bart

In reply to Gloria Flake (msg # 271):

"Hmmm, yes, that seems better. Small systems that may be helpful, or punished if they are pricks! Either way can be a win for us."
Gloria Flake
2IC, 125 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 23 May 2019
at 21:43
  • msg #273

The First trip of Jean Bart

OK, Let's buy ½ dTon of Pharmaceuticals ... I gather they are popular and can be used as bribes. I suspect the $60k will be well spent.

Let's get everyone back on board and prepare to jump to Dzosuiken.  We'll follow the route  Dzosuiken - Nushimi -  Kishakhpap - Nunashi -Lishu - Siikani - Kunekaar - Durim - Formalhaut - Ginaa - Khakushma - Urshu - Shiranshar - Ishirshu - Irashdaa  -  Lakisha -  Shaalgar - Dirramu  - Sikigi -  2924 - Home unless something makes us want to alter it.

We'll jump when ready, we'll need to be prepared when we arrive, a warm welcome is not guaranteed.

This message was last edited by the player at 22:26, Fri 24 May 2019.
Fate
GM, 2419 posts
Roll for dodge!
Fri 24 May 2019
at 00:46
  • msg #274

The First trip of Jean Bart

In reply to Gloria Flake (msg # 273):

After some haggling, they are willing to sell 0.5 dTons of Pharmaceuticals for $8,000, which is a bit overpriced, but they complain about the small shipment size.

The jump to Dzosuiken is not difficult. Coming out of hyperspace, you are met by the Gashidda patrol craft, who hail you and ask you to stop for inspection.

0.5 dTon of Pharmaceuticals
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes,
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 32.06 dTons (0.63 dTons/week)
Cash: $492,000
30 Feb 2175
Dzosuiken (1/2 Fueled)
Gloria Flake
2IC, 126 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 24 May 2019
at 02:48
  • msg #275

The First trip of Jean Bart

I was thinking it would be $60k... for $16k we'll buy the whole dTon...


We slow up for the Gashidda, Certainly, feel free to come aboard.

Have some of the Meds available in a few small packages or 20 ampules each ... 3-5 packs should be plenty.
Fate
GM, 2420 posts
Roll for dodge!
Fri 24 May 2019
at 04:52
  • msg #276

The First trip of Jean Bart

In reply to Gloria Flake (msg # 275):

They are willing to do a whole dTon for $13 k. The Pharmaceuticals are legal, though nothing special.

The pharmaceuticals are a bit of a disappointment to them, with a few comments that they can buy them locally, and that they were not as interesting as the small computers one of the previous Terran traders got them, but they are accepting nonetheless. They ask your plans for the sector.

1 dTon of Pharmaceuticals (6 tons or 11,900 lbs)
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes,
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 32.06 dTons (0.63 dTons/week)
Cash: $487,000
30 Feb 2175
Dzosuiken (1/2 Fueled)
Gloria Flake
2IC, 127 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 24 May 2019
at 22:24
  • msg #277

The First trip of Jean Bart

Well I am disappointed that our Pharmaceuticals weren't of much trade value.... Our understanding is that few systems besides your will welcome us as traders and many will see us as enemies.
I wish to avoid causing any harm to anyone friendly, which is many of the Kimashargur, but care little for the Vilani who seek to dominate all. Some have even attacked peaceful Terran systems out of spite, I assume you know all this.
But back to business, so computers would be popular, what else would your people like to see?





OOC - OK, I just assumed that these were the same sorts of semi-illicit drugs Cyril found, so what I have I purchased?
Vilani Patrol
NPC, 35 posts
Sun 26 May 2019
at 10:22
  • msg #278

The First trip of Jean Bart

In reply to Gloria Flake (msg # 277):

"We are aware of the war on the Barbarians known as Terrans, but we are not interested in being involved in either side. If you want to trade, however, we are interested in taking advantage of the opportunities you might offer. Particularly with regards to Computers and medical equipment, as some of it is rumored to even exceed Imperial Standard by quite a way."

[OOC: The Illicit and semi-illicit drugs are referred to by name when appropriate. These are just regular drugs you might buy at a pharmacy. Mainly vitamins, perhaps a small amount of healing drugs or other mild medications that can be grown on lower tech planets. Illicit goods of any sort must be sought on the black market specifically. On the flip side, you are not doing anything illegal...]
Gloria Flake
2IC, 128 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 26 May 2019
at 17:56
  • msg #279

The First trip of Jean Bart

So I just wasted a bunch of money on readily available stuff... Filthy word!


Computers and medical gear, we can try and bring those on our next trip, or have another merchant bring them. We agree the War helps very few at great cost to very many.  Your wisdom is appreciated.  Can you say which other systems share your view, or which may?
Vilani Patrol
NPC, 36 posts
Sun 26 May 2019
at 21:21
  • msg #280

The First trip of Jean Bart

In reply to Gloria Flake (msg # 279):

"I am pretty sure most of those around here do, but they keep it to themselves. Sukun, Kamuukshar, Shaalgar, Dirramu and Sikigi. Nushmi has been so strong in suggesting this that they have gotten themselves into trouble with Dingir, as an example to the rest of us, we suspect. There has been a force posted there from Duriim to enforce a trade and visitor embargo as a result. I heard they were caught harbouring Terran ships, which is why we do not want you hanging around. Kidashi patrols in this area have increased, though since thir losses at Yenesei in 2173, they have been using Gashiddas a whole lot more instead of Shamshirs. Usually in groups of 5 or 10, as they have just one full squad of 10 for this region."
Gloria Flake
2IC, 129 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 26 May 2019
at 21:48
  • msg #281

The First trip of Jean Bart

Then let s depart after refueling... we do not want issues. We will go far off to the edge where we will hopefully not be noticed.
Duriim? I thought that and several others were also Kimashargur? They have no freedom to choose?
This message was last edited by the player at 21:55, Sun 26 May 2019.
Gloria Flake
2IC, 130 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 26 May 2019
at 22:00
  • msg #282

The First trip of Jean Bart

And Nushimi ... we would have no chance of getting in or out? What sort of force blockades it?

Vilani Patrol
NPC, 37 posts
Sun 26 May 2019
at 22:10
  • msg #283

The First trip of Jean Bart

In reply to Gloria Flake (msg # 282):

"Duriim are Kimashargur, but they have a government that has done very well under saarpuhii Yangila, so they are more supportive of him. Still, they are not thrilled at the task of keeping 10 Kargash there, and it is not entirely their choice, we suspect. Nushimi has 3 Gas Gianta and two planets, all of which make suitable jump destinations, so all have a single Kargash there, except for the planet itself, which has the rest."
Gloria Flake
2IC, 131 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 26 May 2019
at 23:25
  • msg #284

The First trip of Jean Bart

Wow!...so 10 Kargash at Nushimi and 10 more working out of Duriim?  The Saarpuhii has his foot down hard. We will make our selves scare.

As soon as the Inspectors leave we will indeed make ourselves as insignificant as we can while we process fuel.

I call the senior officers for a hasty conference and tell them what we have learned.
I think we need to move away from this area before stirring up some trouble, they have enough and we need to draw it away.
I suggestan altered route:  Kamuukshar* -  Kishakhpap* - Nunashi - Lishu - Siikani - Kunekaar - Khurimisi - Formalhaut - Khakushma - Urshu - Shiranshar - Ishirshu - Irashdaa  -  Lakisha -  Shaalgar* - Kishakpap*  - Sikigi *-  2924 - Home
or  Shaalgar* -  Lishu  - Orgill* -  Beta-Port* - Home … this less preferred as it points to where we came from and places those systems at risk.

Those that I have marked with asteriks we do not attack, but just try to slide through quietly.

Vilani Patrol
NPC, 38 posts
Mon 27 May 2019
at 00:09
  • msg #285

The First trip of Jean Bart

In reply to Gloria Flake (msg # 284):

The patrol corrects you before you leave.

"No, no, the 10 Kargash are from Durim. There are only 10 ships there."

There is no objection to moving away to gather and refine fuel.
Fate
GM, 2421 posts
Roll for dodge!
Mon 27 May 2019
at 01:59
  • msg #286

The First trip of Jean Bart

In reply to Vilani Patrol (msg # 285):

"Ma'am, just looking over the routes suggested. They definitely look interesting. Just a few notes:

Kamuukshar* -  Kishakhpap* - Nunashi - Lishu - Siikani - Kunekaar - Ishirshu - Khurimisi - Formalhaut - Khakushma - Urshu - Shiranshar - Ishirshu - Irashdaa  -  Lakisha -  Shaalgar* - Kishakpap*  - Sikigi *-  2924 - Home.

This planet is needed as an intermediate, as the jump between the two either side is greater than 2 parsecs. Another option would be Dikanishi.

This planet is believed to have a detachment of Shamshirs, due to the link to the 'barbarian' or rebel colonies.

This planet could be interesting...

This planet has no gas giants. Refueling could be...problematic.

If it goes pear shaped at Khakushma, then perhaps we can run coreward to Shashamak - Sasuniir - Gashakur - Khariishish - Amgilash and hide out there for a while. Just a thought.
"
Gloria Flake
2IC, 132 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 27 May 2019
at 02:21
  • msg #287

Re: The First trip of Jean Bart

Fate:
In reply to Vilani Patrol (msg # 285):

"Ma'am, just looking over the routes suggested. They definitely look interesting. Just a few notes:

Kamuukshar* -  Kishakhpap* - Nunashi - Lishu - Siikani - Kunekaar - Ishirshu - Khurimisi - Formalhaut - Khakushma - Urshu - Shiranshar - Ishirshu - Irashdaa  -  Lakisha -  Shaalgar* - Kishakpap*  - Sikigi *-  2924 - Home.

This planet is needed as an intermediate, as the jump between the two either side is greater than 2 parsecs. Another option would be Dikanishi.

I was thinking of that, given that we now know Durrim is some sort of major base.

This planet is believed to have a detachment of Shamshirs, due to the link to the 'barbarian' or rebel colonies.

Actually 10 Kargashs per the Viliani patrol...

This planet could be interesting...

Yes, I am relying on it being in the middle of the Ziru Sirka and thus assumed "Safe".

This planet has no gas giants. Refueling could be...problematic.

Yes, but it does have a great deal of water. But I do take your point.

If it goes pear shaped at Khakushma, then perhaps we can run coreward to Shashamak - Sasuniir - Gashakur - Khariishish - Amgilash and hide out there for a while. Just a thought.
"

I'd guess, but certainly hope that doesn't become necessary as I think our odds of getting out would be slim ... might as well go through Dingir trying to get to Terra.

Fate
GM, 2423 posts
Roll for dodge!
Mon 27 May 2019
at 02:50
  • msg #288

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 287):

Durim is a heavily populated planet, so a major trade hub rather than a base. But there will likely be warships there for that reason.

The 10 Kargashs are based at Nushmi, though there may be a separate patrol based at Kidashi in the area.
This message was last edited by the GM at 03:40, Mon 27 May 2019.
Gloria Flake
2IC, 133 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 27 May 2019
at 03:39
  • msg #289

Re: The First trip of Jean Bart

OK, a useful meeting, lets head for  Kamuukshar at the earliest convenience...
Fate
GM, 2425 posts
Roll for dodge!
Mon 27 May 2019
at 03:44
  • msg #290

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 289):

Generally, while in Vilani space, you should get into the habit of specifying the destination. G1 would be the Gas Giant closest to the star, P1 the planet closest to the star. Default is the most habitable planet in the system, usually the colony. Or you can specify the star itself.

In this instance, Kamuukshar is a binary system with 3 Gas Giants and a planet on which there is a colony.

Moons or other small planetary bodies can be targeted at -2 to navigation, requiring a roll if rushed. Navigators skill is 16 aboard this vessel.
Gloria Flake
2IC, 134 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 27 May 2019
at 15:40
  • msg #291

Re: The First trip of Jean Bart

I'll try, but having limited knowledge, I think we'll take a distant Gas Giant, refuel and move on.
Where can I find a list of all these tags like "Locked" or "Satellite"? Some are clear enough but others not so much.

We are basically not messing with Kimashurgar worlds. Be glad to blow a Vilani ship or two away, but don't want it to come back on the people.
Fate
GM, 2428 posts
Roll for dodge!
Mon 27 May 2019
at 20:18
  • msg #292

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 291):

Ok, sounds reasonable. In the System section it gives Gas Giants and Planetoid belts. Generally assume most habitable planets are in the planetoid belt. The number of gas Giants is really all that is needed, so with three gas giants, G1 would be closest to the star(s) and G3 would be the furthest out. In this case, you head to G3, based on above.

You enter hyperspace and come out at the outer Gas Giant at Kamuukshar. A small refuelling base is there in a domed colony. Refueling at the gas giant, it does not take long before you are ready to move on

1 dTon of Pharmaceuticals (6 tons or 11,900 lbs)
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes,
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 31.43 dTons (0.63 dTons/week)
Cash: $487,000
09 Mar 2175
Kamuukshar (Full Tank, half processed)
Gloria Flake
2IC, 135 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 28 May 2019
at 03:09
  • msg #293

Re: The First trip of Jean Bart

As soon as we are ready, we'll head to Kishakhpap G4 and refuel, we'll do a quick survey but expect to find nothing...
Fate
GM, 2429 posts
Roll for dodge!
Tue 28 May 2019
at 04:37
  • msg #294

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 293):

Targeting the outer Gas Giant in Kishakhpap, you enter Hyperspace. The target system is empty, nominally, and the most habitable planet on your records is a moon in the innermost Gas Giant (which is usually the case if there are no planetoid belts). Still, you are a little nervous as the hyperspace alarm signals your imminent arrival.

You exit hyperspace with the Gas Giant ahead of you. A passive sensor scan as you collect fuel indicates no other vessels in the system. You check the system against your information, making minor adjustments as needed while you wait for the fuel to refine. The best planet here has only a trace of atmosphere, bled from the Gas Giant it orbits, and no water.

1 dTon of Pharmaceuticals (6 tons or 11,900 lbs)
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes,
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 30.8 dTons (0.63 dTons/week)
Cash: $487,000
16 Mar 2175
Kishakhpap (Full Tank, processed)
Gloria Flake
2IC, 136 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 28 May 2019
at 14:10
  • msg #295

Re: The First trip of Jean Bart

We process the fuel and prepare to jump into Nunashi, Here the possibility of serious naval forces exists, so we’ll skim up fuel from an outer Gas giant and scan the place first.
Fate
GM, 2432 posts
Roll for dodge!
Tue 28 May 2019
at 14:57
  • msg #296

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 295):

Nunashi has 2 Gas Giants and two planetoid belts. In order as you move away from the star, there is P1, P2 (Colony, has a moon), G1, G2. Travel times to G2 are, from G1: 6 hrs, P2: 11 hrs, P1: 15 hours.

On exiting from Hyperspace at G2, you are accosted by two Shamshir Destroyer escorts. Sensors indicate 2 more at G1, 4 at P2 and 2 more at P1. Suddenly Nunashi does not seem the best idea...perhaps.

You have 16 Beams (two in each turret), 6 Missiles and 2 Sandcasters, 3.5G and 75 dDR[Private to GM: (dDR 15 vs lasers)]. Your enemy has (combined) 12 Pulse lasers, 30 Missiles, 5G and 160 dDR[Private to GM: (dDR 32 vs lasers)]. Current range is 200,000 miles. You can shoot down all missiles automatically with your skills aboard. Which is just as well, as they launch a full salvo upon identifying you.

1 dTon of Pharmaceuticals (6 tons or 11,900 lbs)
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes,
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 30.17 dTons (0.63 dTons/week)
Cash: $487,000
23 Mar 2175
Nunashi (75% Full Tank)
This message was last edited by the GM at 15:10, Tue 28 May 2019.
Gloria Flake
2IC, 137 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 28 May 2019
at 18:29
  • msg #297

Re: The First trip of Jean Bart

Guess we go back to where we came from... refuel as quickly as we can and look for a new direction.
Fate
GM, 2433 posts
Roll for dodge!
Tue 28 May 2019
at 21:12
  • msg #298

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 297):

"You don't want to take these two out first? It would scare them a whole lot more...and maybe the next two if the first two are easy enough. While we have them in pairs."

You are not sure if he is overconfident, following the defeat of the Kargash, or has a valid point.

The navigator, meanwhile begins to plot in a return route while the point defences deal with the missiles. The Shamshir meanwhile close to 50,000 miles before you can turn around and get back to the jump point. You stop dead for a round before jumping, which is risky.
Gloria Flake
2IC, 138 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 28 May 2019
at 21:43
  • msg #299

Re: The First trip of Jean Bart

Actually I am not so sure it's that easy ... although they are rushing in quickly and will soon be in range of their plasma cannon... Let's see what we can do to deter them anyway... turn us to put on Shamshir behind the other and accelerate us enough to avid their closing to Plasma range, concentrate on the lead ship. Nav, keep us as ready to jump as possible.

Once we have one ship blocked by the other, we can over stress the lead ship some. Assuming it goes boom, we'll fix the follow on Shamshir's wagon too.  My take is a.  You want us to fight as they damn sure closed quickly; b. they are coming in with little respect for our ship and no caution.
Fate
GM, 2435 posts
Roll for dodge!
Tue 28 May 2019
at 21:47
  • msg #300

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 299):

"Ma'am? Shamshirs have no plasma cannon, not even beam weapons. They rely on missiles."

They have the numbers and Vilani Arrogance...they see no need to be cautious of a Barbarian vessel smaller than them! Firing directions...Pinpoint fire or general. If pinpoint, target systems?

Not sure that strategy really works with the actual weapons layout...did you read all of message #296?
Gloria Flake
2IC, 139 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 28 May 2019
at 22:19
  • msg #301

Re: The First trip of Jean Bart

OOC -Yes but too quickly... and I have Shamshirs confused with something else...  OK, The Kargash CLs...


They do indeed have Pulse Lasers which as a beam weapon... and with six of them, we are going to have issues with them taking out our missiles. /OOC

OK, Just close with them, they'll out run us, so they'll have trouble slowing and not over running us... beams target their Targeting/Missiles.
Fate
GM, 2436 posts
Roll for dodge!
Wed 29 May 2019
at 00:42
  • msg #302

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 301):

OOC: You can generally assume that they can take out 4 missiles per beam weapon. Note the details in the first post of this thread are updated live. Including damage...

The two enemy ships come in fast, slowing only as you head towards them. Getting in close, you close to within 5,000 miles before they sense the danger, allowing them to rake your hull with fire before returning fire, with the pilot avoiding the worst of the damage. The result works fairly well...The first destroyer looses it's communications array and power plant, vital to directing missiles and making the missiles launched sail off into the darkness. It's speed is reduced to half as it struggles to deal with the damage, but the hit on the bridge did not seem to penetrate.

The second ship fared much worse. Hits to the communications array, bridge, power plant and maneuver drives see the vessel made uncontrollable, though still able to fire.

As you spun around to continue the engagement, the range opened up to 6,000 miles. Your gunners seemed unperturbed, ripping into the lead vessel and crippling her, and tearing 2 more turrets out of the other vessel. The second vessel still has power, but both crews seem to be abandoning ship.

[Private to GM:
Shamshir Destroyer Escort,0 G, dDR:160, dHP:-18/100, 6x Pulse, 15x Missiles, -Comms, -PP, -Drive, - Bridge, -4 to rolls, crippled
Shamshir Destroyer Escort, 0G, dDR:160, dHP: 4/100, 4x Pulse, 11x Missiles -Comms, -PP, -Man, -Bridge (-4 to all rolls)
]
Gloria Flake
2IC, 140 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 29 May 2019
at 02:02
  • msg #303

Re: The First trip of Jean Bart

OK, so let the go... both ships are junk or repairable? If the latter, put a missile or two into each.
What damage have we suffered? If it's safe, Then let's go back to Kishakhpap.
We'll refuel there. and replan our route.
Fate
GM, 2437 posts
Roll for dodge!
Wed 29 May 2019
at 02:13
  • msg #304

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 303):

"Damage is significant, but it can be repaired. No major systems are damaged, so it can be repaired. Should we let the crew off, and check them for valuables before we go? One is still operational, with some repairs, but I doubt we could get it going before their friends arrive."
Gloria Flake
2IC, 141 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 29 May 2019
at 02:34
  • msg #305

Re: The First trip of Jean Bart

Absolutely, let's check them out, and if we can make it capable of jumping with us, we'll take it.  Do a quick damage survey of our ship and keep a close watch on the enemy ships coming our way... If we can replenish our expended missiles, so much the better. Let's get hopping, I'll see about having a Prize crew ready for it if it can be made jumpable. Put charges in the other one to completely destroy it.
Fate
GM, 2438 posts
Roll for dodge!
Wed 29 May 2019
at 03:24
  • msg #306

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 305):

The crews vacate as the Gunners use the crippled hulk for target practice, soon destroying it completely.

The second vessel is very badly damaged, and needs new parts for the Engines and reactors. The boarding party is able to replace your missiles and 10 dTon of supplies, and while some hard drives can be salvaged, little else ov value was left. There were numerous bodies aboard indicating the intensity of the the battle, and you are able to gather some useful repair equipment as well. While the ships boats and the boarding parties were busy, you are able to top off your tanks and return, as the other vessels are a significant distance away. By the time you return and load up, you have a hold full of supplies, though you can reduce them to add missiles if you choose.

Once the pillaging is done, the vessel can also be destroyed...

1 dTon of Pharmaceuticals (6 tons or 11,900 lbs)
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes, (16 dTons)
0.2 dTons of Protective suits and Hand Weapon ammunition
1 dTon of repair materiel

Supplies: 36/36 dTons (0.63 dTons/week)
Cash: $487,000
23 Mar 2175
Nunashi (100% Fuel, 75% Refined)
Gloria Flake
2IC, 142 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 29 May 2019
at 03:36
  • msg #307

Re: The First trip of Jean Bart

We'll just blow it up with demo charges or their missiles we can carry...  then back to Kishakhpap
Fate
GM, 2439 posts
Roll for dodge!
Wed 29 May 2019
at 04:03
  • msg #308

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 307):

You set the missiles to detonate on a timer and depart, leaving the vessel in tome to see a spectacular explosion for a barely safe distance as the one missile sets off the rest. Despite threats from the other vessels approaching, you depart and enter hyperspace, bound for Kishakhpap. Doubtless, you have now made your presence felt.

It takes a day beyond what was done in hyperspace to make all the repairs needed.

On the data drives you extracted, you found the following information:

quote:
The second raid on Yenisei was carried out by forces based at Gashidda that had been involved in the raid on Procyon, and comprised of a number of older Vilani designs that had fallen out of favour, such as Vegan Carriers, Kidashi Cruisers and Urima Frigates. The Deraanasa class Battle cruiser was really only there for show, with most of the damage done by missile armed fighters. These craft then moved up to Dingir.

Vessels were
Deraanasa Battle Cruiser x 1
Vegan Class Carrier x 10
Kidashi Class Cruiser x 10
Merishmirr Cruiser x 10
Kargash Light Cruiser x 50
Shamshir Destroyer Escorts x 50
Urima Class Frigates x 20

There was also a raid on Nusku in November 2174 that destroyed a large number of Terran vessels, carried out by combining the forces at Gashidda and Dingir. Further raids are planned.

Raiding vessels were
Vegan Class Carrier x 20
Kargash Light Cruiser x 100
Urima Class Frigates x 30

They were able to retreat quickly thanks to the Tankers.
Sharrukin Fleet Tanker x 7
Sharrukin Tankers x 70

At Kidashi

Commanded by Khazuni Ishugi Shugilamar, a supporter of Yangila!
Uncle or replaced Governor Riga Khazuni Shugilamar.

Vegan Class Carrier x 5 (New Additions detected)
Kidashi Class Cruiser x 3 (New Additions detected)
Duriim Class Cruiser x 1
Kargash Light Cruiser x 20
Shamshir Destroyer Escorts x 10
Urima Class Frigates x 20 (New Additions detected)

Gashidda Patrol Cruisers x 40 (Rarely more than half at base, usually out patrolling)

Sharrukin Tankers x 2

5 Sharurshid Line Freighters, armed.

100 Medium Imperial Tanks
100 Armoured Cars
3 Battalions (1 Vegan, 1 Anukundu, 1 Shigniid Dir Ugkin (Mainly Dishaan))

At Nunushi (Like you need to be told!)

Shamshir Destroyer Escorts x 10 (Recently sent from Kidashi)


1 dTon of Pharmaceuticals (6 tons or 11,900 lbs)
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes, (16 dTons)
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 35.37/36 dTons (0.63 dTons/week)
Cash: $487,000
01 Apr 2175
Kishakhpap (100% Fuel, 100% Refined)
This message was last edited by the GM at 04:35, Wed 29 May 2019.
Gloria Flake
2IC, 143 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 29 May 2019
at 14:39
  • msg #309

Re: The First trip of Jean Bart

This doesn’t seem to be news that could be acted on if we raced it back to Chrysolite or elsewhere, so we won’t bother.
We’ll fix the ship and be on guard for anyone following us. Replanting our routes, as we accomplish little in fights with warships.


OOC_ need to get on my computer and plot our moves.
Gloria Flake
2IC, 144 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 29 May 2019
at 16:16
  • msg #310

Re: The First trip of Jean Bart

OK, Next stop (when 100% on fuel, is Shalgar, we'll jump to the world itself, targeting warships, if any (hope not) , tankers, refueling,Big (most likely Vilan) merchants and then, we'll move to Lakisha, and swing by a gas Giant to refuel, before working it over too ... we should still have enough fuel to jump to Iraashda if need be. That's where we are going next anyway.
Fate
GM, 2441 posts
Roll for dodge!
Wed 29 May 2019
at 20:37
  • msg #311

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 310):

As you are refining your fuel, after finishing the repairs, there is a hyperspace signature. A Gashidda escorting a pair of Heros jump into the system. As you are at the Gas Giant, they do not detect you. Obviously, they were thinking as you, and arrive at the Gas Giant you are at, and start heading towards you!

[OOC:, yes, I did roll for their appearance AND for which Gas Giant they came to!]
Gloria Flake
2IC, 145 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 30 May 2019
at 01:34
  • msg #312

Re: The First trip of Jean Bart

To the Crew OK, let's get three boarding parties ready just in case.  We'll definitely seize any ships we can. Let them get closer and then we'll challenge them and order them to halt  or be dispatched. Gashidda as well...  if it fights, shoot for it's targeting, if it tries to run, kill it. We may need to use the ships boats to take the Heros.

To the enemy ships. Gashidda and Hero's surrender immediately and no one dies ... run or fight and you are dead. We've already killed a Kargash and two Shamshirs.


PHOOEY!!!  I thought I sent this in HOURS ago!
Fate
GM, 2443 posts
Roll for dodge!
Thu 30 May 2019
at 03:08
  • msg #313

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 312):

Ok, just need to clarify...You posted your challenge...but you also posted that you wanted to draw them in closer. In order to draw them in, the best technique is to hide behind the planet until they get close and then challenge them. But that requires loosing sight of them for a bit. Otherwise, when do you issue your challenge?
Gloria Flake
2IC, 146 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 30 May 2019
at 04:21
  • msg #314

Re: The First trip of Jean Bart

OK,  I want them too close to run far enough to escape.  Basically well within Beam Weapon Range ... if we need to slip around the planet to get them closer, we can do that...  it's all a chance, but we do want to get them before they can refuel. The Gashidda has a very small speed advantage, but not enough to do it much good. I can't find crew requirements in your ship lists, so am not sure I could man a Gashidda and two Heros. It would certainly be time to exit Vilani space and take those elsewhere.  I realize I am counting chickens before they hatch, but is easier to cancel a plan than to create one.

Looks like 8 is normal Hero Crew and 36 is normal Gashidda crew.
This message was last edited by the player at 04:30, Thu 30 May 2019.
Vilani Patrol
NPC, 39 posts
Thu 30 May 2019
at 05:50
  • msg #315

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 314):

You need 5 crew for a Hero, and 22 to fully man a Gashidda, minus the flight crew, troops and customs inspectors, of course!

You go silent turning off all but passive sensors, and make a quick trip around the planet, with the navigator estimating how long before they reach the planets surface. He does it pretty well. As you come around the horizon where they should be, they are just approaching the clouds that make the Gas Giants surface.

You power up all systems, before making your transmission. The Gashidda turns to approach you, the two Heros try to run. Slowly.

"Gashidda and Hero's surrender immediately and no one dies ... run or fight and you are dead. We've already killed a Kargash and two Shamshirs."

As the range closes to just 2200 miles, they launch their missiles and open fire.

"Pirates, we will see you brought to justice."

They fire ineffectively, the rounds reflecting harmlessly off the armour.

[OOC: You have the chance to direct fire, or let them have at it!]
Gloria Flake
2IC, 147 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 30 May 2019
at 17:01
  • msg #316

Re: The First trip of Jean Bart

Kill the missiles, kill the Gashidda. Beams mostly at this range, but a missile or two once they can't stop them, want it nasty looking for the Hero's benefit ...  then after the two Hero's.
Vilani Patrol
NPC, 40 posts
Fri 31 May 2019
at 01:04
  • msg #317

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 316):

As your Gunners return fire with a veangence, they target critical systems as the Gashidda dodges violently, but with limited success. The beams from your experienced crew tear them apart, blasting first the drives and the Fusion plant, before the bridge is torn off and the final rounds smash through the jump drive, causing the vessel to break in half, explosions tearing the pieces apart as they separate, bodies flying out into space as silence consumes the craft. Survivors are doubtful given how quickly the vessel was destroyed, the missiles still powering up after the launch need no shooting down as they drift off into space and explode.

The Hero's pause, then power down just 2,000 miles away.

"Don't shoot! We surrender!"

[OOC: Despite good dodging on their part, twin beams in precision attacks are just Nasty. 188 dHP damage to a craft with just 70 dHP...in just 5 hits. They literally got blown to bits.]
This message was last edited by the player at 11:42, Tue 11 June 2019.
Gloria Flake
2IC, 148 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 31 May 2019
at 03:00
  • msg #318

Re: The First trip of Jean Bart

OK, Let's close the Hero's get both ships Boats ready...  send 14 men to each, including a Prize crew.  We'll need to generate a tape to allow these two to jump into 2924 as well. Let's see what we have.
Fate
GM, 2448 posts
Roll for dodge!
Fri 31 May 2019
at 03:21
  • msg #319

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 318):

You put just 14 troops and 2 operators on each of the ships boats, and send them towards the Heros. Being stationary, it does not take long to dock. But when you do, you get a surprise...the cargo is people...armed soldiers! 300 of them, crammed in like sardines, in each vessel! One is quiet, as does not try to fight, considering what just happened to his escort. The other sets up an ambush, but the boarding officer smells a rat and withdraws his men to the dock, insisting the SDU officers come forward and lay down their weapons first. After a few tense minutes, they do so.

[OOC: You can send up to 20 in each, with just 2 to operate each ships boat. The ships boats are armed, but the Heros do not seem to be.]
Gloria Flake
2IC, 149 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 31 May 2019
at 03:37
  • msg #320

Re: The First trip of Jean Bart

I was afraid of something like this...  a damn cargo of soldiers.  Nearest place to dump them is Sikigi...  but getting there with out anyone trying to take over the ship is going to be a trick.  Let's get an armed guard to gether and bring the Officers here and keep them locked up...  should be less incentive for the soldiers to fight back.  Check with the marines on each as to if they can control things for 10 days or so?




OOC - I must be prescient, for some reason I was thinking what the hell do we do if they are troop transports. SDU are the dissidents forced to serve? Might be coopted to the dissident cause?
Terran Lieutenant
NPC, 1 post
Fri 31 May 2019
at 03:47
  • msg #321

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 320):

"Damn Good question. We can take their guns, but these guys are indeed SDU, though not Geonee, so they may not be as likely to be cooperative."

From the other vessel...

"These guys however and not so hostile. The Officer suggest many could be tempted to live quiet lives if given land somewhere. They were actually headed to Sikigi from Kidashi to establish a larger patrol base there. The local governor was not in favour of a patrol base due to the strain it would put on the already stretched local economy, so these guys were to change the Governor. Taking them there might not be a good idea...but taking them anywhere else might get some friends into trouble."

[OOC: A successful Strategy roll might suggest more. A second roll might suggest another option. If you roll, let me know what you are trying to do.]
Gloria Flake
2IC, 150 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 31 May 2019
at 04:06
  • msg #322

Re: The First trip of Jean Bart

OK, Ship 1, what are most of your SDU folks, Vilani?


Ship 2, see how many would be willing to live as a dissident, outside of the Ziru Sirka?

Do we have the new governor aboard?  Likely he was in the Gashidda



OK, She doesn't have strategy, does have Tactics 10, streetwise 12 and smuggler 11 ... all of which imply some ability to solve issues.
IQ = 12

21:03, Today: Gloria Flake rolled 10 using 3d6 with rolls of 2,3,5.  Strategy or similar.
21:02, Today: Gloria Flake rolled 10 using 3d6 with rolls of 5,4,1.  Strategy or similar.

So default to strategy fails.
Gloria Flake
2IC, 151 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 31 May 2019
at 22:06
  • msg #323

Re: The First trip of Jean Bart

OOC - I know it is your weekend, so don't expect an immediate reply.

1. I can't just eject the SDU guys into space... not 300 of them (there are 300 in each ship, correct?) The officers can be taken to JEAN BART  and put in Low Berths, assuming I have enough Low Berths.

2. The other guys can be told of worlds where land is plentiful and anyone to work it is welcome.

3. I presume that there are no women among these units, so putting 300 guys down on a world make create a problem with female availability.

I am not the least interested in reinforcing Sikigi, but will warn the governor that he is to be replaced due to his reluctance to do so... unrest is good.  I can't think of a good way to drop off the soldiers while keeping the Hero ...  perhaps put them down on a planet well away from the built up areas.

Sort of on the horns of a dilema, as I had planned to go deeper into Vilani space, but would like to keep the two Hero's and get them to Ceti-Command or Alizarin.
Fate
GM, 2449 posts
Roll for dodge!
Fri 31 May 2019
at 23:36
  • msg #324

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 323):

The new governor is on the planet, and obviously planning a military uprising. But politics aside, the dilemma is deliberate. All 300 on one vessel are male ( the more aggressive one) and 300 on the other vessel female.

You could jump through the hostile planet you just came through, refuelling the Hero's from your tanks...
Gloria Flake
2IC, 152 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 1 Jun 2019
at 02:47
  • msg #325

Re: The First trip of Jean Bart

Well three slow ships against 6 fast ones ... sounds iffy... and we'd have to get almost all the way across the system... still, it's a quicker way out.  Would 1/4of  our fuel be enough for the Hero's to do a 2 Parsec Jump?


It is much quicker a though and does not require updating the ships computers... another plus.   If I recall though, all Vilani ships jump to the same point close to the main center of the system... so we'd have to fiddle with that. Is it possible to Jump to the far side of Nunashi?

Wonder how Ceti-command would react to 300 SDU couples looking to start new lives?

OK, Let's do it... it will certainly be unexpected. ;-) We'll try to get all ships to come out past the Starport and as close to the Orgill side of the system as possible.
Fate
GM, 2450 posts
Roll for dodge!
Sun 2 Jun 2019
at 10:28
  • msg #326

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 325):

Quick Maths: You have 320 fuel, you need 80 for a 1 Parsec Jump. They have 40 fuel, they need 20 for a 1 parsec jump, so you could transfer the other 20 to each and still have 40 spare.

Discussion with your staff gives the following opinions:

To time the jump to the outer Gas Giant when it at it's extreme distance from it's star from your position (ie a line drawn from the centre of the star to the centre of the Gas Giant would be perpendicular to your intended  and incoming path) would have two benefits: it would be far from the colony (which is closest in, meaning reduced chance of a significant force there, if any) and it would only require traveling around the Gas Giant, a mere hours trip at most even fro the Heros. Of course, the likelihood of any Vilani ship firing on the Heros while you are there is very low if they know their own troops are on there, and all the need to do to free them is to get rid of you.

So, refuel and make sure they have all the jump tapes, before once again setting course for Nunashi G2?
Gloria Flake
2IC, 153 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Jun 2019
at 18:45
  • msg #327

Re: The First trip of Jean Bart

Yes, verify all data, look over the hostages ... troublesome captives go in low berths.  Tell the rest that you will releases them to their own kind in a few jumps, it won't be Sikigi, but should be nicer.  Do what we can to make the trip as pleasant as we can for sardines in a can...

We get everyone refueled and time the jump to catch the GG  when perpendicular to our course, after altering the Vilani tapes a little and verifying that both still have ORGILL and CETI-Command in the data banks.
Vilani Warship
NPC, 4 posts
Sun 2 Jun 2019
at 20:32
  • msg #328

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 327):

You jump all ships through successfully to the desired location. Coming out at Nunushi a week later, there is just a single Shamshir now at the Gas Giant, but they withdraw as soon as they see you again, requesting backup and launching missiles which your gunners shoot down easily. You refuel the Heros while transiting across the Gas Giant, having to offer some supplies as well as they only had enough for one more jump before shooting down another 4 salvos before the Shamshir gives up giving your men target practice, and you are able to reach the jump point on the other side of the Gas Giant, engaging the Hyperspace drives for Orgill with considerable relief.

On reaching Orgill, the fleet did not exactly arrive together. But with no fuel, you are soon able to gather up your wayward ships and refuel, setting off for Ceti-Command a day later.

1 dTon of Pharmaceuticals (6 tons or 11,900 lbs)
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes, (16 dTons)
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 27.11/36 dTons (0.63 dTons/week)
Cash: $487,000
15 Apr 2175
Orgill (100% Fuel, 100% Refined)
Gloria Flake
2IC, 154 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Jun 2019
at 23:29
  • msg #329

Re: The First trip of Jean Bart

On arrival, I will notify the planetary government that we have 600 SDU that need to be relocated and put to work... 300 are female, 300 are male...with a bit of reeducation it should add to your workforce.

As soon as they are off loaded, we will all refuel and I will take the two Hero's to Alizarin and report our actions.
We will move Lt Cdr Doyle to their hospital for treatment (if he awakes) and provide the Vilani Officers in Low Berths to the Terran Intell teams to interview. I will Make my report and volunteer to return to again disrupt Vilani commerce. I will ask for the ability to have a Survey system applied to JEAN BART so we can go to planets that the Vilani cannot follow us to.
Fate
GM, 2453 posts
Roll for dodge!
Mon 3 Jun 2019
at 02:24
  • msg #330

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 329):

Ceti Command is a little concerned with the arrival of 600 SDU, not surprisingly. They would like them removed.

The Kalishnikov office there suggests relocating them to Alizarin and taking LC Doyle there as well. You are also informed that the Vilani do not have Survey Modules in stock or in production, but once again you can get them installed at Alizarin, though given time the small base here could make some.

But they are quite willing to take the officers for interrogation.
Gloria Flake
2IC, 156 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Jun 2019
at 02:28
  • msg #331

Re: The First trip of Jean Bart

Nyet, the Officers go to Alizarin, we refuel and move on ...  She passes to the SDU that they scare the locals too much... going to a different world.
Fate
GM, 2456 posts
Roll for dodge!
Mon 3 Jun 2019
at 02:39
  • msg #332

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 331):

You leave quickly when it becomes clear that you make the locals nervous. Setting course for Alizarin, you arrive 2 weeks later.

The local officials are a little nervous, but accommodating. The SDU are offered lives on a nearby island, with regular access to the base, and are allowed to keep their weapons. The are given freedom, and offered equipment with which to build their new lives. All the same, you are not really sure how it will go for them...

Doyle is taken to the large Kalishnikov base orbiting the planet, to be monitored and sent back to Chrysolyte in a Low Berth next time one visits.

However, the survey modules cost 30 million, and your mission was very successful as it was. Military commanders are not convinced that a Survey module is the best use of military funds.

1 dTon of Pharmaceuticals (6 tons or 11,900 lbs)
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes, (16 dTons)
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 16.78/36 dTons (0.63 dTons/week)
Cash: $487,000
05 May 2175
Alizarin (100% Fuel, 100% Refined)
Gloria Flake
2IC, 159 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Jun 2019
at 02:54
  • msg #333

Re: The First trip of Jean Bart

OK, I'll put it on my wish list and explain why it would be very useful, pointing out spots in the middle of Vilani space that they haven't recorded and can't get to!

What is our next mission?  I'd be happy to try and go deeper into Vilani Space and stir things up...


She'll also look around for any friends ... like that nice Crockett commander ... she hasn't been laid in a long time and she is beginning to eye senior officers.
Fate
GM, 2458 posts
Roll for dodge!
Mon 3 Jun 2019
at 06:23
  • msg #334

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 333):

The Crocket Commander is doing runs around the dissident worlds and is due back in a week.

Make an influence roll (your choice of type, but consider your audience...intimidation is unlikely to work!) to convince them to put a survey module on.
Gloria Flake
2IC, 160 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Jun 2019
at 17:15
  • msg #335

Re: The First trip of Jean Bart

OK, Gloria plans her approach carefully and uses most of her skills to present her case.


10:10, Today: Gloria Flake rolled 12 using 3d6 with rolls of 4,2,6.  Body Language.  Missed by 1
10:10, Today: Gloria Flake rolled 8 using 3d6 with rolls of 1,3,4.  Detect Lies.   Made by 3
10:09, Today: Gloria Flake rolled 9 using 3d6 with rolls of 2,6,1.  Diplomacy.   Made by 2
10:09, Today: Gloria Flake rolled 13 using 3d6 with rolls of 6,4,3.  Leadership. Missed by 1
10:08, Today: Gloria Flake rolled 13 using 3d6 with rolls of 6,1,6.  Savoire Faire Military.  made even on

I figure I am roughly ahead by 1 (diplomacy over leadership) and will know if I am being fed any BS.
Fate
GM, 2463 posts
Roll for dodge!
Mon 3 Jun 2019
at 22:25
  • msg #336

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 335):

You get that the reason of the expenditure being too much is true, but not the whole picture. You get the impression that it is above the local commanders paygrade to allow such an expensive modification without a clear benefit. Besides, you also get the impression this commander thinks that not having the ability to run is more likely to encourage you to stay and fight, and inflict more damage. Maybe that is why he is the commander of a very remote base...
Gloria Flake
2IC, 161 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Jun 2019
at 23:17
  • msg #337

Re: The First trip of Jean Bart

I cause the most damage by dancing away to strike again elsewhere on another day.
Terran Lieutenant
NPC, 2 posts
Tue 4 Jun 2019
at 08:09
  • msg #338

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 337):

"Yes, but the military can get 2 extra fighters for that kind of money. And you can only dance away from the fringes of the empire..."
Gloria Flake
2IC, 162 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 4 Jun 2019
at 17:00
  • msg #339

Re: The First trip of Jean Bart

Oh not necessarily ... if your intelligence is correct, the Vilani fleet is gathered at the empires edges close to Terra... so the systems in the middle should be less well guarded ... I think we could cause havoc by striking there. But there is always the chance of running into some task force going to join the fleet, that is why I wish to be able to go where they cannot.
Terran Lieutenant
NPC, 3 posts
Tue 4 Jun 2019
at 21:32
  • msg #340

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 339):

"Task forces will not waste time chasing you, and if they do, they will be taken off the front lines. So either way, it works. But if you are in the middle of the empire, where would you go anyway? All systems around would have been mapped."
Gloria Flake
2IC, 163 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Jun 2019
at 00:24
  • msg #341

Re: The First trip of Jean Bart

Well around the edges, we can duck out and then back in somewhere else ... it will play hell with their dispositions as they would have to have ships everywhere in some force. Shamshirs would need to be in groups of 4 or more... otherwise they will have to put a bigger ship or two with them.



OOC - I swear that a couple of uncharted systems up near Dingir have disappeared...
Terran Lieutenant
NPC, 4 posts
Wed 5 Jun 2019
at 02:48
  • msg #342

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 341):

He takes out a starchart and looks at it.

"Around the edges? Unless you are travelling way past Shulgiasu, in which case you will be in a different Subsector and annoying a different military, which kind of defeats the purpose, or near the two systems near Dzosuiken or Sikigi, both of which seem friendly, it will be useless. We have all charts for all systems in the Dingir subsector, and many near it."
Gloria Flake
2IC, 164 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Jun 2019
at 02:58
  • msg #343

Re: The First trip of Jean Bart

Easy to say here, harder when your ass is on the line along with 80 odd of your crew...  she gets up in frustration and leaves...
Fate
GM, 2470 posts
Roll for dodge!
Wed 5 Jun 2019
at 07:31
  • msg #344

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 343):

The earlier repairs are checked out, and cleaned up, and you make sure you have the latest database of Vilani space.

[OOC: Which systems were you planning on using the Survey module for, considering how long they take to actually use?]
Gloria Flake
2IC, 165 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Jun 2019
at 17:17
  • msg #345

Re: The First trip of Jean Bart

As I had said in an OOC... the systems that I saw as large white asterisks are now listed systems... don't know if I got another map or what... this one says "viewing IW data" which I presume is the correct one?

At this point Gloria throws in the towel and looks for her orders.
Fate
GM, 2472 posts
Roll for dodge!
Wed 5 Jun 2019
at 20:15
  • msg #346

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 345):

Ah, OK. I think that even if the map does not list the systems, if they are in Vilani territory, the map is available nearby. Perhaps Terrans have not traveled that far to get it, but it would likely be on any merchant vessel you raid...

Orders are as they were before: Enter Vilani space and create havoc to distract as many warships in the Dingir region as possible.
This message was last edited by the GM at 20:16, Wed 05 June 2019.
Gloria Flake
2IC, 167 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Jun 2019
at 21:48
  • msg #347

Re: The First trip of Jean Bart

Before we go... would it be possible to give up some cargo space for fuel bladder? Even enoough for an additional jump 1 would be useful, and a jump 2 great.  We would not keep these full all thetime, but it could be a life save if we discover a strong force in Lakisha after arriving empty (Shaalgar has no gas Giants).


Wilco, we'll get it together and head out. Route:  Alizarin, 3220, ceti-command, beta port, union, 2726, 2724, 2924, sikigi, dirramu, shaalgar, lakisha.
At Shaalgar we start creating a ruckus ... then on to Lakisha.
Fate
GM, 2477 posts
Roll for dodge!
Wed 5 Jun 2019
at 22:46
  • msg #348

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 347):

I believe the Jean Bart has enough fuel for 4 parsecs, as mentioned. An additional parsec would require 80 dTons of fuel, which exceeds the 36 dTon of Cargo space you have by quite a margin.

You set off for Vilani space, entering through Sikigi. The tiny colony orbits one gas giant, and you arrive at the other. They probably do not even know you are there as you refuel and then set a course for the outer Gas Giant at Dirramu. Dirramu, however, is another matter. With three gas giants, you miht think you would not be noticed, but a population of 100 million ensures they have plenty of patrol craft out. As you ext hyperspace, three Gashiddas accost you.

"Stand by to be boarded..." They are 100,000 miles away, and approaching in formation.

1 dTon of Pharmaceuticals (6 tons or 11,900 lbs)
144 Missiles, 72 Sandcasters, 2 Grav Jeeps, 6 Grav Bikes, (16 dTons)
0.2 dTons of Protective suits and Hand Weapon ammunition

Supplies: 30.33/36 dTons (0.63 dTons/week)
Cash: $487,000
10 July 2175
Dirramu (50% Fuel, 100% Refined)
Gloria Flake
2IC, 168 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Jun 2019
at 22:58
  • msg #349

Re: The First trip of Jean Bart

Not especially impressed by Gashiddas, but will avoid a fight if I can. Can we slip out to Kishakhpap before they are really close?  Trying to draw attention away from this area...
Fate
GM, 2479 posts
Roll for dodge!
Thu 6 Jun 2019
at 00:26
  • msg #350

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 349):

Yeah, you could run without refueling. Might take you some time, and you would have to shoot down some missiles, but it can be done. Just. Do that?
Gloria Flake
2IC, 169 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 6 Jun 2019
at 01:50
  • msg #351

Re: The First trip of Jean Bart

For whatever reason, I don't like it ... let's zap a couple of these guys on our way...  we'll try to get one occluded by the others and work on what's visible.   we'll continue to the jump point, in case these guys don't get smart. We can kill all the missiles they launch, they can probably get all of ours too, but it is always a chance of a hit. When they get in range (which sounds like it will happen) we'll use the Beams on them and try to disable or kill them ... if they run, we'll follow and refuel before heading back ... we will still go to Kishakhpap, refuel and then to Shaalgar. We'll use the outer GG at Kishakhpap.  We'll send a ship's boat to retrieve anything of value from any destroyed Gashiddas.
Vilani Patrol
NPC, 41 posts
Thu 6 Jun 2019
at 02:56
  • msg #352

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 351):

Despite demands to stop, you move to the jump point, destroying 3 waves of missiles on the way, before turning on them, launching a couple of missiles at each to keep their gunners occupied. The sudden reversal puts them within 59,000 miles, but at this range the beams do limited damage, and they don't even bother replying, instead launching another slavo of missiles. However, the next round, they try to reverse, keeping their formation, but you halve the range on them to 29,000.

Whilst the Pulse lasers have some minor effects thanks to your armour, the two vessels you were targeting with three turrets are both cripples. A malfunction sees Turret 7 inactive, but the last turret did do some minor damage to the remaining vessel. He immediately starts calling for backup, but the other planets and other ships are at least 5 hours away...

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x3 (2 crippled)

[Private to GM: (4G/Move:3250, dDR:90, dHP:-32/70, dTons of Cargo Space: 51.5),
(4G/Move:3250, dDR:90, dHP:-43/70, dTons of Cargo Space: 51.5),
(4G/Move:3250, dDR:90, dHP:45/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft
]
Gloria Flake
2IC, 170 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 6 Jun 2019
at 03:34
  • msg #353

Re: The First trip of Jean Bart

Are they abandoning ship? If so, we'll not shoot their ship any more, If not we continue to engage. We'll keep the range favorable to us until both ships have evacuated and we are sure it's not a trap ... then we'll send a ships boat to each... concerned about their shuttles ... if they run, fine, if they loiter, not so good. How long to scoop up a load of fuel from the GG and get back to the Gashiddas?

Also, can we tell what other sorts of ships are here?
This message was last edited by the player at 03:35, Thu 06 June 2019.
Fate
GM, 2480 posts
Roll for dodge!
Thu 6 Jun 2019
at 06:26
  • msg #354

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 353):

One is still fighting, but the other two are abandoning ship.
Gloria Flake
2IC, 171 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 6 Jun 2019
at 18:58
  • msg #355

Re: The First trip of Jean Bart

OK, Let's blast the one fighting...

still need to know the relationships; Once both ships have evacuated and we are sure it's not a trap ... then we'll send a ships boat to each... concerned about their shuttles ... if they run, fine, if they loiter, not so good, If they make to head back we engage.

How long to scoop up a load of fuel from the GG and get back to the Gashiddas?

Also, can we tell what other sorts of other ships are here at Dirramu?
Fate
GM, 2485 posts
Roll for dodge!
Thu 6 Jun 2019
at 20:34
  • msg #356

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 355):

The last Gashidda puts up a token fight, launching all their missiles in an attempt to keep your gunners busy, but the forward but it is to no avail. The rear turrets deal with the missiles, while the forward four cut up the launching vessel, causing it to break in three pieces. There may or may not be survivors aboard.

Those attempting to escape do so with all speed, somewhat afraid of you and using threats to discourage you from killing them as the try to check the wreckage of the third vessel for survivors. One of the vessels still has intact fuel tanks, offering you 80 dTons of refined fuel, and you will be able to resupply your missiles and pick up 2 dTons of supplies.

There are a number of other vessels at Dirramu, mainly Gashiddas, but at least 10 Shamshirs and a Kargash. You have a number of hours before they can engage you.
Gloria Flake
2IC, 172 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 6 Jun 2019
at 22:11
  • msg #357

Re: The First trip of Jean Bart

With our fuel, we skip out on them, heading to  Kishahkpap's outer Gas Giant to refuel, then line up on Shalgar.
Fate
GM, 2486 posts
Roll for dodge!
Fri 7 Jun 2019
at 04:05
  • msg #358

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 357):

You grab what can be taken quickly as the small craft from the crippled Gashiddas gather what survivors can be found from the destroyed one. As you leave, do you set up charges to blow them? Take any Data drives, etc?
Gloria Flake
2IC, 173 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 7 Jun 2019
at 20:02
  • msg #359

Re: The First trip of Jean Bart

Sorry, I'd assume pulling data drives and placing demo to be SOP... so yes, we do both.
Fate
GM, 2489 posts
Roll for dodge!
Mon 10 Jun 2019
at 07:44
  • msg #360

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 359):

Ok, I thought so, but wanted to check. I will assume both tasks to be SOP in future. Just like to avoid assumptions.

Both ships blow up spectacularly as you depart.

Once you refill your tanks and enter hyperspace, you have a chance to go through the drives. These Gashiddas were based at Kidashi and had been tasked with controlling any barbaric influences (usually referring to Terran) in the region. It seems to suggest others can be found in numerous more populous worlds, and there is a warning about a Rogue Terran raider seen in the region that was last seen 'running' for the border. No mention was made about your prizes.
Gloria Flake
2IC, 174 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 10 Jun 2019
at 19:54
  • msg #361

Re: The First trip of Jean Bart

Well, I had hoped to avoid the increase of Vilani ships here in Kimashargur areas, but we'll see if we can't adjust that somewhat.
Presuming they aren't guarding the empty places too hard, we'll refuel and run through Shaalgar, expecting more trouble there ... I'd like to destroy and refueling capability at Shaalgar, since with no GG, it could cause quite a log jam (Ship Jam).
then on to an outer GG at Lakisha. Hopefully we can refuel there before causing a bit more mayhem, but can jump to Irashdaa if absolutely necessary.
Fate
GM, 2492 posts
Roll for dodge!
Tue 11 Jun 2019
at 01:59
  • msg #362

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 361):

You arrive at Kishakhpap. Which Gas Giant do you intend to arrive at, (G1 to G4)? There is company.

Technically, Dirramu is not a Kimashargur system, though Shaalgar is.

Shaalgar has 9 planetoid bodies and 2 Stars. The main world is the fourth out, orbiting the two stars more or less equidistantly, has about 300 million souls. Starting from the stars, it would be P4, with P1 being very close to the stars. You can, with a successful Navigation roll at -2, put yourself at an uninhabited planet on the opposite side of the stars as the inhabited planet. Please let me know your destination.

[Private to GM: Durim at G4, 2x Urima at others.]
Gloria Flake
2IC, 175 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 11 Jun 2019
at 04:48
  • msg #363

Re: The First trip of Jean Bart

The outer most GG at Kishakhpap to grab some fuel ... what's there?


I noted that Shaalgar was Kimashargur, but it is also a critical point and if we can destroy any fuel storage, pursuing ships will have problems.
At Shaalgar we are going to jump in close to a star, so we are shielded some, then look at what is there. Be great if they didn't notice us, but not sure that is a realistic hope.
Fate
GM, 2493 posts
Roll for dodge!
Tue 11 Jun 2019
at 05:22
  • msg #364

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 363):

A 6,000 dTon Cruiser, 250,000 miles away!

Records indicate it is a Duriim class. It begins launching fighters immediately.

Duriim Cruiser, 7.75 B Solars, 6000 dTon Cylinder
Designed to work with the Kidashi Class Cruiser, the Duriim sacrifices point defence for larger arrays and Repulsors. It is seen as a relic of the past, carrying both missiles and Heavy particle cannon, but specializing in neither.
(6G/Move:370, dDR:352, dHP:179, dTons of Cargo Space: 10.5, SM: +11)
Weapons: 6x Beam in 2 turrets, 1x Heavy Particle, 1x Light Missile, 1x Repulsor
5 x 40 dTon Hanger bays (Usually containing 20 Fighters), 10 x Ships Boats
Gloria Flake
2IC, 176 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 11 Jun 2019
at 17:21
  • msg #365

Re: The First trip of Jean Bart

Hopefully at 250k miles, we'll have time to scoop some fuel and jump to Shaalgar before they can intercept us. We can process the fuel in hyper space which will give us a Jump 2 capability anyway ... we have obviously drawn some attention, albeit ancient, away from the front lines.
Fate
GM, 2496 posts
Roll for dodge!
Tue 11 Jun 2019
at 20:18
  • msg #366

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 365):

These vessels are as fast as fighters...you will barely have time to turn and run. Or engage...
Gloria Flake
2IC, 177 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 11 Jun 2019
at 22:11
  • msg #367

Re: The First trip of Jean Bart

Wonderful...  How many fighters? and are they running with this ship or ahead of it? Standard (Old style) Missile armed fighters or maybe some with a beam weapon?   We'll punch off a salvo of Missiles and see how they are dealt with as we turn away ... anything we can hide behind... like a used Gashidda or something?
Vilani Warship
NPC, 4 posts
Wed 12 Jun 2019
at 05:26
  • msg #368

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 367):

The fighters seems to be half missile, half beam, and remain in close formation with the cruiser. As you launch a couple of missiles, they are shot down easily as the vessel and the fighters accelerate towards you. Range now 220,000 miles, but closing at 60,000 miles per round.

There is nothing large you can hide behind. As if expecting you to run, they launch a full salvo of 34 missiles.

"Found you. It will be my honour to remove you as a thorn in our side, Terran. One way or another...You were convicted in absentia by the Kidashi Interstellar court of piracy, and you have been sentenced to Life in the SDU if you surrender, or Death if you do not."
This message was last edited by the player at 05:26, Wed 12 June 2019.
Gloria Flake
2IC, 179 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 12 Jun 2019
at 23:16
  • msg #369

Re: The First trip of Jean Bart

I presume swatting the missiles will not require all turrets, so those free are to shoot the beam weapon armed fighters. If we get an ex-missile armed one... not huge but not as helpful as killing the beam equipped fighters.
How maneuverable is this cruiser... it's big so can we avoid it's heavy weapons? With it's limited beams and missiles, we should be able to take it if we can... You know the problems with Thorns, Right Stuck in the Mud thinker?
Fate
GM, 2500 posts
Roll for dodge!
Thu 13 Jun 2019
at 02:38
  • msg #370

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 369):

[OOC: With a total crew of 250, a Heavy Particle Cannon, Repulsors and dDR of 350, this is a front line warship. It is an older style, and would doubtless make a very valuable prize...if you could capture it. Defeating it with guns would be extremely unlikely...its HPC has a range of 99,999 miles. Details are sketchy, as it has only recently reappeared. It is an older design and is highly maneuverable and as fast as the fighters which escort it..its heavy weapons would almost certainly be brought to bear on you, replying on your pilots dodge. Of course, if you did succeed...the disruptions you could cause would be immense!]

He continues to close at full speed, range now 160,000 miles, with the Missile swarm just 20,000 miles ahead of them. The fighters remain in very close formation with them.

"Stay there for a minute and we can discuss that with my Heavy Cannon. Terrans make such great target practice..."
Gloria Flake
2IC, 180 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 13 Jun 2019
at 03:08
  • msg #371

Re: The First trip of Jean Bart

OK, so Best to run... we'll run then ... Jump to Shaalgar.
Fate
GM, 2502 posts
Roll for dodge!
Thu 13 Jun 2019
at 05:48
  • msg #372

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 371):

You turn to run, setting in your coordinates or Shaalgar's star as you do so. They close to 120,000 miles before you reach the jump point, with the missile swarm at 80,000 miles. Given the high pressure of the situation, I am going to get you to roll the jump rolls:

Navigation (Space): Skill 17
Piloting (High Performance Spacecraft): Skill 17
Navigation (Hyperspace): Skill 17-1=16 (Stars are big targets)
Mechanic (Jump Drive): Skill 16
Gloria Flake
2IC, 181 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 13 Jun 2019
at 17:39
  • msg #373

Re: The First trip of Jean Bart

Everyone does their Job well, Kudos to all.


10:38, Today: Gloria Flake rolled 13 using 3d6 with rolls of 5,5,3.  Mechanic (Jump Drive).
10:38, Today: Gloria Flake rolled 10 using 3d6 with rolls of 5,4,1.  Nav (Hyperspace).
10:37, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,4,1.  Piloting (HP Spacecraft).
10:37, Today: Gloria Flake rolled 8 using 3d6 with rolls of 3,2,3.  Nav (Space).
Fate
GM, 2510 posts
Roll for dodge!
Fri 14 Jun 2019
at 03:00
  • msg #374

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 373):

The missiles close to a mere 20,000 miles before exploding just as you enter hyperspace. The Heavy Particle cannon was just seen powering up...

The week in hyperspace is nervous. You hope you have not been followed, but cannot be sure. As you come out of hyperspace, looming large ahead of you is a star. Shaalgar. Active sensors would tell you what else is around, but also announce your presence...

There are no starships visible at this time, but there are no colonies or sources of fuel either.

Supplies: 29.07/36 dTons (0.63 dTons/week)
Cash: $487,000
24 July 2175
Shaalgar (50% Fuel, 100% Refined)
Gloria Flake
2IC, 182 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 14 Jun 2019
at 03:18
  • msg #375

Re: The First trip of Jean Bart

We head toward the star, hoping it will make us harder to detect and slide around the side ... The Vilani would have to come in to their standard jump point, so we may get a small break there. Once around the star from where we entered, we passively scan for the populated Planet(s) and any shipping we can detect.
Fate
GM, 2511 posts
Roll for dodge!
Fri 14 Jun 2019
at 06:34
  • msg #376

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 375):

As you round the star and the planet comes up on the star horizon, you notice the cruiser that you met last week in orbit, along with a number of Shamshirs and Gashiddas, perhaps 4 of the former and 8 of the latter. They seem to be moving out to scan the smaller planets in groups of 2 Shamshirs and 3 Gashiddas, with the rest waiting at the planet, spread out as if anticipating a hostile jump.
Gloria Flake
2IC, 183 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 14 Jun 2019
at 17:47
  • msg #377

Re: The First trip of Jean Bart

Hmm. jumps quickly too... we'll go back around the star to plan our next jump.

Background info- if we jump from here behind the star, will they be able to tell?
They don't seem to be aware of our arrival. While the safest move might be to go back to Kishakhpap and refuel while the cruiser waits for us here, it doesn't further us much.
Lakisha looks to have moons around the Gas Giants where folks live, so jumping next to one might be jumping straight into the fire.  Lets try to jump closer to the Star (are there more than one? M2 V  K4 V is meaningless to me). Refueling is a Priority at this point, so we'll go to the least populated GG and do so, while staying passive. Hopefully our cruiser friend needs time to refuel at Shaalgar. Also hope he can't figure out what we have done... Obviously we can't easily defeat him.

So plot us off to Lakisha ... fingers crossed.
Fate
GM, 2516 posts
Roll for dodge!
Mon 17 Jun 2019
at 03:51
  • msg #378

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 377):

It always depends on what has clear line of sight to where a jump originates/arrives to know who can see it or not.

M2 and K4 are star types, so this is a binary system.

Rolled a stealth roll to get away unnoticed, did not go well!

As you turn the vessel around to minimize your exposure, one of the patrols notices the engine flash. However, you are at the star and it does not take you long to return to an unseen side of the star. Likely, it will take the fighters launched at least 45 hours to get around the star to your position, so you can likely get away.

Lakisha is a binary system, as mentioned, with the colony at the 1st Gas Giant and a mining base on a moon at the second Gas Giant. The third, outer gas giant, is the best place to refuel, but may be patrolled.
Gloria Flake
2IC, 185 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 17 Jun 2019
at 04:32
  • msg #379

Re: The First trip of Jean Bart

OK, so 3rd GG it is... you pays your money and takes your chances.  Hopefully we can scoop some fuel before any trouble arises.
Fate
GM, 2521 posts
Roll for dodge!
Mon 17 Jun 2019
at 05:41
  • msg #380

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 379):

You manage to get around the Star quietly and jump without any ships or fighters on your screen.

A week later, you emerge at the Gas Giant...right beside a pair of Gashiddas just 120,000 miles away! They move to intercept!

[Private to Gloria Flake: Critically Failed the Stealth roll!]

Supplies: 28.44/36 dTons (0.63 dTons/week)
Cash: $487,000
01 Aug 2175
Lakisha (0% Fuel, 0% Refined)
Gloria Flake
2IC, 186 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 17 Jun 2019
at 17:43
  • msg #381

Re: The First trip of Jean Bart

Well Poo ... at least it wasn't a pair of Dirramu Cruisers ...  Shoot down missiles and rip up the leading/closer Gashidda if they don't promptly follow instructions, followed by the next one if needed ... send "Abandon ship and live, or stay and die. Many of your fellows have died trying to be brave."

Thinking ahead, assuming we can get these, we'll want to see if we can obtain their IFF codes ... we might gain a few seconds that way, although we hardly look like a Gashidda.
Fate
GM, 2526 posts
Roll for dodge!
Tue 18 Jun 2019
at 05:37
  • msg #382

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 381):

Their missiles are easily shot down, and it seems only moments before they are in range of your weapons, though only just. They show typical Vilani arrogance, and at 55,000 miles, you open fire, though ineffectively. As they continue to close, they launch the assault shuttles as well as another salvo of 18 missiles. They appear to be trying to flank you...and will be at 12,000 miles next round, though you will have to shoot down missiles.[Private to Gloria Flake: 3 Turrets should be able to do that without rolling...]

"You might defeat us, but we have a large fleet just 7 hours away, and you have just jumped, so you cannot run. Stand down and be boarded...your flimsy weapons can only shoot down missiles and are ineffective against our ships."

The words are barely aired before the Jean Bart's crews open up a second time. At this range, the story is entirely different...both vessels are cut to pieces within seconds, both breaking up and exploding. The assault shuttles seem to continue in shock, before turning tail.

"We will leave you be, just have mercy on us and let us check for survivors. Please!"

The fuel tanks seem ruptured in both, unfortunately.

[OOC: A critical hit to each one! What are the chances...]
This message was last edited by the GM at 05:57, Tue 18 June 2019.
Gloria Flake
2IC, 187 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 18 Jun 2019
at 19:34
  • msg #383

Re: The First trip of Jean Bart

Stand by ... we will check for survivors ... interfere and you join them.

We send both ships boats out, one to each wreck and check for any living souls... computer files, records, any missiles or other useful stuff we can recover ...  we then ask each assault shuttle how many they have aboard.   Very time conscious ...  we aren't going to spend a lot of time doing this...

Would one of these shuttles be better than a ships boat?... looking now.  OK, IF we have the Ships Boat (Military) we have no reason to take theirs... if we have the civilian version, we gonna trade some...
This message was last edited by the player at 19:42, Tue 18 June 2019.
Fate
GM, 2530 posts
Roll for dodge!
Tue 18 Jun 2019
at 20:27
  • msg #384

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 383):

The assault crafts pause when they see your ships boats move out. You do have the Military version of the ships boats, and the inspection vessels inform you that each of the hulls had 25 souls, but there are clearly fewer now due to the bodies seen floating away.

This is confirmed when you find just 9 living persons on both hulls, along with just one computer hard drive and some documentation that will take time to go through, and a safe that you blast open, to reveal some gold, jewelry and a second hard drive. There is a turret with some missiles you can grab, but it may take 20 minutes to do so.
Gloria Flake
2IC, 188 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 18 Jun 2019
at 21:30
  • msg #385

Re: The First trip of Jean Bart

We didn't shoot any/many so we'll pass... bring the boats aboard and wish the assault shuttles luck... we go grab fuel and start processing...  we should have enough for a jump one already, so we are close.  We slip around the gas giant to see what else is here ... Gloria wonders if there really is a fleet or they were just trying to scare us...  Oh, and we tell the Assault shuttles where the remaining living crew is.
I presume we don't have to take them aboard.
We put the crew that is available to work on the data drives ... the gold and silver gets a quick look before we lock it up.
Fate
GM, 2531 posts
Roll for dodge!
Tue 18 Jun 2019
at 21:55
  • msg #386

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 385):

Given that the last jump was a 2 parsec jump, you are completely empty. It takes 2 hours to fill the tanks with unrefined fuel, but will take another 5 hours to complete refining enough for a 2 parsec jump, though you can jump with unrefined fuel. -2 to all rolls, and you need to roll.

Unfortunately, the talk of a fleet is not unfounded. 2 Shamshirs and 4 Gashiddas are making their way to you, and will be there in  6 hours.
Gloria Flake
2IC, 189 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 18 Jun 2019
at 23:25
  • msg #387

Re: The First trip of Jean Bart

Ok, Keep forgetting I didn't get to refuel at Kishakhpap ... The group is traveling together? No Heroes involved.

Assume that the Vilani were able to rescue their own and we didn't have to...  are there any other planets around we can play behind? Or perhaps we can just go behind the GG we refueled at and have a ships boat peek over the top to watch how they reaCT. [assuming the ships boat can track them and won't be especially visible to them] ... trying to find a way to best employ my ship. everything seems faster than I am...
Fate
GM, 2532 posts
Roll for dodge!
Wed 19 Jun 2019
at 00:11
  • msg #388

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 387):

The group is travelling in formation, at the 4G speed. The continue at speed as you refuel, not giving any indication they noticed the ships boat. If you were to travel at full speed away from them, and the star, you could extend the intercept time considerably.

There are other ships, including warships and freighters, at the planet.
Gloria Flake
2IC, 190 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 19 Jun 2019
at 03:30
  • msg #389

Re: The First trip of Jean Bart

OK, don't need any warships... doubt we could get a freighter either...  we should be able to jump out an hour before they get here...  but we'll need to get in a good place to jump from...  I don't mind this GG, but we'll have to maneuver so that they don't see us and then extend our distance from them ... Irashdaa looks to be a very populous place as well ...  was hoping to find some civilian worlds ;-) ... but we'll log as much information about these places as we can as we go through.
Fate
GM, 2533 posts
Roll for dodge!
Wed 19 Jun 2019
at 07:29
  • msg #390

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 389):

Civilian worlds generally have some patrol craft keeping the peace. Gashiddas are considered like police cars, while the Shamshirs are considered like the 'riot police' equivalent, so you can expect to see them both on any worlds in numbers proportional to the populations. Kargash and larger are the Military vessels, but if there is unrest, they too can be present.

So, just to be clear, you are staying and hiding behind the Gas Giant, in the hope they will not see you? You have to be 100 x radius miles from the planet before you can jump, or in this case about 3.1 million miles from the planet. They will be here about 1 hour before you have enough refined fuel to jump. As mentioned, you can jump using unrefined fuel...-2 to all rolls.

Also, Irashdaa is a binary system with 1 planer and 3 Gas Giants outside of it, and 8 moons. Numbering 1 closest to the stars, which one is your target?
This message was last edited by the GM at 08:15, Wed 19 June 2019.
Gloria Flake
2IC, 191 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 19 Jun 2019
at 20:15
  • msg #391

Re: The First trip of Jean Bart

NO, we aren't staying at the GG, we recovered our boat and are trying to keep the GG between us and them (using a projected course) while we head away to a jump point...  while we refine fuel...  at Irashdaa lets go for the #2 GG ...  the outer ones seem to be where they expect arrivals. I am trying to learn Vilani habits so I can exploit them.

I understand the Gashiddas... Shamshirs make sense ...  the bigger stuff is what I want to avoid. I understand that our actions caused that cruiser to be stationed back at Kishakhpap, but we don't want to run into those if can avoid it... we are Merchant hunting.
Fate
GM, 2535 posts
Roll for dodge!
Wed 19 Jun 2019
at 20:34
  • msg #392

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 391):

Cool. You finish refueling and collect your boats, before heading off in the opposite direction to the incoming vessels. Since they are staying in formation with the Gashiddas, which are only slightly slower than you, you keep enough distance to allow you to jump.

You do note a new jump arrival at the planet just before you leave. A large cruiser...

But you are gone very soon into hyperspace. The crew takes the time to finish refining fuel and keep the ship in good order, expecting to need it very soon.

As the hyerspace alarm sounds, you exit hyperspace. The Gas Giant seems quiet, making you nervous the scanners missed something after your last run of jumps...
Gloria Flake
2IC, 192 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 19 Jun 2019
at 21:52
  • msg #393

Re: The First trip of Jean Bart

We peek around carefully, then slip up to where we can see inward toward the planet with the most populace ... but we keep looking behind us too.
Fate
GM, 2536 posts
Roll for dodge!
Wed 19 Jun 2019
at 23:03
  • msg #394

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 393):

You timed your entry to have the populated planet on the other side of the star, or near enough to in order to mask your entrance. Hence, you would have to leave the Gas Giant and circle around star a little to get a clear picture, but from where you are you can detect at least 2 large freighters at the planet. Smaller interference suggests a number of smaller warships, but it wold take several hours to get there.

Of course, the planet is slowly moving above the star horizon, so you could wait here for a day to get a clearer picture...
Gloria Flake
2IC, 193 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 19 Jun 2019
at 23:50
  • msg #395

Re: The First trip of Jean Bart

We'll move slowly to get a better view and situational awareness
Fate
GM, 2538 posts
Roll for dodge!
Thu 20 Jun 2019
at 02:26
  • msg #396

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 395):

Refuel at the same time?

Regradless of whether you do, after an hour the extra time time taken with the scanners indicate there are 8 Gashiddas and 3 Shamshirs, though you do notice some fighters launching from and returning to the planet.
Gloria Flake
2IC, 194 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 20 Jun 2019
at 03:25
  • msg #397

Re: The First trip of Jean Bart

Yup..refuel on the way and start refining...  OK, 8 Gashiddas, 3 Shamshirs and some fighters... where are the freighters in relation to them.
Fate
GM, 2540 posts
Roll for dodge!
Thu 20 Jun 2019
at 06:15
  • msg #398

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 397):

All over. Freighters are coming and going. Some are landed, some are moving around, some moving to and from the jump point. It is a busy starport.

Supplies: 23.81/36 dTons (0.63 dTons/week)
Cash: $507,000 (The gold and valuables are estimated to be worth $20,000)
15 Aug 2175
Irashdaa (100% Fuel, 50% Refined)
This message was last edited by the GM at 03:22, Sun 23 June 2019.
Gloria Flake
2IC, 195 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 20 Jun 2019
at 17:12
  • msg #399

Re: The First trip of Jean Bart

Can I get to any before I have to jump out?
We will do nothing until we are at 100% fuel ...
Then the plan will be to try and zap a couple of freighters, perhaps an escort or two and head for Shikashu. We will again try the middle GG.
Fate
GM, 2544 posts
Roll for dodge!
Thu 20 Jun 2019
at 20:24
  • msg #400

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 399):

The planet is approximately 12 hours away, and the freighters are moving to and from the 100 diameter limit from which they jump into and out of the system, generally about half an hour away from the planet for a merchant. Any approach to that close could be easily detected and the patrols would be able to respond in force. Do you want to try to deal with the patrols?
Gloria Flake
2IC, 196 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 20 Jun 2019
at 21:08
  • msg #401

Re: The First trip of Jean Bart

Not really, just looking for a way to cause commotion w/o getting damaged myself... Missiles are well out of range as well?
Fate
GM, 2546 posts
Roll for dodge!
Thu 20 Jun 2019
at 21:10
  • msg #402

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 401):

Missile range is 240,000 miles, which is about 12 minutes travel for a freighter.
Gloria Flake
2IC, 197 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 20 Jun 2019
at 21:12
  • msg #403

Re: The First trip of Jean Bart

OK, time distance is still unclear... so basically all I can do is move to Jump distance scare some freighters and jump out (assuming I have all fuel processed).
Fate
GM, 2547 posts
Roll for dodge!
Thu 20 Jun 2019
at 21:24
  • msg #404

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 403):

You might stand a chance in dealing with some of the patrol craft, depending on their response. Maybe lure some away with a false SOS and destroy them, which might weaken the rest of the fleet enough to engage, depending on what is stall planetside. Or you could detect the IFF of a freighter (the are all transmitting) in order to try to get close enough to attack. Remember, they are not going to physically see you easily! There are lots of option if you are creative!
Gloria Flake
2IC, 198 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 20 Jun 2019
at 21:48
  • msg #405

Re: The First trip of Jean Bart

I can be creative, but don't read space operas so am not up to speed... did we get the iff code off one of those Gashiddas?   We can copy the freighters as well ...  we'll try and close in then ... once we are up to snuff on fuel.
Fate
GM, 2551 posts
Roll for dodge!
Thu 20 Jun 2019
at 22:51
  • msg #406

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 405):

Yep. Lets assume you have filled up with fuel. You can detect IFF from freighters and replicate it within a few minutes of recording it. You did get the IFF codes from one of the earlier Gashiddas if you wanted to use that.

OK, so plan is to use a friendly IFF and close to a jump point?
Gloria Flake
2IC, 199 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 21 Jun 2019
at 04:11
  • msg #407

Re: The First trip of Jean Bart

Sure, God hates a quitter
Vilani Patrol
NPC, 41 posts
Fri 21 Jun 2019
at 06:12
  • msg #408

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 407):

As you depart the Gas Giant and move to a point beyond the 100 x diameter, you turn on the friendly IFF. It is an IFF from one of the Gashidda's you had dealt with earlier.

Within 5 minutes of doing so, you are hailed by one of the Shamshirs still at the planet.

"[Secret to group High Vilani: Patrol 4817, you seem to have missed the arrival jump point. Is everything OK?]"

The language is High Vilani, in case you missed it. You do have comms folk aboard fluent in it.
This message was last updated by the player at 06:12, Fri 21 June 2019.
Gloria Flake
2IC, 200 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 21 Jun 2019
at 14:38
  • msg #409

Re: The First trip of Jean Bart

Yes, we seem well... but had an unusual transit due to a passing asteroid as we jumped out.
Vilani Patrol
NPC, 42 posts
Fri 21 Jun 2019
at 21:27
  • msg #410

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 409):

"[Language unknown: Ee ekwe ter wi was. Out nce prmi pr. Ioilun estte.]"

The ships continue in their usual activities, allowing you to approach within 200,000 m of one of the jump points.
This message was last edited by the player at 21:33, Fri 21 June 2019.
Gloria Flake
2IC, 201 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 21 Jun 2019
at 22:22
  • msg #411

Re: The First trip of Jean Bart

Looks good, we keep closing, looking for targets ... hope to zing several before clearing the area.
Fate
GM, 2559 posts
Roll for dodge!
Sat 22 Jun 2019
at 06:37
  • msg #412

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 411):

You continue to close to 50,000 miles as a large 2,000 dTon freighter comes out towards you. Suddenly the hyperspace triggers an alarm as something nearby emerges. Something massive...
Gloria Flake
2IC, 202 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 22 Jun 2019
at 22:16
  • msg #413

Re: The First trip of Jean Bart

Is it that F'ing Cruiser again?  Put all our missiles and beams into it and lets see if we can disable it's targeting, power and bridge. At this range, they won't have much time to react.

Navigator, start plotting a Jump to Shikashu and be quick about it. Kill the Gashidda IFF in about 10 seconds.

I presume we have no nuke aboard?
This message was last edited by the player at 22:22, Sat 22 June 2019.
Fate
GM, 2564 posts
Roll for dodge!
Sat 22 Jun 2019
at 23:08
  • msg #414

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 413):

No nukes. That would be too much for a raider.

You target the incoming vessel and launch, hitting it with everything as it comes out of hyperspace, before their sensors are even online. The massive 10,000 dTon line freighter never stood a chance, as explosions rip it apart.

Instantly, the planet responds. "Terran pirates! This is a war crime! You will be held accountable for this!"

2 Shamshirs begin to move towards you, and are soon joined by 50 fighters, half with pulse lasers, and half with missiles. They are still 595 k miles away, closing at 50 k per rnd. The other freighter, an unarmed 2,000 dTon freighter, is just 6 k away, having done a very quick about face, and is running back to the incoming ships.

Supplies: 23.81/36 dTons (0.63 dTons/week)
Cash: $507,000 (The gold and valuables are estimated to be worth $20,000)
15 Aug 2175
Irashdaa (100% Fuel, 80% Refined)
This message was last edited by the GM at 03:20, Sun 23 June 2019.
Gloria Flake
2IC, 203 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 22 Jun 2019
at 23:51
  • msg #415

Re: The First trip of Jean Bart

OK, Launch and fire at the other freighter too, then lets blow this place.
Fate
GM, 2565 posts
Roll for dodge!
Sun 23 Jun 2019
at 01:11
  • msg #416

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 415):

The beams make short work of the second freighter as well, and the salvo of missiles ensures nothing is left as you head towards the jump point. The incoming patrol vessels, just under 500 k miles away, can only look on in anger and horror.

"You will pay dearly for this, Terran assholes!"

Where are you headed to next?

126 Missiles, 72 Sandcasters
Supplies: 23.81/36 dTons (0.63 dTons/week)
Cash: $507,000 (The gold and valuables are estimated to be worth $20,000)
15 Aug 2175
Irashdaa (100% Fuel, 80% Refined)
This message was last edited by the GM at 03:20, Sun 23 June 2019.
Gloria Flake
2IC, 204 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 23 Jun 2019
at 02:33
  • msg #417

Re: The First trip of Jean Bart

 Shikashu ... we'll go for the second GG and again try to refuel before stirring the pot any...
Fate
GM, 2566 posts
Roll for dodge!
Sun 23 Jun 2019
at 02:58
  • msg #418

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 417):

You race for the hyperspace jump point and get away with angry pursuers just 350 k miles away. Once again, you slip into the relative safety of hyperspace. The weapons are reloaded, and the crew starts be become nervous with anticipation as you again approach the hyperspace exit. Your navigator once again thinks he has managed the navigation to take you out of hyperspace on the inside of the gas Giant but on the other side of the star to the inhabited planet. It is just as well, as this planet is recorded to have over 800 million inhabitants, and is only one jump away from Apishlun, a regional capital with 3 billion souls, and, more importantly, a significant regional fleet.

The alarm sounds, and you exit hyperspace. No one seems to have seen you yet, and you are able to refuel. A couple of hours later, still on the inside of the Gas Giant, you are able to blend into the rings and circle lazily around the planet to look around. The colony is still on the other side of the Gas Giant, though the second colony, a mining colony on a much less accommodating planet, is just visible above the star horizon from the outside of the Gas Giant you are on. This is one of the largest Kimashargur worlds outside the capitals, so it is not surprising to see fleets of fighters patrolling the jump points, with pairs Shamshirs at the most traveled jump points you can see, and Gashiddas everywhere there are freighters.

126 Missiles, 72 Sandcasters
Supplies: 23.18/36 dTons (0.63 dTons/week)
Cash: $507,000
22 Aug 2175
Shikashu (100% Fuel, 60% Refined)
This message was last edited by the GM at 03:20, Sun 23 June 2019.
Gloria Flake
2IC, 205 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 23 Jun 2019
at 04:06
  • msg #419

Re: The First trip of Jean Bart

I assume those are Vilani Jump points, which we do not have to use ...  Still it is an impressive show. We have sort of sworn off Kimashargur worlds and will cause no harm here either...  we start preparing to jump to Shiranshar and figuring out how we avoid all the military stuff while doing it.  using the freighter's iff will like have them asking where we re going and the Gashidda iff may not be much better...
Fate
GM, 2567 posts
Roll for dodge!
Sun 23 Jun 2019
at 04:25
  • msg #420

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 419):

True. But no IFF will indicate pirate if detected! Do you want to roll stealth to jump out, or will I? Shiranshar is a binary system with 4 gas giants outside of a single uninhabited planet, so I will want a target planet.

You do still have a cruiser, now with a LOT of bureaucratic heat on him, hunting you!
Gloria Flake
2IC, 206 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 23 Jun 2019
at 19:57
  • msg #421

Re: The First trip of Jean Bart

We'll use the Gashidda, on low power ...  and head for a less occupied edge.

I don't understand your comment about "Shiranshar is a binary system with 4 gas giants outside of a single uninhabited planet, so I will want a target planet."  The Binary Star and 4 GG makes sense, as does a single planet ... but why do we want to go there? Is the water easier/faster to turn into fuel?
Fate
GM, 2570 posts
Roll for dodge!
Sun 23 Jun 2019
at 20:06
  • msg #422

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 421):

Sorry for unclear comment. I meant I will want you to give me which Gas Giant (technically a planet) or normal planetoid you are targeting with the hyperspace jump.
Gloria Flake
2IC, 207 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 23 Jun 2019
at 20:08
  • msg #423

Re: The First trip of Jean Bart

Ah... OK ... mostly just interested in fuel... so outer GG

We'll look at Ginaa as our next target.
This message was last edited by the player at 20:12, Sun 23 June 2019.
Fate
GM, 2571 posts
Roll for dodge!
Sun 23 Jun 2019
at 20:31
  • msg #424

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 423):

You jump through to Shiranshar, to the outer Gas Giant. No other ships are detected, so you head into the Gas Giant to refuel. You manage to get a full tank, when a hyperspace entry in detected, coming towards the Gas Giant you are at, a mere 800,000 miles away! It seems pretty large.

126 Missiles, 72 Sandcasters
Supplies: 22.55/36 dTons (0.63 dTons/week)
Cash: $507,000
28 Aug 2175
Shikashu (100% Fuel, 50% Refined)
Gloria Flake
2IC, 208 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 23 Jun 2019
at 20:37
  • msg #425

Re: The First trip of Jean Bart

Expecting trouble, we put the GG between us and them and get close to being able to jump ... we may lose a target, but we'll be alive if it's that cruiser.
Fate
GM, 2572 posts
Roll for dodge!
Mon 24 Jun 2019
at 02:12
  • msg #426

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 425):

High speed maneuvering makes sure the gas giant is placed between you both.

Once it arrives, the signature is familiar. Very familiar, when the IFF comes online. Stealth roll to remain undetected...as the cruiser scans for you! If you plan to run, will need a destination!

126 Missiles, 72 Sandcasters
Supplies: 22.55/36 dTons (0.63 dTons/week)
Cash: $507,000
28 Aug 2175
Shikashu (100% Fuel, 50% Refined)
Gloria Flake
2IC, 209 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 24 Jun 2019
at 02:54
  • msg #427

Re: The First trip of Jean Bart

What is rolled for keeping the ship stealthy? Piloting?
Fate
GM, 2573 posts
Roll for dodge!
Mon 24 Jun 2019
at 07:18
  • msg #428

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 427):

The pilot roll against the lowest of ship dodge or IQ based stealth, but don't worry about the target...I work all that out in the background.
Gloria Flake
2IC, 210 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 24 Jun 2019
at 22:23
  • msg #429

Re: The First trip of Jean Bart

OK, the only stealth I see is Gloria's personal stealth ..  Not sure where to look for this other stuff.
But I'll give you two rolls and you use them as you see fit...

We are very consistent ...
15:22, Today: Gloria Flake rolled 11 using 3d6 with rolls of 1,6,4.  Ships Dodge.
15:21, Today: Gloria Flake rolled 11 using 3d6 with rolls of 5,4,2.  Piloting Stealth
Fate
GM, 2576 posts
Roll for dodge!
Tue 25 Jun 2019
at 00:26
  • msg #430

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 429):

As you speed away from the gas giant, the cruiser speeds towards it on the other side. But it is not fast enough to stop you reaching the jump point. As you do, you slow and engage the jump drive.

Will get you to roll for it due to the time critical nature, and a destination.

Navigation (Space): Skill 17
Piloting (High Performance Spacecraft): Skill 17
Navigation (Hyperspace): Skill 17
Mechanic (Jump Drive): Skill 16

126 Missiles, 72 Sandcasters
Supplies: 22.55/36 dTons (0.63 dTons/week)
Cash: $507,000
28 Aug 2175
Shikashu (100% Fuel, 50% Refined)
Gloria Flake
2IC, 211 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 25 Jun 2019
at 02:17
  • msg #431

Re: The First trip of Jean Bart

We are headed to Ginaa to see what hell we can raise ...  Can the cruiser know our destination or is it a guess on their part?
Trying to guess how long we have before we have company ... we'll suck up water to process for fuel, try to destroy whatever fuel is there for our cruiser buddy and maybe do some other damage... then off to Urshu.
Fate
GM, 2577 posts
Roll for dodge!
Tue 25 Jun 2019
at 06:24
  • msg #432

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 431):

A vessel with you on their scanners can estimate your destination system from your departure trajectory. Which planet or gas giant there?

Ginaa is a Binary system with 2 planets and 7 moons. Being in a similar direction, it is possible, though unlikely, they might mistake your destination for Formalhaut.
This message was last edited by the GM at 07:26, Tue 25 June 2019.
Gloria Flake
2IC, 212 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 25 Jun 2019
at 17:23
  • msg #433

Re: The First trip of Jean Bart

And I briefly considered going there, but there is little value to it...
Here, I may be able to disrupt our cruiser buddy by depriving him of ready fuel ...  not sure how well big cylindrical cruisers scoop up water for use, rather than just doing huge belly flops.

We'll go to the planet ... risky, but time is important ... scoop up water as soon as we can and leave... goal is less than six hours here, before trying to jump to Urshu. Then we'll look at options...  not that there are very many.
Fate
GM, 2579 posts
Roll for dodge!
Tue 25 Jun 2019
at 20:35
  • msg #434

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 433):

Ok, you target the only planet with any liquid, and engage the hyperspace drive as the cruiser approaches, departing with the sound of more frustrated swearing.

You come out of hyperspace a week later. A simple pair of Gashiddas lift off the planet to greet you.

"Terran, stand down to be boarded."
Gloria Flake
2IC, 213 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 26 Jun 2019
at 03:02
  • msg #435

Re: The First trip of Jean Bart

You can evacuate your ships now and live or after I shred them... and many die.

What's the range?
Fate
GM, 2582 posts
Roll for dodge!
Wed 26 Jun 2019
at 06:13
  • msg #436

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 435):

You have just arrived from hyperspace at 500,000 miles, and they have just lifted off the planet, so about 460,000 miles range intitially

The conversation pauses but they keep coming towards you, but begin to split up, one going either side of you.

"Tough talk, Terran, but we have the same tonnage as you if we combine, and better armour. How about you stand down, and none of you have to die today."

Range now 380,000 miles.
Gloria Flake
2IC, 214 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 26 Jun 2019
at 17:50
  • msg #437

Re: The First trip of Jean Bart

We'll pick the side further from the planet and head toward that ship ... weapons Hold, beams for defense to start...  max speed to close quickly.  Scan both for any indication of a change in armament ... maybe too much to expect from a Vilani, but it's best to be sure.

I'm sorry to have to do this to you...
Vilani Patrol
NPC, 43 posts
Wed 26 Jun 2019
at 21:32
  • msg #438

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 437):

The scans suggest these are standard ships. At 240,000 miles, they launch their missiles, which you dispose of easily. But it keeps the gunners busy until you are withing 28,000 miles of the first one, but 200,000 miles from the second.

The first round at that range was ineffective, as the gunners seems to be still getting their eyes in. The Gashiddas prompt "It is not too late to surrender..." as they launch a second salve, but the salvos are now staggered due to the unequal distance, prompting the distant one to move closer while the near one is now turned to try to open the gap. (190,000 and 23,000).

The next round, however, sees the first Gashidda crippled, possibly destroyed.
Gloria Flake
2IC, 215 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 26 Jun 2019
at 21:57
  • msg #439

Re: The First trip of Jean Bart

How Badly? I want it in capable of hurting me, but don't need to kill everyone. We'll keep at least three turrets on this one and go after the other one... as in turn and go that way... Precision shooting at the Damaged one, take out targeting and maneuver drive if they start to move... we'll see what other persuasion we have to use.

OK, Time for you folks to hit the assault shuttle... while you can.
Fate
GM, 2586 posts
Roll for dodge!
Wed 26 Jun 2019
at 22:58
  • msg #440

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 439):

It is crippled, all systems failing, turrets without power, but not destroyed. They need no encouragement to leave. Another hit or two and it will probably be gone though.
Gloria Flake
2IC, 216 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 27 Jun 2019
at 03:15
  • msg #441

Re: The First trip of Jean Bart

We'll want to do a quick review... and it may have fuel and missiles... both being much quicker resupply ghan the other way ... but lets deal with this last bird first.

Now that your thicker armor and same displacement hasn't quite worked out, just take the assault shttle home and live to tell....
Vilani Patrol
NPC, 44 posts
Thu 27 Jun 2019
at 07:52
  • msg #442

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 441):

The other patrol vessel keeps it's distance. Once the assault craft has left the stricken vessel, it turns and heads to another point in space, possibly a jump point! The shuttle heads for the planet.

What is aboard can only really be worked out by boarding, but the fuel tanks and turrets seem mostly intact. The engine room is shot to ribbons though!
Gloria Flake
2IC, 217 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 27 Jun 2019
at 16:06
  • msg #443

Re: The First trip of Jean Bart

We'll send some missiles it's way, but go back to the stricken vessel and see what we find... boarding crew reinforced just in case they left a stay behind ... we'll take missiles and fuel as quickly as possible... then go look for their fuel support and blast that ... if we end up with extra missiles, we'll take them as cargo for now...
Fate
GM, 2591 posts
Roll for dodge!
Thu 27 Jun 2019
at 20:15
  • msg #444

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 443):

You find just under 60 missiles, 5 supplies and full tanks of fuel, but it takes you 3 hours to get them off. By that time, the Gashidda has reached a jump point and departed, for Durim, it seems, and the shuttle has returned to the planet. half an hour later, you pull into orbit of the planet. There is little more than a small refueling colony with bubble domes to provide atmosphere. Attacking the refueling tanks will smash the bubbles...

180 Missiles, 72 Sandcasters
Supplies: 27.55/36 dTons (0.63 dTons/week)
Cash: $507,000
05 Sep 2175
Ginaa (100% Fuel, 100% Refined)
This message was last edited by the GM at 03:08, Sat 29 June 2019.
Gloria Flake
2IC, 218 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 28 Jun 2019
at 00:45
  • msg #445

Re: The First trip of Jean Bart

Are there pumps or single point of failure that will let us destroy the ability to refuel? The Fuel tanks aren't outside the atmosphere bubbles?
Fate
GM, 2595 posts
Roll for dodge!
Fri 28 Jun 2019
at 02:34
  • msg #446

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 445):

The large hydrogen gas tanks are located just outside of the dome, but if hit, they will explode spectacularly, certainly destroying the dome.

There are no pumps or pipes visible, but the dome is located on the edge of the sea, so it is unlikely required.
Gloria Flake
2IC, 219 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 28 Jun 2019
at 03:28
  • msg #447

Re: The First trip of Jean Bart

Oh Well sucks to be them ... missiles to the Hydrogen tanks it is.  We then go to the jump point and jump out to Urshu ...
Fate
GM, 2597 posts
Roll for dodge!
Fri 28 Jun 2019
at 03:44
  • msg #448

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 447):

The missiles to the fuel tanks are indeed most spectacular. The dome shatters quickly while the nearby water tanks for unrefined fuel rupture, spilling out and flooding the settlement with a flashflood, and power goes down.

You head out to the jump point, and are nearly there, when you get an incoming jump signature on the other side of the planet.

By the time you respond, a Large 10,000 dTon Line freighter and a Shamshir Escort exit jump space, 900,000 miles away.
Gloria Flake
2IC, 220 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 28 Jun 2019
at 04:08
  • msg #449

Re: The First trip of Jean Bart

Sucks to be them too...  bad part is they may guess where we went.
Fate
GM, 2599 posts
Roll for dodge!
Fri 28 Jun 2019
at 05:40
  • msg #450

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 449):

You have not committed to the jump when they arrive. You could stop them...telling anyone where you go! If you want...
Gloria Flake
2IC, 221 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 28 Jun 2019
at 16:50
  • msg #451

Re: The First trip of Jean Bart

OK, Guess I wanted out before my cruiser buddy showed up ... at the urging of my officers we'll close with them, don't care about the Shamshir so much as the freighter, but assume we'll need to get rid of it first.



OOC - What is a Hell world supposed to be?  A Prison System?
Vilani Warship
NPC, 5 posts
Fri 28 Jun 2019
at 22:40
  • msg #452

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 451):

The Shamshir does rush towards you first, in an effort to keep you out of range of the freighter while the freighter heads to the planet to refuel.

As usual, the first wave of missiles is shot down easily. Unlike previous encounters, the Shamshir makes no attempt to keep it's distance. The gunners, waiting for it to break away before firing, open up at 15,000 miles regardless as that is when the Shamshir fires all six Pulse lasers, ineffectively deflecting of the armour.

Most of the Jean Bart's turrets miss, but the nose turret manages to take out the bridge, crippling command, while the last turret, #8, fires through the hole it creates to hit the fusion plant behind it with an extraordinary shot causing it to detonate! The result is a spectacular explosion that rips the vessel in half, creating a growing cloud of debris that begins to disperse immediately.

The freighter, trying to run past you, continues on it's path, but hails you.

"We are unarmed! We will do as directed, but please do not shoot us! At least let us land on the planet to escape!"
Gloria Flake
2IC, 222 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 28 Jun 2019
at 22:47
  • msg #453

Re: The First trip of Jean Bart

You may land and rescue those you can on the planet. What is your cargo?


How long have we been here now?
This message was last edited by the player at 22:47, Fri 28 June 2019.
Vilani Trader
NPC, 1 post
Fri 28 Jun 2019
at 23:05
  • msg #454

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 453):

"We are carrying munitions..." they reply hesitantly.
Gloria Flake
2IC, 223 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 28 Jun 2019
at 23:25
  • msg #455

Re: The First trip of Jean Bart

I cannot let that pass... take to your ships boats.... take all your boats too... You have 10 minutes.
Vilani Trader
NPC, 2 posts
Fri 28 Jun 2019
at 23:37
  • msg #456

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 455):

"We have no ships boats, Ma'am."
Gloria Flake
2IC, 224 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 29 Jun 2019
at 02:50
  • msg #457

Re: The First trip of Jean Bart

WHAT?! You have nothing to get from orbit to the ground or as a lifeboat?


HOW LONG HAS IT BEEN ? ... I wanted to be out of here in 6 Hours...
Vilani Trader
NPC, 3 posts
Sat 29 Jun 2019
at 03:08
  • msg #458

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 457):

[OOC: Sorry I did not answer last time...it was not a problem. It has been less that 4 hours since you arrived.]

"This is a Line Freighter. We never carry small craft, except as cargo. We are escorted if there is any risk, as we only ever go from populated planet to populated planet...I guess you Barbarians don't have so many populated planets to understand that.

The planet seems devoid of life. We would prefer you took us prisoner than kill us. We are merchants, not soldiers. We don't fight.
"

He does not seem to be deliberately condescending...indeed even scared for his life. There are normally 131 crew on such a vessel, and up to 35 passengers. You have life support for just 6 more persons.

Scans do not reveal any life on the planet either. The assault shuttle that landed there before you hit the fuel tanks seems damaged, but is not powered up.

180 Missiles, 72 Sandcasters
Supplies: 27.55/36 dTons (0.63 dTons/week)
Cash: $507,000
05 Sep 2175
Ginaa (100% Fuel, 100% Refined)
Gloria Flake
2IC, 225 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 29 Jun 2019
at 03:20
  • msg #459

Re: The First trip of Jean Bart

How many low berths do we have? Keeping  160 odd prisoners for even a week will be difficult if not impossible.  The fact that we have life support for just 6 more persons means we can't keep them alive either?   Hell is having a conscience in war.

How many of you are there? and how many are military?

Vilani Trader
NPC, 4 posts
Sat 29 Jun 2019
at 03:51
  • msg #460

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 459):

"There are 140 of us Ma'am, but the five guards will surrender their weapons with the rest of us."

[OOC: Yeah. The number of good troops faced with situations like this...technically a war crime but what can you do? Dump them on a planet where they will most likely die slowly? A Line freighter holds a LOT or ammunition, and you know where it is headed...]
Gloria Flake
2IC, 226 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 29 Jun 2019
at 03:57
  • msg #461

Re: The First trip of Jean Bart

OK, all turrets, I want that ship blown to crap as fast as you can... they deserve a quick end. save the missiles, they are too slow. Fire!
Vilani Trader
NPC, 5 posts
Sat 29 Jun 2019
at 04:08
  • msg #462

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 461):

"NOOOOO...."

It is quick. Very quick. Over 40,000 tons of explosives detonates on what seems the first hit, and while the reaction is not instant, it is very final. There is no noticeable debris even...
Gloria Flake
2IC, 227 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 29 Jun 2019
at 04:10
  • msg #463

Re: The First trip of Jean Bart

A very somber Gloria orders the ship to the jump point ... we jump to Urshu
Fate
GM, 2609 posts
Roll for dodge!
Sat 29 Jun 2019
at 04:16
  • msg #464

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 463):

The crew is also quiet. Some of them comment "Had to be done. Could not risk those supplies killing Terrans. God knows how many thousand would have died...".

You reach the jump point without further interruption.

Urshu is a Binary system with 2 Gas Giants and 7 moons, and two more distant planetoids. Which one you aiming for? The Colony of about 10,000 orbits the inner gas giant.
Gloria Flake
2IC, 228 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 29 Jun 2019
at 17:41
  • msg #465

Re: The First trip of Jean Bart

We'll go to the inner GG and scoop a load of fuel to start processing, then go look at who or what is at this destination. We'll use the Gashidda iff and be on guard.  We will be checking for Guard ships which we expect, but not here at the inner GG, we are trying to be on a side away from the planet on ingress.
Fate
GM, 2611 posts
Roll for dodge!
Sat 29 Jun 2019
at 22:46
  • msg #466

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 465):

As the hyperspace alarm sounds, so does the proximity alarm, and the crew seems to drop the dreariness of the previous week and jump to action stations.

It is just as well. The intention to come out on the other side of the Gas Giant to the colony was miss-timed. Badly. You have actually come out right near the colony, and looming near in front of you is the unmistakable shape of a Gashidda obviously guarding the jump point.

Taken by surprise, you have all systems online before he responds. Just 8,000 miles away, he clearly panics, and launches and fires everything! The beams glance harmlessly off your armour once again, successful only in spurring your own gunners into action.

Since the missiles have not yet activated, the gunners focus on the vessel, tearing it apart. It breaks into 7 pieces within seconds. The rest of the system is momentarily stunned by your sudden appearance and the destruction of the guard vessel. A 2,000 dTon branch freighter about 25,000 miles away, approaching the jump point, makes a hurried turn as 20 small fighters launch from the planet, departing the dome some 400,000 miles away.
Gloria Flake
2IC, 229 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 30 Jun 2019
at 03:49
  • msg #467

Re: The First trip of Jean Bart

OK, Kill the freighter and then let's go to work on the fighters as they come into range.  we should be able to handle 20 of them and any missiles they fire. Use our missiles sparingly, as these aren't great targets for them, other than the freighter.
Officer Sigorney
NPC, 15 posts
Sun 30 Jun 2019
at 04:02
  • msg #468

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 467):

"Beams on the freighter, boys. Lets carve them up to annoy those fighters!"

At that range, an unarmed and unarmored vessel of that size is little more than target practice. It is cut up quite quickly, the final explosions ripping it apart as the fighters begin launching missiles and about turn, keeping the range between you and the at around 200,000 miles. They head away from both you and the planet, clearly planning on drawing you away from the planet. Your gunners make short work of their missiles.
Gloria Flake
2IC, 230 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 30 Jun 2019
at 04:19
  • msg #469

Re: The First trip of Jean Bart

OK, let them go... let's see what the planet has going on...  watch the little suckers closely and engage any that get close enough to damage or kill.
Fate
GM, 2618 posts
Roll for dodge!
Sun 30 Jun 2019
at 04:57
  • msg #470

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 469):

The fighters, clearly all missile fighter, continue to buzz you like bothersome flies, keeping their distance. They launch about 6 salvos total, all shot down, before falling back to watch helplessly as you approach the planet.

The planet has a considerable number of domes, the size of a small city. Whilst it does have some atmosphere, there is no life to speak of, and not enough atmosphere on the planet to be breathable, hence the domes. But there is considerable water, covering 70% of the planets surface. You can see dim red flashes as you approach, doubtless indicating a heightened state of emergency.
Gloria Flake
2IC, 231 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 30 Jun 2019
at 21:03
  • msg #471

Re: The First trip of Jean Bart

We don't just wreck the place haphazardly , but look to see what they are making and what facilities they have... Any fighter that missjudges is to be splatted.
Fate
GM, 2620 posts
Roll for dodge!
Sun 30 Jun 2019
at 21:16
  • msg #472

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 471):

They appear to have considerable maintenance facilities and a small mining operation, as well as extensive fuel tanks, but no refined (explosive) fuel.
Gloria Flake
2IC, 232 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 30 Jun 2019
at 22:07
  • msg #473

Re: The First trip of Jean Bart

Can we determine what they mine here?
PO Gun Da-bin
NPC, 171 posts
SIGINT
Sun 30 Jun 2019
at 23:04
  • msg #474

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 473):

"It seems from the smelter to be a iron ore mine, primarily."
Gloria Flake
2IC, 233 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 1 Jul 2019
at 03:30
  • msg #475

Re: The First trip of Jean Bart

Just one smelter? can we wreck it with beams while not destroying the atmospheric bubbles,  at least not all of them?
PO Gun Da-bin
NPC, 172 posts
SIGINT
Mon 1 Jul 2019
at 06:29
  • msg #476

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 475):

"The smelter is in a large bubble, but there are other bubbles, so I am sure you could. I suspect that most of the populace woul be in underground bunkers based on the alert anyway."
Gloria Flake
2IC, 234 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 1 Jul 2019
at 18:00
  • msg #477

Re: The First trip of Jean Bart

OK, Beams on the largest bubble, lets try to fry it first, missiles to follow if needed
Fate
GM, 2628 posts
Roll for dodge!
Mon 1 Jul 2019
at 20:38
  • msg #478

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 477):

The beams are effective in destroying the bubble, and can, over time, destroy the smelter, though you need to keep a couple for the fighters and their missiles as they launch another swarm to try to distract you. It takes a good ten minutes to really put the smelter out of action.

180 Missiles, 72 Sandcasters
Supplies: 26.02/36 dTons (0.63 dTons/week)
Cash: $507,000
12 Sep 2175
Urshu (50% Fuel, 100% Refined, time in system: ~1 hr)
Gloria Flake
2IC, 235 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 1 Jul 2019
at 21:51
  • msg #479

Re: The First trip of Jean Bart

If a couple of missiles will do a more complete job, we'll use them ... then move on to a jump point for Damakaa.



CAN YOU TELL ME WHAT A HELL WORLD IS ?  It's not in Interstellar Wars.
Fate
GM, 2630 posts
Roll for dodge!
Tue 2 Jul 2019
at 02:15
  • msg #480

Re: The First trip of Jean Bart

Fate:
In reply to Gloria Flake (msg # 469):
The planet has a considerable number of domes, the size of a small city. Whilst it does have some atmosphere, there is no life to speak of, and not enough atmosphere on the planet to be breathable, hence the domes. But there is considerable water, covering 70% of the planets surface.


Clearly air is not breathable, indeed, the atmosphere is very thin (Hence domes are required) and does not have sufficient oxygen for breathing. Suits are required. There is some life though it is minimal. Specifically, what information are you looking for?

Damakaa is a monostellar system with 2 planets inside of 3 Gas Giants, with P1, P2 and GG2 having a singular moon each. P2 is marked as a domed world due to lack of sufficient atmosphere for breathing with 50,000 pop, mainly based at the large starbase, which is on one of the busiest trade routes in the sector. With just 20% surface water, there is not a lot that grows there either. Will need a destination...
Sergent Thornhammer
NPC, 38 posts
Security
Tue 2 Jul 2019
at 02:45
  • msg #481

Re: The First trip of Jean Bart

OK, You seem to be avoiding answering me....  CAN YOU TELL ME WHAT A HELL WORLD IS ?  It's not in Interstellar Wars.
Fate
GM, 2632 posts
Roll for dodge!
Tue 2 Jul 2019
at 02:47
  • msg #482

Re: The First trip of Jean Bart

Fate:
Specifically, what information are you looking for?


Answering my question rather than shouting will be more effective...
Sergent Thornhammer
NPC, 39 posts
Security
Tue 2 Jul 2019
at 02:58
  • msg #483

Re: The First trip of Jean Bart

I am not shouting... I am trying to be answered, as I have asked several times... I see it listed for various systems, some heavily populated. I am assuming the the captured Vilani tapes and background would offer some sort of description or explanation of the term. Is it a Giant prison colony?  Aplce no one wants to work but has to... there must be some logical reason to call a place that.

I am assuming that the pull down for each system is our knowledge from vilani sources.... I am trying to use it to plan routes logically. But there are terms that just do not make sense ... how do yo have a system that is non-agricultural, non- industrial and has Millions of population?  India for example, is similar, but is agricultural.... China used to be as well... it's hard to have millions of hunter gatherers on a planet or two.
Sergent Thornhammer
NPC, 40 posts
Security
Tue 2 Jul 2019
at 03:14
  • msg #484

Re: The First trip of Jean Bart

If this is something we have no information on, just say that... although I would think we'd no something...
Fate
GM, 2633 posts
Roll for dodge!
Tue 2 Jul 2019
at 06:35
  • msg #485

Re: The First trip of Jean Bart

In reply to Sergent Thornhammer (msg # 484):

Ok, now I am with you. It is all about context...it took me a while to work out what you were asking, but I think I have got it now. You are referring to the Hellworld from the online map, right? They describe it as

'Hellworlds often offer daily, and sometimes even hourly, life-threatening situations to their inhabitants.'

Essentially a world where you need a space suit or some significant form of protection or order to survive. Maybe the surface gets extremely hot...maybe the atmosphere is dangerous. Basically, without some protection folk are unlikely to survive on the surface.
Gloria Flake
2IC, 236 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 2 Jul 2019
at 17:24
  • msg #486

Re: The First trip of Jean Bart

OK, makes sense... thank You, I thought I was clear, so apologize for the confusion...

JEAN BART will go for the middle GG and try to stay away from populated places at first while we top off our fuel ...  Mostlyn looking for Military-industrial infrastructure to destroy. We'll also look at going to Ensulur next ... although I am seriously considering Khakushima first.
Fate
GM, 2635 posts
Roll for dodge!
Tue 2 Jul 2019
at 20:08
  • msg #487

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 486):

So refuel before or after jumping, or both? Either way, when you attempt to leave, the fighters will launch missiles one at a time to stop you from doing so. Since there is a round when you enter hyperspace using fuel to create a hyperspace bubble, a single missile is all it will take to disrupt the bubble, as will firing beam weapons from within the bubble. This will be problematic...

180 Missiles, 72 Sandcasters
Supplies: 26.02/36 dTons (0.63 dTons/week)
Cash: $507,000
12 Sep 2175
Damakaa (25% Fuel, 100% Refined, time in system: ~1 hr)
Gloria Flake
2IC, 237 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 2 Jul 2019
at 20:21
  • msg #488

Re: The First trip of Jean Bart

This is still Damakaa ... we do want to refuel ... every chance we get, we refuel.

OK, So first, we make it clear that we'll destroy all the bubbles if they don't get lost.
Then this becomes a time distance thing, we need the missiles launched from far enough to not reach us before we are gone, can the Beams do this?
If not, we'll smash the planets domes, fire missiles at the missile fighters, which you indicated had no lasers, alliteratively we chase them around until they have to land for a charge, not ideal but the best we have, and we'll pass over every so often to zap any that have landed. We'll also zap the recharge station(s) as we locate them.

 Let's go to Khakushima first, then to Ensulur next.
This message was last edited by the player at 20:25, Tue 02 July 2019.
Fate
GM, 2639 posts
Roll for dodge!
Tue 2 Jul 2019
at 20:45
  • msg #489

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 488):

This is actually still at Urshu...The beams have a range of just 69,000 miles, and they are making sure that they stay beyond 150,000 miles. The threat to damage the domes is initially ignored, until you actually carry through with it, targeting the aerodome. Not being battery fighters, they do not need to recharge, with with the aerodome destroyed, they do start to run low on missiles, so they withdraw at that point, and you can finally depart, but not before refueling.

Damakaa is a different story. As you exit hyperspace, you are confronted with the image of a Kargash Cruiser, about 20,000 miles away! It launches immediately, and orders you to prepare for boarding, but there are no small craft launched.

180 Missiles, 72 Sandcasters
Supplies: 26.02/36 dTons (0.63 dTons/week)
Cash: $507,000
12 Sep 2175
Damakaa (75% Fuel, 100% Refined, time in system: ~1 min)
Gloria Flake
2IC, 238 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 2 Jul 2019
at 21:15
  • msg #490

Re: The First trip of Jean Bart

Joy! We'll shoot down the missiles, while launching a volley of our own and then use Beams as we can to disable and destroy this ship ... we'll open the range slightly to 28k miles to make sure his Plasma weapons are out of range...
Fate
GM, 2641 posts
Roll for dodge!
Tue 2 Jul 2019
at 21:52
  • msg #491

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 490):

Plasmas have a range of <30,000 miles, at which range beams do half damage...but they are faster than you so you may not get a choice. But you do shoot down the missiles... while they close, demanding for the last time to stand down and be boarded.
This message was last edited by the GM at 07:53, Wed 03 July 2019.
Gloria Flake
2IC, 239 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 2 Jul 2019
at 22:05
  • msg #492

Re: The First trip of Jean Bart

Damn we're good, so we shoot down their Beams ;-)  I presume that is Missiles.

We'll send Stand down and prepare to be Boarded by Advanced Barbarians.

But we'll aim to disable Targeting, Turrets and Missiles or kill as necessary.

I do know they are faster... everything seems as fast or faster. But since we are approaching, I hope to angle off and open the range, since they will have to turn around to close ... hopefully it will be over before then.
Fate
GM, 2644 posts
Roll for dodge!
Wed 3 Jul 2019
at 09:33
  • msg #493

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 492):

Corrected...

"Excellent. At least we are agreed that you should be brought aboard here then!"

They easily shoot down your missiles as well. However, instead of running away, they come straight for you, with the plasma turrets missing your engines by what seems like a hairs breadth as they attempt to dock, giving your gunners a clear shot at point blank range! Both Plasma turrets are cut up, disabling them.

Need a piloting roll to avoid them docking, unless you want to allow them to (no roll required for that...they already made it!)

Kargash Light Cruiser, 2000 (6G/Move:370, dDR:240, dHP:[Private to GM: 84/]120, SM +10, Asig +4),
Complement 120, (Max Life support)
Weapons:4x Plasma Cannons, 2 Light Missile Arrays,
100 dTon Hanger Bay
Gloria Flake
2IC, 240 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 3 Jul 2019
at 18:30
  • msg #494

Re: The First trip of Jean Bart

Nah, we aren't interested in going aboard until they are a bit more contrite.

11:29, Today: Gloria Flake rolled 6 using 3d6 with rolls of 2,1,3.  Piloting (HP Spacecraft).

And zap them some more ... Missiles too.
Fate
GM, 2646 posts
Roll for dodge!
Wed 3 Jul 2019
at 20:17
  • msg #495

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 494):

Their guns out, they attempt to board you again, once again launching a full salvo of missiles to keep your weapons busy. Your rounds are much less effective this time against their armour, damaging but not destroying both the bridge and comms, although you do succeed in taking the power plant offline.

[Private to Gloria Flake: Once again roll to avoid the boarding. You got lucky on the first round, not only did they miss, but you did enough damage to take out their systems...the turrets!]
Gloria Flake
2IC, 241 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 3 Jul 2019
at 21:10
  • msg #496

Re: The First trip of Jean Bart

We try to avoid them again and do as much damage as we can  ... we also muster our marines to repel boarders if need be.

14:09, Today: Gloria Flake rolled 7 using 3d6 with rolls of 3,2,2.  piloting (HP Spacecraft).
Fate
GM, 2651 posts
Roll for dodge!
Thu 4 Jul 2019
at 02:59
  • msg #497

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 496):

Once again you avoid their attempt to dock, with the gunners this time kept busy shooting down the missiles they launched. By contrast, your missiles round their hull and slam into the other side, tearing large sections out of the hull, and destroying it.

Even as they do, you get a message.

"I told you taking them alive was too risky, Demetrius. You should have simply destroyed them!"

You note other Kargash are approaching from the other planets, at least one from each. There will be one at your position within 2 hours.

[Private to Gloria Flake: You were very lucky with the rolls. Such a risky tactic would have come badly unstuck if even one plasma had hit, or you had not taken out the turrets! The targets were decided before the damage was rolled, but 2 of the 3 rolls out of 16 that you had capable of killing systems were on one turret each! You had sufficient men to capture a Kargash...even though they had a few extra troops!]

174 Missiles, 72 Sandcasters
Supplies: 26.02/36 dTons (0.63 dTons/week)
Cash: $507,000
12 Sep 2175
Damakaa (75% Fuel, 100% Refined, time in system: ~1 min)
Gloria Flake
2IC, 242 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 4 Jul 2019
at 04:11
  • msg #498

Re: The First trip of Jean Bart

OK, so we need to haul ass out of here...  since we just jumped in, I am going to assume we are close to being able to jump out again... two Kargash's are a bit to much to handle. Let's  go to Ensulur, probably the outer GG for a quick scoop of fuel and thence to Mishaagi. Hopefully we can find less protected places.

We had hoped to go snoop around in the Kargash we disabled... but don't think we can do that safely.
Fate
GM, 2655 posts
Roll for dodge!
Thu 4 Jul 2019
at 05:03
  • msg #499

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 498):

Ok, leaving the destroyed hulk as the small craft flee it you can easily get to a jump point ahead of the other vessels. Do you drop a few more missiles into it just to make sure?

Ensulur has two planets inside of two Gas Giants. You come out of hyperspace, and there is yet another Kargash! You begin to think the entire Kargash fleet is spread throughout the system to catch you...

You could get to the jump point, but you would not have anywhere near enough time to refuel. Maybe 10 minutes at most.

174 Missiles, 72 Sandcasters
Supplies: 25.39/36 dTons (0.63 dTons/week)
Cash: $507,000
19 Sep 2175
Damakaa (50% Fuel, 100% Refined, time in system: ~1 min)
Gloria Flake
2IC, 243 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 4 Jul 2019
at 19:58
  • msg #500

Re: The First trip of Jean Bart

Indeed, they seem to be everywhere ... we'll take a chance on  Mishaagi. I don't like it, but we don't need another couple of Kargash's coming to join the first. The down side is we will be stuck at  Mishaagi for a bit as we refuel. There are 4 GG there, we'll go for the second one in unless we know of another further from habitation. We'll try and hide as close as we can for a while until we are jump capable.



OOC - Are you trying to kill off Gloria before you have to leave for a few weeks?  It's been getting pretty darned heavy going of late, and disappearing for a while seems impossible.  I considered trying to go back as we entered but think that would be worse yet.  Trying to get to Nusku  seems impossible. (Gloria would still think it a Terran holding)
Fate
GM, 2657 posts
Roll for dodge!
Thu 4 Jul 2019
at 20:31
  • msg #501

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 500):

You manage to get to the hyperspace jump point, and once again enter hyperspace.

The second Gas Giant from Mishaagi is once again patrolled...by a pair of Gashiddas! They are 300,000 miles away when you arrive.

"Terran trader, stand down and prepare to be boarded." It almost sounds monotonous...

174 Missiles, 72 Sandcasters
Supplies: 24.76/36 dTons (0.63 dTons/week)
Cash: $507,000
26 Sep 2175
Mishaagi (0% Fuel, 100% Refined, time in system: ~1 min)

[OOC: Not trying to kill her off, but rather thinking of how the Vilani would respond. Prior to this, you destroyed 2 line freighters, a branch freighter, and so man Shamshirs and Gashiddas I lost count. This sort of incursion that is clearly too great for the patrol craft to handle would have to warrant a military response of trying to form a blockade to stop you going further into Imperial space, and it is that blockade you are running at the moment.]
Gloria Flake
2IC, 244 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 4 Jul 2019
at 20:49
  • msg #502

Re: The First trip of Jean Bart

Sure, come on over... We'll just scoop some fuel while you are coming here.

Do we have time to do a fuel scoop? Would like to maneuver so as to put one behind the other if possible.
Vilani Patrol
NPC, 45 posts
Fri 5 Jul 2019
at 01:12
  • msg #503

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 502):

It takes about 1 hr to do a scoop, and the 10 rounds  they would take to travel 400,000 miles is much shorter than that, so no.

But give me a shiphandling and tactics roll to keep them lined up: Tactics to predict how they will respond to your maneuvering and shiphandling to get it there.

"Funny, Terran. Should we send a missile cloud to disperse your humour?"

They launch as they approach you.
Gloria Flake
2IC, 245 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 5 Jul 2019
at 03:37
  • msg #504

Re: The First trip of Jean Bart

Gloria gives a few commands before responding verbally to their actions, So Terran trader gets missiles before boarding or anything... that's rude!

We'll shoot down the missiles and let them come closer, adjusting slightly to accomplish her goal.



[Private to GM: 20:30, Today: Gloria Flake rolled 8 using 3d6 with rolls of 1,3,4.  Ship Handling.  made by 3
20:30, Today: Gloria Flake rolled 6 using 3d6 with rolls of 3,2,1.  Tactics.  made by 5
]
Vilani Patrol
NPC, 46 posts
Fri 5 Jul 2019
at 06:09
  • msg #505

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 504):

"Yeah, war sucks. Especially if you are barbarian. Nice shooting, though. Can you do it again?"

The split up, attempting to go either side of you and launching again. This may sound like a familiar maneuver...

However, they do not pull it off, and instead one comes up very close to you. 25,000 miles...
Gloria Flake
2IC, 246 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 5 Jul 2019
at 15:13
  • msg #506

Re: The First trip of Jean Bart

We couldn't concur more ... War is wasteful and serves no one well, especially the Ziru Sirka, who don't understand what's happening.

We'll again shoot down the missiles, then try to disable the closer Gashidda quickly.  We'll launch missiles on the further Gashidda.
Fate
GM, 2662 posts
Roll for dodge!
Sat 6 Jul 2019
at 09:01
  • msg #507

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 506):

The gunners seem distracted initially, shooting down the next wave of missiles but when targeting the ship when they relaunch, only one beam looked like hitting and the rest were wide of the mark, which only adds to their blaise attitude. They once again shoot down the swarm, but the nearer one once again fails to draw away, as you close the gap to only 18,000 miles.

"Yeah, see beams are not really effective against armour like ours. You are better off just shooting down missiles with them. That is why the Imperial Navy favours missiles...but we can keep dancing if you like. Eventually, you are bound to miss some missiles."

This time the Gunners get their marks. Despite some very good evasive action by the Gashidda causing some of the beams to strike streaks down the hull, turret 4 found the power plant, destroying it and triggering secondary fuel explosions. Turret 8 found the drive systems, and tore them out, ripping a large hole in the engine room. Together, the damage was too much for the ship [Private to GM: -6/70 dHP]and the crew suddenly find themselves scuttling for the assault shuttle to get off.

The other vessel, still 150,000 miles away, did not get a clear view, but soon becomes concerned when the vessel stops responding to it's hails.

"What the...can beams even do that to a Gashidda?"
Gloria Flake
2IC, 247 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 6 Jul 2019
at 17:06
  • msg #508

Re: The First trip of Jean Bart

We'll accelerate towards the second Gashidda, firing a few missiles.
Fate
GM, 2664 posts
Roll for dodge!
Sat 6 Jul 2019
at 21:57
  • msg #509

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 508):

The other Gashidda starts to realize what is going on, and begins to retreat towards the planet, calling for backup.

Both sides shoot down the others volley with relative easy.

The fires on the original Gashidda are still burning, but have not reached the full fuel tanks and probably wont for at least the next hour, but the assault shuttle now leaves the wreck.
Gloria Flake
2IC, 248 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 6 Jul 2019
at 23:10
  • msg #510

Re: The First trip of Jean Bart

OK, we'll turn back to the first Gashidda, suck the fuel out of it and take any serviceable missiles... computer data and anything else of value as quickly as we can.  We'll ask the Assault craft if it has sufficient supplies to make it to the planet?  If it appears they have already ransacked the ship, we may have to board them.

Not sure what happened to you, as certainly our weak barbarian technology could never build a beam weapon to do that.
Fate
GM, 2667 posts
Roll for dodge!
Sat 6 Jul 2019
at 23:20
  • msg #511

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 510):

The confusion in their response echoes the thought, but the response is not really coherant. They have simply fled. It takes you 30 minutes to suck fuel out, in which time 2 more Gashiddas from the planet scramble, and approach in close combat formation with the third this time. You do not really have time to transfer more that 16 missiles from a single turret, before they approach. You do manage to grab a couple of data drives, but only quickly. The locked safe seems well placed...you cannot blow it in time without blowing up the contents.

190 Missiles, 72 Sandcasters
Supplies: 24.76/36 dTons (0.63 dTons/week)
Cash: $507,000
26 Sep 2175
Mishaagi (50% Fuel, 100% Refined, time in system: ~40 min)
Gloria Flake
2IC, 249 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 6 Jul 2019
at 23:34
  • msg #512

Re: The First trip of Jean Bart

Damn, really wanted to get some more fuel... three of them working in concert may be more dangerous than we need... we'll jump to Maksha, aiming for the GG farthest from the planets and using the Star it self to shield us as best we can... and try to get some fuel in this bird.
Fate
GM, 2668 posts
Roll for dodge!
Sun 7 Jul 2019
at 00:32
  • msg #513

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 512):

You make a run for the jump point, which is not far. They approach just close enough to launch a salvo that will catch you as you stop to jump, but you pause long enough to take down the salvo (27 missiles only) before activating the jump drive with them still 10,000 miles away.

Makshais a much smaller colony on a moon around a Gas Giant. You target the other Gas Giant, and for a pleasant change, there is nothing on your scanners! You quickly move to the Gas Giant and refuel. Once there, using passive scanners, you can pick up no hyperspace entry or exit activity, though there does seem to be some starship activity around the colony, though you cannot determine what.

190 Missiles, 72 Sandcasters
Supplies: 24.13/36 dTons (0.63 dTons/week)
Cash: $507,000
03 Oct 2175
Maksha (100% Fuel, 25% Refined, time in system: ~2 hrs)
Gloria Flake
2IC, 250 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 7 Jul 2019
at 02:22
  • msg #514

Re: The First trip of Jean Bart

Ok, we'll start refining and slide around the GG as close as possible when we get to a Jump 2 capability , to see what's going on.
Fate
GM, 2669 posts
Roll for dodge!
Sun 7 Jul 2019
at 03:05
  • msg #515

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 514):

This appears to be a mining colony, with massive pollution clouds from the refinery visible even from space, likely making the air dangerous to breath. It seems to be run by a company, and sponsoring military patrols this deep in Imperial space is not good economic sense.
Gloria Flake
2IC, 251 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 7 Jul 2019
at 03:10
  • msg #516

Re: The First trip of Jean Bart

Can we determine what they might be mining?
Fate
GM, 2671 posts
Roll for dodge!
Sun 7 Jul 2019
at 03:35
  • msg #517

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 516):

Some kind of mineral that needs a smelter is about all you can know for sure.
Gloria Flake
2IC, 252 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 7 Jul 2019
at 03:50
  • msg #518

Re: The First trip of Jean Bart

How far away are we? We have a few extra missiles, perhaps we should shut down this pollution creator.
Fate
GM, 2672 posts
Roll for dodge!
Sun 7 Jul 2019
at 04:18
  • msg #519

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 518):

You are, as planned, nearly on the opposite side of the two stars, about 18 hours away. Well out of range of missiles.
Gloria Flake
2IC, 253 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 7 Jul 2019
at 17:38
  • msg #520

Re: The First trip of Jean Bart

OK, Great actually, we'll refine and fly... heading to Arukhur, we'll try the inner gas giant this time and attempt to scoop fuel before the greeting team arrives.

FWIW My toll so far is 7 Gashiddas, 3 Shamshirs, a Kargash, 2x 10,000 ton line freighters and 2x 2,000 ton branch freighters destroyed and 2 Heros with 600 SDU captured. 15 ships destroyed so far. Better than 25k dTons of shipping!
This message was last edited by the player at 21:57, Mon 08 July 2019.
Fate
GM, 2677 posts
Roll for dodge!
Tue 9 Jul 2019
at 00:22
  • msg #521

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 520):

I noticed...and you wonder why they have half the fleet out hunting for you!

Having trouble accessing my maps at the moment.
Gloria Flake
2IC, 254 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 9 Jul 2019
at 00:24
  • msg #522

Re: The First trip of Jean Bart

In reply to Fate (msg # 521):

If it would help, I can go back and blow up the mining community, so you don't need maps...
Fate
GM, 2678 posts
Roll for dodge!
Tue 9 Jul 2019
at 00:26
  • msg #523

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 522):

Lol, up to you, but pretty soon you will need to run anyway!
Gloria Flake
2IC, 255 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 9 Jul 2019
at 02:24
  • msg #524

Re: The First trip of Jean Bart

OK, so we'll run away... heading to Arukhur, head for the outer GG and try to stay out of sight of the inhabited planets until we have fueled.
This message was last edited by the player at 02:27, Tue 09 July 2019.
Fate
GM, 2685 posts
Roll for dodge!
Sat 27 Jul 2019
at 05:04
  • msg #525

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 524):

You opt for subtlety for a change, and set course for the outer Gas Giant of Arukhur.

As the hyperspace alarm sounds, you exit hyperspace and come out at the gas giant. The sensors are quiet, and you move in to refuel, waiting nervously for news of hostiles that just does not come. As you move away from the gas giant, you note that the star is between you and the colonized planet, conveniently shielding you.

190 Missiles, 72 Sandcasters
Supplies: 23.47/36 dTons (0.63 dTons/week)
Cash: $507,000
10 Oct 2175
Arukhur (100% Fuel, 55% Refined, time in system: ~4 hrs)
Gloria Flake
2IC, 256 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 27 Jul 2019
at 18:23
  • msg #526

Re: The First trip of Jean Bart

We'll rest for a few hours while refining fuel and examine what we know about Bemidshii and Makamii. we do of course stay alert.
Fate
GM, 2688 posts
Roll for dodge!
Sun 28 Jul 2019
at 00:21
  • msg #527

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 526):

Bemidshii is a binary system with 2 gas giants, and the colony on a planet in the 'goldilocks' zone has nearly a billion inhabitants. It is a major trade planet on a major route, and has considerable mining on the large number of planets also in the system. Data taken from the previous vessels indicate a sizable fleet there, including Kargash cruisers and Shamshirs.

Makamii, by contrast is far from habitable. A massive mining colony of nearly 10 million, all live in domes and unpleasant conditions, and it has a considerable prison. Also a binary system, there are three gas giants and 2 other planets, one of which has the prison. It is unclear weather the mining is restricted to this planet or is spread across the system. Security is understandably tight, with records indicting a pair of Shamshirs posted there.

In your time there, you do notice a 2,000 dTon branch freighter show up, and land on the planet. About 3 hours later, it takes off again and leaves in a different direction. Planet responses indicate a pair of Gashiddas and a squad of fighters on the planet.

190 Missiles, 72 Sandcasters
Supplies: 23.47/36 dTons (0.63 dTons/week)
Cash: $507,000
10 Oct 2175
Arukhur (100% Fuel, 100% Refined, time in system: ~12 hrs)
Gloria Flake
2IC, 257 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 28 Jul 2019
at 02:54
  • msg #528

Re: The First trip of Jean Bart

Well if we go to Makamii, we then have to go on to Neshukka, what do we know about that system, I have seen the do research their... is it fortified or protected?
Fate
GM, 2690 posts
Roll for dodge!
Sun 28 Jul 2019
at 04:35
  • msg #529

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 528):

Neshukka is a single star system with three gas giants, around one of which orbits the colony. A larger planet with a dense atmosphere, the high gravitational pull has attracted a lot of water, and over 90% of the surface is a large tidal ocean. With about 100 million people living in floating cities, security is moderate, with 5 Shamshirs registered there and 8 Gashiddas, but no Kargash. It is a fishing and food colony that provide a lot for the nearby mining colonies.
Gloria Flake
2IC, 258 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 28 Jul 2019
at 20:17
  • msg #530

Re: The First trip of Jean Bart

OK, we are going to leave Arukhur alone and jump to Makamii, where we may raise a little hell. We'll go to the middle GG and try for the side away from the planets ... we will want to refuel, first if able, but want to have a good supply for another jump when we leave. Plans are to rip up the prison walls so the prisoners can get out.  we may shoot up the mines, but will try to lay off the habitations as best we can.
Fate
GM, 2692 posts
Roll for dodge!
Sun 28 Jul 2019
at 20:58
  • msg #531

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 530):

You set course for Makamii, arriving at the second gas Giant. Unfortunately the star is not between you and the prison planet. As you arrive you detect that one of the Shamshirs and a Gashidda begin moving in your direction. They do not attempt to make radio contact, and will be at your location in 4 hours. You are able to refill your tanks easily.

190 Missiles, 72 Sandcasters
Supplies: 22.84/36 dTons (0.63 dTons/week)
Cash: $507,000
18 Oct 2175
Makamii (100% Fuel, 5% Refined, time in system: ~2 hrs)
Gloria Flake
2IC, 259 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 28 Jul 2019
at 22:22
  • msg #532

Re: The First trip of Jean Bart

Are they traveling together or two separate ships converging on me?
Fate
GM, 2693 posts
Roll for dodge!
Mon 29 Jul 2019
at 05:54
  • msg #533

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 532):

Traveling together for now...
Gloria Flake
2IC, 260 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 29 Jul 2019
at 19:28
  • msg #534

Re: The First trip of Jean Bart

OK, we'll adjust as we can to put the two in line behind each other.  and prepare to take on the first ship first (assume the Shamshir). Deploy the ships boats out behind us where they can help shoot down Missiles.
Fate
GM, 2696 posts
Roll for dodge!
Mon 29 Jul 2019
at 20:24
  • msg #535

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 534):

They are still several hours away...unless you just wait for them to get closer?
Gloria Flake
2IC, 261 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 29 Jul 2019
at 20:27
  • msg #536

Re: The First trip of Jean Bart

Yup, Put on our merchant iff and wait, moving a little to adjust  our position to something more favorable if possible.
Fate
GM, 2698 posts
Roll for dodge!
Mon 29 Jul 2019
at 20:32
  • msg #537

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 536):

"Pirate, your IFF was not on initially. Stand down and prepare to be boarded."

You could move to the other side of the planet, which might force them to split up to go either side...
Gloria Flake
2IC, 262 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 29 Jul 2019
at 20:36
  • msg #538

Re: The First trip of Jean Bart

OK, we can try that ... and send Not a Pirate, tape broke as we jumped ... where are we?
Vilani Patrol
NPC, 47 posts
Mon 29 Jul 2019
at 20:47
  • msg #539

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 538):

"If that is true, we will see when we board you. And we can tell yo all about where you are then too."

You move around the planet as they approach. Tactics roll?
Gloria Flake
2IC, 263 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 29 Jul 2019
at 22:37
  • msg #540

Re: The First trip of Jean Bart

Bungled that...
15:37, Today: Gloria Flake rolled 14 using 3d6 with rolls of 3,5,6.  Tactics.
Fate
GM, 2700 posts
Roll for dodge!
Tue 30 Jul 2019
at 08:58
  • msg #541

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 540):

You attempt to move around the planet to attack them singly, but they anticipate you moves too well. You find them approaching from opposite sides of the planet very close together...with missiles arriving...and getting shot down...just before the ships come over the horizon, both barely 6,000 miles away!
This message was last edited by the GM at 09:02, Tue 30 July 2019.
Gloria Flake
2IC, 264 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 30 Jul 2019
at 17:03
  • msg #542

Re: The First trip of Jean Bart

OK, very well, we'll take out the Shamshir, the two ships boats can stay behind us and help dispatch incoming missiles.
We'll also launch a full load, including those from the two boats at the Gashidda so it has something to do...
Fate
GM, 2701 posts
Roll for dodge!
Tue 30 Jul 2019
at 20:59
  • msg #543

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 542):

The Jean Barts Gunners target the Shamshir to good effect, disabling the vessel with a volley that crippled the vessel by hitting the Power plant, maneuver drives, communications array and the bridge, despite some good dodging by the Vilani pilot.

Even the ships boats, engaging the Gashidda, managed to score hits, destroying the enemy power plant and smashing the bridge.

The Gashidda shared it's beam attacks amoung the Ships boats and the Jean Bart evenly, but the sandcasters did their work well, and the damage to the bridge was telling, and only one ships boat took any damage. Their swarm of 9 missiles, however, was once again launched.

[Private to GM: Shamshir -13/100, disabled
Gashidda 38/70, -PP, -Bridge (-4 to all rolls)
]
Gloria Flake
2IC, 265 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 30 Jul 2019
at 23:48
  • msg #544

Re: The First trip of Jean Bart

With the Shamshir disabled we'll destroy all the Gashidda's missiles and order them to surrender or else.

Ships boats back to the main ship and load a Boarding crew for the Shamshir... quick check of the other Boat, and if serviceable, will send a boarding crew to the Gashidda.

Should it come to or else, we will just blast it apart, although we prefer not to.
Fate
GM, 2705 posts
Roll for dodge!
Wed 31 Jul 2019
at 10:15
  • msg #545

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 544):

With the ships boats doing considerable damage, and the Shamshir crippled, the Gashidda surrenders after your gunners make short work of their missile swarm. Sensors indicate that another vessel soon after exits the system from the colony.

You now have about 80 prisoners, who are maing their way to the small craft. However, the assault craft carried by the Gashidda is not large enough to carry the entire crew all the way back to the colony. The two ships boats launching from the Shamshir can, however, carry their own crew and the excess from the Gashidda, so they ask permission to move across and collect them.

The Gashidda can still fly and even fight, unlike the Shamshir. But with the Fusion plant down it cannot use the jump drive and is somewhat slower than the Jean Bart. Both vessels are somewhat intact. Do you try to board while they are still on there?
Gloria Flake
2IC, 266 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 31 Jul 2019
at 17:55
  • msg #546

Re: The First trip of Jean Bart

Yes, on Both... and we do allow the Shanshirs boats to remove crew from the assault shuttle so it can get the remaining extra crew AFTER we take over the ship and control the air lock. We put 46 marines (Incl POs and Officers) on the Gashidda.  and we have  an engineering specialist or two assess the repair possibilities.

We put the other 25 Marines (Incl POs and Officers) on the Shamshir for a quick recovery operation and to plant demo charges. we'll take fuel from either and missiles as needed.

What sort of ship left the Planet?
This message was last edited by the player at 18:03, Wed 31 July 2019.
Fate
GM, 2707 posts
Roll for dodge!
Wed 31 Jul 2019
at 20:38
  • msg #547

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 546):

You find demo charges have already been conveniently left on the Shamshir. Arriving before the rest of the crew got off you are able to delay them an hour to get fuel off and to remove a hard drive or two.

Taking over the Gashidda before the others arrive, you do stop them from planting charges, but the number of troops there also enables you to relieve them of the charges they planned to plant there as well, enabling you to fully refuel and replace lost missiles.

Repair work is more difficult. The Fusion plant has been destroyed, though the hard drives reveal a list of spares on the planet, including a fusion drive, that would enable you to rebuild a new one in a few days. However, the loss of the bridge of both ships means you would need to put in a few new computers. There are, once again, spares on the planet. Total of about 12 days work, plus the day traveling to the planet with this slow vessel, would mean you would have only hours less than two weeks, when reinforcements could be expected. Assuming no regular patrols...

There are about 500 guards stationed at the planet, with some armoured cars, according to the computers, along with another Shamshir and 3 more Gashiddas, one of which just left.
Gloria Flake
2IC, 267 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 31 Jul 2019
at 21:32
  • msg #548

Re: The First trip of Jean Bart

Curses, foiled again... we'll remove all hard drives, safes and anything we suspect is of value, send the Life boats on their way and blow the two ships up...  Don't have that sort of time. How long before the next visitor is in range?

Both boats reload their missiles as well.  we get everyone off the two ships and get some distance before letting them blow.

We Move toward the planet to see if we can do some harm to the installation. concept is to see if we could break down the walls so the prisoners could get to the others holding them prisoner.  When in range, we'll evaluate firing missiles at the ships on the ground too.  I'd like to be out of here within 12 hours.
This message was last edited by the player at 21:36, Wed 31 July 2019.
Security Officer
Thu 1 Aug 2019
at 08:51
  • msg #549

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 548):

The vessel that left was an Iiken.

"The problem with disabling ships prior to boarding is that, well, you end up with a disabled ship. To capture a faster ship, or even one with a good pilot, you kind of need to be crafty."

It takes another 4 hours to approach the planet. As you get near, all vessels assume a close defensive formation. They can amass 51 missiles altogether. Currently at 300,000 miles.

190 Missiles, 72 Sandcasters
Supplies: 22.84/36 dTons (0.63 dTons/week)
Cash: $507,000
18 Oct 2175
Makamii (100% Fuel, 5% Refined, time in system: ~8 hrs)
Gloria Flake
2IC, 268 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 1 Aug 2019
at 15:27
  • msg #550

Re: The First trip of Jean Bart

OK, I assume the Iken was heading away and we have no chance to catch it ...  we'll want to track which way it goes.

51 Missiles or 51 Launchers?  There is a significant difference.  I am presuming that we can deal with missiles 51 at a time and still have enough beams left over to start killing ships?  They aren't paying us to run away. We'll try and zap a Bigger missile shooter first, probably a Shamshir, then use the freed up fire power to disable more ships ... I assume the Assault shuttles with the crews of the first two are now behind us some where?
Fate
GM, 2709 posts
Roll for dodge!
Thu 1 Aug 2019
at 20:06
  • msg #551

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 550):

The Iiken was at the colony, you were fighting the other two vessels at the other Gas Giant 4 hours away.

The missile swarm they are capable of launching numbers 51 missiles. The two ships boats and one assault craft with the previous crews are indeed behind you...traveling at half the speed they are about 4 hours away. You can deal with up to five missiles per beam weapon without rolling due to skill of 18 on the beam weapons now, so with 16 beam weapons, that means that you will need 6 out of 8 turrets firing on missiles. However, missiles take 1 turn to launch, and 1 turn to attempt to hit, meaning they only need to be shot down every second round.

However, as you approach, they launch swarms at 200,000 miles turning around to keep at least 150,000 miles distance and launching no less than 6 swarms as you continue to the planet, all of which are shot down by your gunners with ease. Approaching the planet, sensors detect 2 light missile arrays (48 missiles) from 250,000 miles which launch the new swarm at you, anticipating you will move into range! The warships seventh salvo is times to arrive at you when the other salvo does.

90 Missiles, 72 Sandcasters
Supplies: 22.84/36 dTons (0.63 dTons/week)
Cash: $507,000
18 Oct 2175
Makamii (100% Fuel, 5% Refined, time in system: ~8 hrs)
Gloria Flake
2IC, 269 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 2 Aug 2019
at 00:15
  • msg #552

Re: The First trip of Jean Bart

OK, So I cannot get to the Iken?

We'll avoid coming into range so their missiles are wasted.  Then close enough to launch our own at their walls and launchers before backing out again.

What ships am I facing?  Can I move so as to screw up their shooting? going behind the planet perhaps?  If this is going to be a largely wasted effort, let's just get the hell out of here.  We'll go back past the Life Boats so they can risk hitting their own.
Fate
GM, 2710 posts
Roll for dodge!
Fri 2 Aug 2019
at 04:26
  • msg #553

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 552):

The Iiken ran to the nearest jump point and jumped while you were still 4 hours away. You would have had to run straight to the planet and risk fighting the combined forces, to have had any chance. You are facing 3 Gashiddas and a Shamshir. The planet has a pair of light missile batteries installed into the base. You can, of course, move in to launch then turn around and run back out of range. That would probably be most effective in order to guide your missiles home. When you do, you do find that they have 4 Beam laser emplacements around the perimeter that shoot down your missiles, and then send a second salvo, along with the 8th salvo from the ships now behind you. Putting the planet between you are the missiles will hinder both of your targeting systems equally. Unless you are planning to cause them to run out of ammunition or to land troops...
Gloria Flake
2IC, 270 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 2 Aug 2019
at 16:46
  • msg #554

Re: The First trip of Jean Bart

OK, Suspected the Beam weapons, but checking. I presume that I cannot get to the 4 ships, as they are about as fast as I am or faster.
I'll head around the Planet so as to  put them out of sight, then head for one of the gas giants at best speed.
Do I have one of those recon missiles that I can send out to spy on them from outside Beam weapon range?

Fooling with both ships and the ground seems unwise. Sticking around seems unwise as well, although if i could fight the ships, I would.  When I get to the GG I will head around it, recover the recon missile and see if the Shamshir is chasing me ...
Fate
GM, 2711 posts
Roll for dodge!
Fri 2 Aug 2019
at 20:28
  • msg #555

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 554):

Beam weapons have a range of 69K, at which range the recon missile will not see a lot of detail on the ground.

As you move around the planet at the extreme range of the missiles (about 240,000 miles) and away, they send another 2 swarms from the ships and planet together timed to arrive at the same time, but by moving out of range, you avoid them. Then the missiles stop being sent as the ships move close to the planet, and leave you in peace as you return to a gas giant, the nearest being the one you came from. They do not follow you there.

90 Missiles, 72 Sandcasters
Supplies: 22.84/36 dTons (0.63 dTons/week)
Cash: $507,000
18 Oct 2175
Makamii (100% Fuel, 100% Refined, time in system: ~13 hrs)
Gloria Flake
2IC, 271 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 2 Aug 2019
at 21:29
  • msg #556

Re: The First trip of Jean Bart

OK, On to Neshuka ... which hopefully hasn't been alerted, but likely has.
We'll try to come out on the Far side (away from Makamii) ... or maybe we'll be in the Far side (Comic).
Concerned that this system may be more guarded than the last.
We want to scoop fuel if at all possible, but We will be prepared to  Jump to Purdishi looking for the GG furthest from Neshuka to refuel as quickly as we can and be ready to go to Kanamsa.
If Neshuka is a bit more "hospitable" we'll look to see what trouble we can cause.
Fate
GM, 2713 posts
Roll for dodge!
Fri 2 Aug 2019
at 23:49
  • msg #557

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 556):

OK, let's go with a ship handling roll to see how you do...
Gloria Flake
2IC, 272 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 3 Aug 2019
at 00:29
  • msg #558

Re: The First trip of Jean Bart

What do you know! The die roller didn't screw me this time...
17:28, Today: Gloria Flake rolled 8 using 3d6 with rolls of 1,3,4.  Ship Handling.
Fate
GM, 2714 posts
Roll for dodge!
Sat 3 Aug 2019
at 00:56
  • msg #559

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 558):

Nice job!

You enter hyperspace, targeting a gas giant opposite the colony.

On exiting hyperspace, you find the gas giant ahead, and a single Gashidda  lazily orbiting it. On your arrival, it begins to make a run for the colony.
Gloria Flake
2IC, 273 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 3 Aug 2019
at 02:16
  • msg #560

Re: The First trip of Jean Bart

Range?  Send a Stop and deploy your crew in the shuttles, you'll live.

Scan around us... what do we see?
Fate
GM, 2715 posts
Roll for dodge!
Sat 3 Aug 2019
at 02:55
  • msg #561

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 560):

It looks like he was alone. At 400,000 miles he is out of range and clearly planning on keeling it that way. He does not stop.
Gloria Flake
2IC, 274 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 3 Aug 2019
at 03:04
  • msg #562

Re: The First trip of Jean Bart

I think we have a slight speed advantage... 2 or 3 MPH?  We'll get a scoop of fuel and follow him ... want to scan for other ships and other problems...
Fate
GM, 2716 posts
Roll for dodge!
Sat 3 Aug 2019
at 06:43
  • msg #563

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 562):

You both have the same nominal speed. Your actual speeds would depend on your loads...and in this case they have a lot of empty space. Certainly stopping to refill your tanks will make it much more difficult to catch them.

There are other vessels at the colony...at least a couple of Shamshirs and more Gashiddas. They are about 23 hours away, on the other side of the star.
Gloria Flake
2IC, 275 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 4 Aug 2019
at 02:17
  • msg #564

Re: The First trip of Jean Bart

We will just refuel, move around the GG so he can't see where we go Z(Big secret) and jump out , processing fuel over or time in transit.
We'll pick an outer GG to refuel and continue on.
Fate
GM, 2717 posts
Roll for dodge!
Sun 4 Aug 2019
at 02:27
  • msg #565

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 564):

Presuming you are headed to the uninhabited Purdishi System?

This single star system has 4 gas giants and 3 planets, none of which are particularly habitable, with barely a trace of atmosphere held by their weak gravitational pull. It is a simple matter to refuel, since there are no other vessels detected here.

According to the logs, since Mekamii you are in the sector controlled by Shululsish. Assuming this is the sector you were headed to, where next?

90 Missiles, 72 Sandcasters
Supplies: 22.84/36 dTons (0.63 dTons/week)
Cash: $507,000
02 Nov 2175
Purdishi (100% Fuel, 50% Refined, time in system: ~2 hrs)
Gloria Flake
2IC, 276 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 4 Aug 2019
at 03:07
  • msg #566

Re: The First trip of Jean Bart

Yup, this is where we felt we had to go to get out of the other sector ... Kanamsa and Shir seem the most likely route...  but it gets stick from there.  I believe we have DASTAVKAs plots of the route between Girii and Ceti Command, but if not, need to know soon ...

Gloria just knows she is in Vilani Territory and may not grasp the differences in leadership or the meanings of that.
Fate
GM, 2718 posts
Roll for dodge!
Sun 4 Aug 2019
at 06:26
  • msg #567

Re: The First trip of Jean Bart

You last departed Alizarin on the 3rd Jun 2175 and Ceti-Command on the 19th Jun 2175. At that time, Dastavka had returned to Girii on the 27th Jan 2175 with the Valkryie, which made it back to Faith by the 30th of Apr and Alizarin by the 22nd May 2175. As such, you would be aware of most of Dastavka's adventures in relocating the pirates, as well as the divisions within the Vilani command in this sector, including the path from Girii to Ceti-Command, as well as the pirate worlds surrounding 2312 and the path from Kadardiir to Tralp and Zikugiaam. You would not be aware of the new colony which at this point in time is still in the future.
Gloria Flake
2IC, 277 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 4 Aug 2019
at 21:48
  • msg #568

Re: The First trip of Jean Bart

So Gloria knows that Lemrukiri is an unfriendly threat to the Kimashargur and to be watched closely. WE'll see if we can't do a bit of back biting, assuming they are concentrating on the Girii side of things.
Fate
GM, 2719 posts
Roll for dodge!
Mon 5 Aug 2019
at 07:38
  • msg #569

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 568):

Right. So plans?
Gloria Flake
2IC, 278 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 5 Aug 2019
at 22:51
  • msg #570

Re: The First trip of Jean Bart

In reply to Fate (msg # 569):

Kanamsa and Shir seem the likely route...   If I can do mischief with little issue, we will, but not looking to get into a big battle.

Let's go for GG #2 and see if we can get a freighter or some other small stuff before moving on.
Fate
GM, 2720 posts
Roll for dodge!
Tue 6 Aug 2019
at 07:12
  • msg #571

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 570):

Ok, might just take the next system first...chance for mischief exists!

Kanamsa is a binary system with 4 gas giants, the inner one of which has a 5,000 mil dia moon with a hydrocarbon tainted atmosphere and lakes of methane, surrounded by oceans of acidic water. It has a small mining colony of maybe 1,000 people, and is defended by a single Shamshir. They do not seem to have detected your arrival, as you arrived at the other gas giant. Travel time is about 12 hours should you decide to attack.

90 Missiles, 72 Sandcasters
Supplies: 22.21/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (50% Fuel, 100% Refined, time in system: ~0 hrs)
Gloria Flake
2IC, 279 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 6 Aug 2019
at 17:57
  • msg #572

Re: The First trip of Jean Bart

OK, Refuel first, meanwhile, can we guess what they might be mining here?
Fate
GM, 2721 posts
Roll for dodge!
Tue 6 Aug 2019
at 20:18
  • msg #573

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 572):

From the factories, you guess they are mining hydrocarbons which are then refined and turned into plastics and various hydrocarbon base products here. Without getting closer, it i hard to tell.

90 Missiles, 72 Sandcasters
Supplies: 22.21/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (100% Fuel, 55% Refined, time in system: ~2 hrs)
Gloria Flake
2IC, 280 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 6 Aug 2019
at 23:18
  • msg #574

Re: The First trip of Jean Bart

OK, so in general knowledge, this is probably not a huge important facility, just one of many. Just the same, having refueled and processing fuel, we'll try to slip up on these folks as best we can.  Wonder if just sending a ships boat with a load of marines might be able to over power the ship if it tried to represent a life boat from a freighter whose IFF code we can repeat? Hate to risk 35 men on such a remote chance...
Fate
GM, 2722 posts
Roll for dodge!
Wed 7 Aug 2019
at 07:21
  • msg #575

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 574):

This would indeed be one of many such facilities. It is clearly dedicated, so it would probably provide these products to many worlds, but with only 1000 or so workers, it is still a peripheral mining and processing facility.

While you do have 2 ships boats that can cram in 40 persons each, it would be unusual for a freighter to have 2 ships boats when all the crew can easily fit on one. Of course, if they suspect little, then most of the crew will be at their posts initially and probably unarmed...

You have the following information about Shamshirs.

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM +10),
Crew: 56, Typically 4 troops and 7 gunnery, Life Support: 60
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay, typically 3 ships boats

They are about 12 hours away, at the colony that is a moon at other Gas Giant. Emitting a freighters IFF from the current Gas Giant is likely to raise a lot of questions...you could just send the Ships boat 12 hours away, claiming that a misjump destroyed the ship, but a uick scan of your ships boat will reveal weapons not normally on a freighter, and much larger engines.

If you wanted to sneak up in the ship to the other side of the Gas Giant,that would be a difficult Navigation (Space) roll (Lets give it a target of 13 with your current navigators skill) followed by a Shiphandling roll by yourself made with a -4 penalty. What you would be trying to do is to travel to the star, then travel around it while the colony is at night, before traveling from the star to the colony, getting there before morning so the other ship and the colony are hidden from you by the Gas Giant. There will always be the chance of another vessel entering the system that might detect you, but it is a chance you would have to take.

Once on the other side of the Gas Giant, it would be relatively easy (a Shiphadling roll every day, -2 because you cannot use sensors, to remain there) and you can then begin to enact whatever plan you had from there.

90 Missiles, 72 Sandcasters
Supplies: 22.21/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (100% Fuel, 55% Refined, time in system: ~2 hrs)
Gloria Flake
2IC, 281 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 7 Aug 2019
at 18:11
  • msg #576

Re: The First trip of Jean Bart

OK, so somewhat difficult to pull off. Was planning on only one Ships Boat, but the scan would blow it completely.
Sneaking up behind them is interesting, but even then a ships boat is unlikely to be able to dock and disgorge soldiers without being noticed.
If I have to destroy the ship anyway, it's hardly worth the risks ... I'll call an Officers Brain Storm and see if there are any better ideas for grabbing the DE.
Fate
GM, 2723 posts
Roll for dodge!
Wed 7 Aug 2019
at 20:37
  • msg #577

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 576):

One of the suggestions is to play on Vilani arrogance and issue a distress call, pretending that a bad jump has resulted in significance damage. They may even be able to come up with some ways to make fake 'damage that would appear on enemy scanners that make it look like we are venting to space. As part of the 'damage', the fusion reactor can be transmitting a lot of white noise, jamming the radios, so that when they send a boat across to investigate, we capture the boat and use it to transport a boarding party safely back to the mother ship.

Another suggestion is to equip 6 missiles with emp warheads and sneak up on the other side of the gas giant, as previously mentioned, before firing the missiles from out of sight. This will take out their computers, which we could then get replacements for from the colony below...of course, this would involve cannibalizing 90 of our EMP Mortar rounds and take some time, and require some very accurate missile work in addition to the aforementioned difficulties in sneaking up to the other side of the planet. Also, we would have to appear very soon after and get troops aboard very quickly before they could recover their systems...pretty much immediately in terms of space combat (Basically the ships boats would have to be committed by the time the missiles were visible, so they would dock next space round).
Gloria Flake
2IC, 282 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 7 Aug 2019
at 21:17
  • msg #578

Re: The First trip of Jean Bart

The first suggestion would seem to have fewer places to go wrong, although the one it has is fairly big.  We have not known Vilani arrogance to fail... let's do that, report when we are ready.
Fate
GM, 2725 posts
Roll for dodge!
Thu 8 Aug 2019
at 06:43
  • msg #579

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 578):

The crew set about creating some fake damage to fool sensors, hiding some of the weapons at the same time. The chief engineer comes up with a way to create a hyperdrive burst that will look like a jump re-entry, and the shuttles get themselves ready. They even come up with creative ways of making people look dead, or creating bodies, hiding the true number of combat capable folk aboard. The options with the IFF are a little more limited...you just have one freighter IFF, one Hero IFF and several Gashidda and Shamshir IFFs. Using your own would be odd, no pirate ever would, unless you wanted to pretend to be a legitimate trader, but a Terran vessel, armed in a time of war...it would be a good story!
Gloria Flake
2IC, 283 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 8 Aug 2019
at 17:35
  • msg #580

Re: The First trip of Jean Bart

The Terran trader is improbable... but might be pulled off if we claim to have miss-jumped from Procyon or somewhere else far, far away.

How close is our ship in general appearance to a Hero or Freighter?
Fate
GM, 2728 posts
Roll for dodge!
Thu 8 Aug 2019
at 20:45
  • msg #581

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 580):

Not really. Vilani freighters are not Generally the wedge shape that typifies Terran warships...
Gloria Flake
2IC, 284 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 8 Aug 2019
at 21:27
  • msg #582

Re: The First trip of Jean Bart

OK, so we pretty much need to be a damaged, disoriented Terran merchant that has suffered a jump issue?

Gloria using her softest imitation of a woman's stressed voice-
Orgill control, this is the the Merchant Sylvia, come in Orgill control ... we have has a serious system failure on initiating jump drive, many injured and power is failing ... Come in Orgill control.
Vilani Warship
NPC, 5 posts
Fri 9 Aug 2019
at 04:44
  • msg #583

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 582):

That is certainly one option. You move to the 100x radius, the point where a craft jumping into the system would exit hyperspace, powering down systems and making the vessel look damaged, before activating a fake Terran IFF and making that transmission.

The response comes back quickly.

"This is the Vilani warship Bothron. You are now deep in Vilani space. You must surrender to us. Standby to be boarded."

There is a pause. You can detect (passively) the scanners on the Shamshir locking onto you.

"We are 12 hours away. Evacuate in any small craft you have, and we will pick you up."

90 Missiles, 72 Sandcasters
Supplies: 22.21/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (100% Fuel, 60% Refined, time in system: ~3 hrs)
This message was last updated by the player at 04:44, Fri 09 Aug 2019.
Gloria Flake
2IC, 286 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 9 Aug 2019
at 16:42
  • msg #584

Re: The First trip of Jean Bart

WHATA YOU MEAN WE ARE DEEP IN VILANI SPACE ??? we just jumped from Ceti!   in my best frantic woman's voice.

Can we make out launches look civilian enough?  We'll pack 40 on the launch we send the first few being unarmed to not arouse any suspicions, second launch stays out of sight and can bring reinforcements if needed.
This message was last edited by the player at 16:43, Fri 09 Aug 2019.
Vilani Warship
NPC, 6 posts
Fri 9 Aug 2019
at 20:46
  • msg #585

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 584):

"You missed by 13 parsecs. Typical of Terran computers, I suspect, not as reliable as Vilani. You are now deep in Vilani territory, and since we are at war, you will surrender, or you may die fighting. But we will have mercy if you surrender, and if you ship is crippled, that would easily be the better option. But you have about 12 hours to think it over."

You manage to get 40 people, including ten troops trained in unarmed combat, aboard the Ships boat. Other weapons include hand flamers which, when put alongside tools and breathing gear, look like plasma torches or jetpacks or inter-ship scanners. Frontier Terran merchants often had armed ships boats due to pirates, so on Terran vessels that is not such a big surprise. A warship is not particularly worried about a single turret...

90 Missiles, 72 Sandcasters
Supplies: 22.21/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (100% Fuel, 65% Refined, time in system: ~3.5 hrs)
Gloria Flake
2IC, 287 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 9 Aug 2019
at 22:16
  • msg #586

Re: The First trip of Jean Bart

OH God!... we need help ... we are trying to save the injured, passengers and crew. Hurry Please ... We don't need war, we need you here...

There will be a bunch of crackling and the transmission goes dead.
Vilani Warship
NPC, 7 posts
Sat 10 Aug 2019
at 07:52
  • msg #587

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 586):

There are no more transmissions. It is another ten hours before the Shamshir gets close. As it does, it approaches to within 50 miles, as is normal for Vilani recovery operations, before deploying all 3 ships boats. Seeing your own boat, waiting as directed, it directs the vessel to enter the Shamshirs hanger. At the same time, their own boats approach the Jean Bart. With the second Ships boat behind the Bart's hull, it is only a matter of time before it is detected.

But the Military ships boats of the Terrans are faster than the regular budget Vilani versions, and the pilot of the second boat does really well, staying in close. The Terran ships boat lands in the hanger of the Vilani warship while their own boats are still 20 miles away.

Silence. The Vilani boats get to 10 miles. Then 5 miles. Then one starts to dock...

"The damage does not look too bad actually..."

"AMBUSH! THEY ARE PIRATES!"

Then, on your own channel, on the smaller radios used by the troops (with less range). "SShhtt room captured Ma'am. Bzzz shht turned off primary and secondary pffft sources. Reshhht pfftened."

90 Missiles, 72 Sandcasters
Supplies: 22.21/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (100% Fuel, 100% Refined, time in system: ~14 hrs)

[Private to GM: Stealth by second vessel rolled a 6! The 38 trained and armed and ready soldiers versus the 50 odd Vilani crew, scattered around their ship, did not fare so well. Their roll was 3 worse, unmodified. We can discuss the modifiers after the fight, of course, but clearly a few in your favour, and not so many in theirs...you know in general small warships do not have much in the way of internal security beyond the small contingent of troops aboard, and these ones are likely to be spread out one or two apiece to each of the ships boats and the Mother vessel.]
This message was last edited by the player at 08:28, Sat 10 Aug 2019.
Gloria Flake
2IC, 288 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 10 Aug 2019
at 22:09
  • msg #588

Re: The First trip of Jean Bart

OK, Drop all of the Ruse. Order the Vilani Ships Boats to Stop and surrender immediately  ... no hostile action or movement we don't order you to do, and you will live and will be put down on the planet.

Our Second ships boat closes to see if they need help or wounded evacuated. Establish better comms.

To our forces on the Shamshir  Do You Need Help?
Fate
GM, 2736 posts
Roll for dodge!
Sat 10 Aug 2019
at 22:41
  • msg #589

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 588):

With the second ships boat appearing, and the turrets suddenly becoming live at point blank range, the unarmed ships boats give assurances the will not continue the fight. The second ships boat moves to a closer position where it can act as an intermediate radio booster, somewhat helping communications.

From the bridge of the Shamshir, you receive the following signal.

"TREACHERY! YOU WILL NEVER TAKE US ALIVE!"

Then, over your own comms.

"We have control of engineering and much of the ship. The officers have blockaded themselves in the Bridge and just now activated the self- destruct sequence, but we think we can deal with it. It was a predicted response...

We have only a few casualties, nothing serious. Most wisely surrendered when faced with a squad of armed Terrans that had just gunned down the troops that met us on arrival. A couple of doors had to be blasted to get into engineering, but generally everything went as planned. Have 20 prisoners we have locked in the Junior sailors mess for now. Perhaps if you could come pick up the prisoners and drop off a new crew it would be great.
"

You hear an explosion in the background, then gunfire. Another explosion, some screaming and yelling, then more yelling as gunfire subsides..

"Looks like we have captured the weapons console and briefing room. Make that about 25 prisoners."

[OOC: Once again, you win a raw Tactics roll.
Gloria Flake
2IC, 289 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Aug 2019
at 02:31
  • msg #590

Re: The First trip of Jean Bart

OK, we get together a ships crew to man the ship, a team to assist the forces aboard and to ensure the prisoners  stay cal and very quiet.
We'll shuttle these over to the Shamshir.

To the Shamshirs three boats... How many aboard each?   Which we'll verify with our sensors.

To the Officers on the Bridge... This is a Terran Hardrada Class Raider. We are indeed at war, and you have lost. We offer you the right to put down your arms and surrender, we will put you down on the planet. Otherwise, we have no choice ... you lose either way. You have 20 seconds to answer.

To the assault crew, can you force the bridge if need be? we gave them 20 seconds to surrender or they are yours to dispose of.


As soon as the 20 seconds is up... the assault crew gets the go message.  Additional troops being transferred aboard and prisoners removed ... say 13-14 at a time.
Fate
GM, 2738 posts
Roll for dodge!
Sun 11 Aug 2019
at 02:43
  • msg #591

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 590):

The Shamshirs boats confirm sensor reading of four. Two crew, and two troops in each.

Your challenge is met with a response after about 15 seconds.

"The captain has ended his dishonour with his life. We are standing down now, but it will take a little longer to remove the barricades."

From your own men "We can, but we have run out of explosives. The other ship I believe has some more..."

The transfers of troops and more importantly, limpit explosives for the doors takes a bit longer than the prescribed 20 seconds. More like five minutes. By that time, news of the surrender of the bridge has come, and the prisoners are being transferred. Where are you putting them? Some of the other officers suggest putting them aboard two of their own boats and letting them make their own way back to the planet, after disarming them. The unarmed ships boats will present no threat...
Gloria Flake
2IC, 290 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Aug 2019
at 03:22
  • msg #592

Re: The First trip of Jean Bart

The Prisoners will be disarmed and put in their own craft for the trip home ... that was the plan, we said allowed to land on the planet, we didn't say in comfort and style. We will stabilize and bandage any wounded and try to ensure that they able to survive the trip.

I understood that they had three Boats?  If so, we keep one with the Shamshir.  We close up with it and provide assistance in restoring it to working condition. We will also add updated tapes, so it can go to any place we do.

Crew wise... I gather we are now both a little short handed?
Fate
GM, 2740 posts
Roll for dodge!
Sun 11 Aug 2019
at 03:32
  • msg #593

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 592):

The crew are glad to be able to go alive, and grateful for the medical assistance offered to the injured. They also ask to take the bodies of the dead Vilani, about 12 in all.

You are particularly shorthanded in the technical area, and though many of the soldiers double skilled in some technical areas, their skill levels leave a lot to be desired as anything more than assistants. It is not so much the number of bodies, but the level of skills that is a problem. You actually have more than enough individuals, and fortunately the soldiers did train for capturing ships, including flying them once captured, but you probably do not want to have a tangle with them at the wheel.

It takes about another 6 hours to repair any damage and build tapes that match where you want. Most of the systems as far as Girii are already in the drives, albeit the jumps are to and from colonies. What other jumps/systems do you want to create tapes for?

There are some also wondering if the undefended planet would also make a great opportunity...

90 Missiles, 72 Sandcasters
Supplies: 22.21/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (100% Fuel, 100% Refined, time in system: ~20 hrs)
Gloria Flake
2IC, 291 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Aug 2019
at 04:29
  • msg #594

Re: The First trip of Jean Bart

In reply to Fate (msg # 593):

Opportunity? to ravage? we can't afford the possible losses. better we take what we have and start learning how to use it better.
B lasting the place seems hollow since we did give the crew passage to the planet... to then blow it apart, seems duplicitous ... Have I missed something?

Crew
Sun 11 Aug 2019
at 04:37
  • msg #595

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 594):

"We are sure they have safe bunkers, Ma'am. We were only thinking of hitting the manufacturing plants to stop production. But yes, the ship is also a great prize."
Gloria Flake
2IC, 292 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Aug 2019
at 04:53
  • msg #596

Re: The First trip of Jean Bart

I will consider it... we have plenty of missiles and firepower, we'll swing by... although I am adamant that those boats will have a safe place to land.
Crew
Sun 11 Aug 2019
at 04:56
  • msg #597

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 596):

"They will take another 18 hours to get there. If we leave now, we will gt there in 12."
Gloria Flake
2IC, 294 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Aug 2019
at 18:30
  • msg #598

Re: The First trip of Jean Bart

I am aware ... first, I want the SHAMSHIR up and functional, with good comms... then we'll go have a look.

- You can assume we go to the planet and look at what defenses it has and what factories and other targets it has.
Fate
GM, 2748 posts
Roll for dodge!
Sun 11 Aug 2019
at 20:20
  • msg #599

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 598):

The vessels seems to be functioning normally as you approach the planet. The Bothron, as it seems to have been named, is an older vessel, but still functional, and the crew do like the extra space. Scanners indicate that, possibly due to the explosive mix methane and oxygen rich atmospheres make, the accommodation is separated by a 1 mile semi-underground rail line from the two big refining factories. Large tanks of methane and other hydrocarbons mark the factories, with the spaceport, if you could call it that, nearby. The factories are not domed, but the accommodation area is.

90 Missiles, 72 Sandcasters
Supplies: 22.21/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (100% Fuel, 100% Refined, time in system: ~32 hrs)
This message was last edited by the GM at 20:21, Sun 11 Aug 2019.
Gloria Flake
2IC, 296 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Aug 2019
at 21:00
  • msg #600

Re: The First trip of Jean Bart

BOTHRON, do you think you could target the factories with some of your missiles?  Let's see what defenses they have.


Saves our missiles and gives them some practice w/o much pressure.
Bothron
Mon 12 Aug 2019
at 07:25
  • msg #601

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 600):

The vessel sends a full salvo, targeting the factories and their defences. 12 of the 15 missiles are shot down by the three turrets, with 2 of the missiles slamming into separate turrets and the third hitting a factory.

"Should we give them another salvo, or try beam weapons?"
Gloria Flake
2IC, 297 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 12 Aug 2019
at 16:50
  • msg #602

Re: The First trip of Jean Bart

Use the missiles and keep your distance, if you are in beam weapon range, they are in Beam weapon range ... and there may be more Beam weapons.

Are there any other space craft on the spaceport?   Soon as we get another couple of hits we will get out of this place.
Fate
GM, 2751 posts
Roll for dodge!
Mon 12 Aug 2019
at 19:59
  • msg #603

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 602):

There do not appear to be any other spacecraft.

After a second salve, the missiles in the Shamshir are down to 10 missiles in each rack. However, with two less turrets, there are a lot more hits, including the third turret. 11 missiles deal with the remaining factories.

With little oxygen, the explosions are not so dramatic as one might expect, but the massive gas tanks and refining columns are all smashed.

Before we go too far, we should make a list of what systems or jump tapes you have given to Bothron. While all systems in this region are in their jump tapes, they only have colony to colony tapes...please specify any additional ones or else we will have to assume colony to colony jump routes.

90 Missiles, 72 Sandcasters
Supplies: 22.21/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (100% Fuel, 100% Refined, time in system: ~32 hrs)
Gloria Flake
2IC, 299 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 12 Aug 2019
at 20:40
  • msg #604

Re: The First trip of Jean Bart

I have no clue what area they are in and assumed they had all Vilani systems... Assuming the have all systems in Lemrukiri control, which seems to control  Kanamsa, we'll only add enough to get them to Girii, and the systems 2321 and 2421 just in case. The last two are on thumb drives and will have to be loaded to tape to use, we would want Lemrukiri getting that information. Girii does include 2316, 2317 and 2416.

I am assuming the Bothron is also 100% fueled; we'll be going to Shir; should we meet anyone, Bothron will report we are a captured Pirate with a prize crew aboard and being escorted to Lemrukiri.   We'll go to the outer GG and fuel up, next stop is Udikaa and then to Pakha.
Did the Bothron recover one of it's boats?
Fate
GM, 2753 posts
Roll for dodge!
Tue 13 Aug 2019
at 09:41
  • msg #605

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 604):

The Vilani tape drives do have all systems, but they have just one jump point in each system: the colony or most habitable planet. If you ever want to jump to or from any planet other than the most habitable planet/colony, then you will need to specify specifically which destination you are making a tape for and add it to their database.

Of course, if you are pretending to be the Bothron's prisoner, then you would only be traveling between Vilani jump points...in which case you may wish to rethink your destination posted above.

The systems near Lashgimaamrishuk are of unknown disposition; Dastavka reported that they sympathized with Girii, but not to the point of actively opposing Lemrukiri.

Assume both ships are now 100% fueled. Bothron has 1 standard ships boat.
Gloria Flake
2IC, 300 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 13 Aug 2019
at 18:24
  • msg #606

Re: The First trip of Jean Bart

OK, a moment of OOC -
I am trying to use the information Gloria has and not use Player knowledge. It's Possible BOTHRON would know of the gathering at Garaanis and the surrender of Nushimi, but not a given.  The next stop was to be Shir... I re-read what I wrote and seem to have omitted that small detail.

So what do we know? I am not at all inclined to fly into a swarm of enemy ships, but I have to know of them to react.

Given Gloria's current knowledge as I understand it:
 Nushimi is still in revolt.
 Lemrukiri is pressing Girii, with most ships forward deployed.
The route Coreward through Nakim is heavily patrolled with Kargash Lt Cruisers and support.
Going back around the way we came is a really bad idea.
systems near Lashgimaamrishuk were controlled by Girii
Gloria is not aware of DASTAVKAs exploration around 2110

Please adjust my knowledge base.

The Captured Ruse was just a means to get close to a weak force ...  a strong force was not expected based on current knowledge.
Fate
GM, 2756 posts
Roll for dodge!
Tue 13 Aug 2019
at 20:23
  • msg #607

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 606):

Ok. Information you would have obtained from this vessels computers:

Based at Shululsish, there is no secret that the main Naval Base of Lemrukiri is at Garaanis. However, the gathering will take place in over 2 years time (2177), but the standard fleet is still there and has not yet moved forward to press Girii: this is currently a political pressure situation.

Nakim does have a couple of squads, including a Kargash squad and a couple of Shamshirs.

It indicates no permanent fleet at Shir, Pakha, Udkukhii or beyond Raamim. Udikaa has a pair of Shamshirs and groups of Iikens that carry messages in case of bigger problems. There are forward patrols of pairs of Shamshirs through these forward systems.

The systems near Lashgimaamrishuk are of unknown disposition; Dastavka reported that they sympathized with Girii, but not to the point of actively opposing Lemrukiri. The second trip and later trips mapping most unknown systems other than the pirate systems would not be known, that is correct.

There would be some reports about pirate activities, though Nushmi is under Kidashi control, so there will be little about that. Nusku may have fallen, but news would not have arrived yet. You are also correct in assuming you have stirred up a bit of a hornets nest in the area you came from.

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+10(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
09 Nov 2175
Kanamsa (100% Fuel, 100% Refined, Shamshir 100% Fuel, 100% Refined, time in system: ~32 hrs)
Gloria Flake
2IC, 301 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 13 Aug 2019
at 22:56
  • msg #608

Re: The First trip of Jean Bart

I don't see any choice but to go through Shir and Udikaa. I don't think we can handle a couple of Kargash's along with several Shamshirs at Nakim
We'll make sure that BOTHRON has the ability to go to other than Vilani Jump points. Certainly several options for both Shir and for Udikaa right now. Probably for Pakha too.  We'll put more together while we travel.
Fate
GM, 2757 posts
Roll for dodge!
Wed 14 Aug 2019
at 06:34
  • msg #609

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 608):

Ok. So for Shir? Vilani jump points, or irregular ones as stated initially?
Gloria Flake
2IC, 302 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 14 Aug 2019
at 18:21
  • msg #610

Re: The First trip of Jean Bart

In reply to Fate (msg # 609):

Irregular ...
Fate
GM, 2759 posts
Roll for dodge!
Wed 14 Aug 2019
at 20:46
  • msg #611

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 610):

Using the Shamshirs supplies first, you first head to the outer Gas Giant at Shir. Uninhabited, there are no patrols there now, so you are able to refuel in peace.

You set course for Udikaa, once again targeting the outer Gas Giant? The system has a colony of 20,000, though with three Gas Giants, there are on your records 2 Shamshirs and 6 Gashiddas assigned to the system, though the latter are not there a lot of the time. A small number of Iikens are assigned to going for help if the system gets attacked. The planet is developing into an agricultural planet, but his hampered by a rotation that sees half the planet in permanent daylight and half in permanent night.

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+9.74(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
24 Nov 2175
Udikaa (50% Fuel, 100% Refined, Shamshir 0% Fuel, 100% Refined, time in system: ~32 hrs)
Gloria Flake
2IC, 303 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 14 Aug 2019
at 22:42
  • msg #612

Re: The First trip of Jean Bart

Outer GG is fine. We'll both refuel. How long does the Shamshir take to refine a full tank?
We will stay on the outer side of the GG to avoid being seen, but use our Intell missile to look at the other side covertly.

For Pakha, we'll choose the next inside GG, not the outer, we make sure the Shamshir has that data and Dishushashig's outer GG, which we will again try to stay on the outer side of as we refuel.
At Pakha, we'll lay low to refuel and head to Dishushashig ... very few choices in routes.

Plan is to go to Amkun from Dishushashig, then to Adigarma, and then Ugimiriika in an attempt to avoid contact with naval forces hostile to Girrii. We can then go to Iishuni and Girii if need be.

At this point, this is a plan, not the plan, but we wish to avoid combat if at all possible. We will depart Girii sectors if our presence poses a risk to them. We are willing to sell the the Shamshir if they are interested or bring it back to Ceti Command.  Semper Gumbi!

OOC- If you rather just swish through all this, I am good with that. Or we can go step by step or in spurts, as you wish.
Fate
GM, 2760 posts
Roll for dodge!
Thu 15 Aug 2019
at 07:22
  • msg #613

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 612):

There is a bit much risk right now just to skip through it. Particularly with Udikaa. With the colony at first planet inside the Gas Giants, and you arriving at the outer Gas Giant, you are at least 11 hours away from the colony. It is just as well...the lone Gashidda that is there is rather startled by you appearance, and immediately begins to withdraw to the planet upon seeing you. It would seem that your sudden appearance at this location caused some alarm, as three Iikens depart in very different directions soon after your arrival, one seemingly headed to Lemrukiri, one to Garaanis and the third somewhere rimward.

The Bothron moves to refuel, a task that will be complete within 7 hours of your arrival.

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+9.74(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
24 Nov 2175
Udikaa (50% Fuel, 100% Refined, Shamshir 0% Fuel, 100% Refined, time in system: ~0 hrs)
Gloria Flake
2IC, 304 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 16 Aug 2019
at 03:37
  • msg #614

Re: The First trip of Jean Bart

How far away is the Gashidda? Can the Shamshir get to it quickly?

We'll dispatch it if easy or disregard it and refuel both ships otherwise. Our goal is to be gone ASAP and keep moving.
Fate
GM, 2763 posts
Roll for dodge!
Fri 16 Aug 2019
at 04:25
  • msg #615

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 614):

Given the speed difference is just 1G, and that it has about a 500,000 mile head start, it will take over 3 hours to chase down (well, assuming about 5 min rounds, and 50 rounds, 190 minutes to get to the 120,000 mile range at which you could launch and hit them), and then another 3 hours to get back, another hour to load up the fuel, and then 5 more hours to refine it (it is assumed that you start refining the moment the first fuel is aboard) and get to the jump point, so it would be 12 hours since you arrived before you could depart if you were to do that. Perhaps a bit less if you were to transfer a 180 dTon of fuel from the Jean Bart, say maybe 8 hours best time...
Gloria Flake
2IC, 305 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 16 Aug 2019
at 20:17
  • msg #616

Re: The First trip of Jean Bart

Not worth it, we'll just refuel and be on our way.

Does transferring some fuel to the Bothron speed up our leaving? Our processing isn't that much faster is it?
Perhaps a partial fill for them and we fill up and process enough to jump.
Fate
GM, 2765 posts
Roll for dodge!
Fri 16 Aug 2019
at 21:13
  • msg #617

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 616):

Ok. Pakha has  Gas Giants, in addition to the colony planet. Given the colony planet is innermost, numbering Gas Giants 1 to 5 from inner to outer, you jump to GG4. The system is uninhabited, and is again void of ships.

Transferring fuel to the Bothran does speed up your leaving, not because you process fuel quicker, but because your tanks hold nearly twice as much, and you only need half your tanks to jump, so the partial fill would do the trick.

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+9.11(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
01 Dec 2175
Pakha (50% Fuel, 100% Refined, Shamshir 0% Fuel, 100% Refined, time in system: ~0 hrs)
This message was last edited by the GM at 21:14, Fri 16 Aug 2019.
Gloria Flake
2IC, 306 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 16 Aug 2019
at 22:13
  • msg #618

Re: The First trip of Jean Bart

OK, we do the fuel swap trick to get us up to full and jump capable as soon as possible.
Still looking at Dishushahig as next jump location. We'll go for the outside of the outer GG and hope to slide by.
Fate
GM, 2766 posts
Roll for dodge!
Tue 20 Aug 2019
at 06:02
  • msg #619

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 618):

You plan your next jump to Dishushashig, a system with just 2 gas giants, one of which has a colony on a moon, seems sound. Both ships arrive at the outer Gas Giant, but it would seem they are not alone there! A pair of Shamshirs and a pair of Gashiddas are at the same Gas Giant! At 350,000 miles away, they are not close, but too close for comfort all the same...

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (50% Fuel, 100% Refined, Shamshir 0% Fuel, 100% Refined, time in system: ~0 hrs)
Gloria Flake
2IC, 307 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 20 Aug 2019
at 15:35
  • msg #620

Re: The First trip of Jean Bart

OK, we do the fuel swap and get more from the  GG, we get processing and attempt to maneuver to keep our distance while not blocking our jump options. We think Amkun is the next choice to jump to.

How are these ships deployed? in one group or several?

FWIW the Map web Server is down, so I cannot see the map.
This message was last edited by the player at 15:36, Tue 20 Aug 2019.
Fate
GM, 2771 posts
Roll for dodge!
Tue 20 Aug 2019
at 20:59
  • msg #621

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 620):

They are currently a single group, and the formation tightens as it approaches. Long before you can refuel, it will approach as well, demanding you stand down and be boarded.

[OOC: Total missile storm: 48 missiles. Total point defence: 18 pulse lasers, capable of destroying 54 missiles without trying...]
Gloria Flake
2IC, 308 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 20 Aug 2019
at 21:13
  • msg #622

Re: The First trip of Jean Bart

Sigh, well we'll keep the Shamshir back a bit and work forward to engage these guys ... who is leading?  We can put the ship's boats out with a minimal crew for two more beams and two more missiles when they get close, boats go back with the Shamshir or behind it.
Bothron can fire off missiles and see if they can get some hits, we'll try and fire with them so the Vilani have lots of missiles to deal with, BUT not until they are much closer, say 40k miles or so.
Let me know what their formation is and when they are in range of the Beams.
Fate
GM, 2773 posts
Roll for dodge!
Wed 21 Aug 2019
at 04:51
  • msg #623

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 622):

It does not take long for them to reach you. The Shamshirs are leading, well, after the missile swarms you deal with. Two are dealt with by the time the are approaching range. Your reply swarm of 23 seems rather small, and is dealt with easily by their point defence. The missiles are targeting the Jean Bart, as the Terran vessel, it is clearly the more obvious target. They keep a tight formation, with the two Shamshirs flying abreast and the Gashiddas slightly behind them, one above and one below, and between them.

They let you get to 100,000 miles, before turning away, but keeping approximately the same formation, with the range falling to just 70,000 miles, just out of beam range.

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (50% Fuel, 100% Refined, Shamshir 0% Fuel, 100% Refined, time in system: ~0.2 hrs)
Gloria Flake
2IC, 309 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 21 Aug 2019
at 17:49
  • msg #624

Re: The First trip of Jean Bart

OK, a bit confused, they turned, got that, away means opening the range ... which doesn't seem to be happening.  Bring the ships boats back aboard.  The enemy is maintaining a single formation?
Beam range is 60K or 69k?  I can find all the weapon data except for space weapons in gear we know... even has space missiles.

Considering a rush forward if we can close faster than some of them can run. I know the Gashidda's are about as fast as we are ... but if their response time is slow... could also have BOTHRON race ahead a bit to attack the Gashidda's and then retreat. We'd provide missile cover.
Can't believe we have such a cowardly Vilani Admiral...  ;-)

If none of this works, we'll just hold them at 70k miles and refuel ... we can shoot down all the missiles they send.
Fate
GM, 2777 posts
Roll for dodge!
Wed 21 Aug 2019
at 20:53
  • msg #625

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 624):

Direct damage is under 'Rules Clarifications', post #5.

While in formation with the Gashiddas, they are limited to the Gashiddas' speed, which is about the same as yours.

You could have the Bothron move just into range, fire the Pulse weapons, and then retreat. But even against the 90 dDR of the Gashiddas, that will require some good shooting with a -17 range penalty, so kind of looking for some critical hits! (Skill 18+2(sAcc)+2(Computer)-17(range)= 5, just to hit...4d/2=2d damage, effective dDR of 9, so it will be lucky, but possible! I can run a few dice rolls tonight (or you can roll).

You could try to goad him, of course! Or just go and refuel until he runs low on missiles!
Gloria Flake
2IC, 310 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 21 Aug 2019
at 21:39
  • msg #626

Re: The First trip of Jean Bart

We'll go with Plan B and have Bothron go refuel while we cover them.  Then if we can, we'll go scoop some too... while Bothron withdraws some (10k miles or so).
Fate
GM, 2778 posts
Roll for dodge!
Thu 22 Aug 2019
at 07:07
  • msg #627

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 626):

As you escort the Bothron back to the gas giant, a total of 7 further volleys are launched, with the Jean Bart moving away from the Bothron briefly. However, as you do, they send the last volley of missiles in a large arc around the Jean Bart, and the Jean Bart, being further away from the missiles, is forced to race back the the Bothron in order to protect it. As such, it is better to scoop fuel together, which you do.

The Vilani patrol can just watch, frustrated, as ypu do so.

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (100% Fuel, 50% Refined, Shamshir 100% Fuel, 16% Refined, time in system: ~2 hrs)

[OOC: Point defence assumes a range of 100 miles. If you are further, remote controlled missiles can easily be sent around you at a range of 10,000 miles. Note the following range modifiers to attacks at longer range, which is what your point defence becomes.

0       75-100 miles
-2      101-249 miles
-4      250-499 miles
-6      500-1000 miles (1 k mile)
-8      1-4 k miles
-10     5-9 k miles
]

Gloria Flake
2IC, 311 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 22 Aug 2019
at 18:20
  • msg #628

Re: The First trip of Jean Bart

OK, Smart torpedoes... got it... We'll try and mainati our distance and head toward a jump point. Would jumping to a different location assist us in getting clear? Biini or Ilukin are options (we'll pass data by laser to the Shamshir for both). Iilukin is preferred right now.
Otherwise we need some way to bring these guys to task. Are there any other ships in the system?
Fate
GM, 2781 posts
Roll for dodge!
Thu 22 Aug 2019
at 19:13
  • msg #629

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 628):

The jump process is the same regardless if you jump to a nearby planet or a system 2 parsecs away: it takes a week and you still need to stop and not hoot for a round to deploy the fuel 'hyperspace bubble', during which you are vulnerable.

The system was one that was administered by Girii, a local mining operation that now seems to be deserted. There are no other ships in this system, so this is clearly a patrol. Blini is likely to have more hostiles, but yes, you probably do need to find a way to bring them to task. But they are in the same situation...
Gloria Flake
2IC, 312 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 22 Aug 2019
at 20:31
  • msg #630

Re: The First trip of Jean Bart

OK, we'll arrange to have both ships turn and rush their group, we'll let BOTHRON surge ahead a little  (249 Mi) to see if she can zing a Gashidda or Shamshir, before Bothron turns and runs back under our missile cover. It's a long shot, but the best we have. We'll all fire missiles too, so they have lots to deal with in a short as possible time. Hopefully somebody will be asleep at the controls and we can get in a few hits.
Fate
GM, 2782 posts
Roll for dodge!
Fri 23 Aug 2019
at 06:59
  • msg #631

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 630):

Ok, you are trying to get them to make a mistake. Lets do this with Dice. Tactics roll both you and them...

[Private to GM: They rolled 2 under.]
This message was last edited by the GM at 07:00, Fri 23 Aug 2019.
Gloria Flake
2IC, 313 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 23 Aug 2019
at 15:53
  • msg #632

Re: The First trip of Jean Bart


08:50, Today: Gloria Flake rolled 12 using 3d6 with rolls of 6,5,1.  Savoir-Faire (Military)  how they do things.   made by 1   Looking for someone taking his turn to follow

08:49, Today: Gloria Flake rolled 10 using 3d6 with rolls of 3,2,5.  Tactics.                                                              Made by 1


At least I am consistent ...
Fate
GM, 2785 posts
Roll for dodge!
Fri 23 Aug 2019
at 22:31
  • msg #633

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 632):

Your attempts to bring one of the slower vessels into range of the Jean Bart nearly worked, but only the Bothron, with a quick burst of speed, was able to fire their beams. At maximum range, however, they were unable to hit. The response did bring another salvo of missiles, causing the Bothron to quickly drop back into formation to deal with them.

Close, was actually a tie, have another attempt? On a success, you close the gap by margin of victory x10k. On failure, they open it by a like amount. [Private to GM: Vilani rolled 3 over tactics.]

Enemy salvos: 9

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (100% Fuel, 60% Refined, Shamshir 100% Fuel, 32% Refined, time in system: ~3 hrs)
This message was last edited by the GM at 01:26, Sat 24 Aug 2019.
Gloria Flake
2IC, 314 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 24 Aug 2019
at 02:23
  • msg #634

Re: The First trip of Jean Bart

Sure, we'll withdraw, if the follow we'll repeat the trick.



19:22, Today: Gloria Flake rolled 14 using 3d6 with rolls of 3,5,6.  Tactics. Blew it...over by 3
Fate
GM, 2786 posts
Roll for dodge!
Sat 24 Aug 2019
at 02:34
  • msg #635

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 634):

You withdraw, allowing them to open up the gap to 120,000 miles, where they seem perfectly comfortable staying.

[OOC: Actually, so do they. It was another tie! You now have a Mexican standoff. If you activate the jump drive, they will launch, and the salvo has a chance of hitting you before you jump. If you could open the gap to over 160,000, you could jump safely. Of course, they have to launch when they detect you preparing to activate the jump drive from beyond 80.000 miles. As before, you can roll Tactics competitions to close the gaps.]
Gloria Flake
2IC, 315 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 24 Aug 2019
at 03:10
  • msg #636

Re: The First trip of Jean Bart

We'll play with them a little by trying to get an asteroid, planet or GG Horizen between us so they aren't sure where we are... we'll use a recon missile as needed to keep an eye on them. If we can get a safe jump distance, we'll take it (assume all fuel is processed).
Fate
GM, 2789 posts
Roll for dodge!
Sat 24 Aug 2019
at 03:17
  • msg #637

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 636):

Ok, the recon missile has a limited range, in terms of the 1 hour long jumps we are doing at the moment. The fuel is refining, but has not completed (note below). In general, we can grant a +1 to the tactics roll for the use of stellar objects, but to see how successful they are, you would need to roll, or role play it. Both would be equally hard, given that you are up against intelligent opponents skilled in hunting pirates...

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (100% Fuel, 70% Refined, Shamshir 100% Fuel, 48% Refined, time in system: ~4 hrs)
Gloria Flake
2IC, 316 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 24 Aug 2019
at 03:26
  • msg #638

Re: The First trip of Jean Bart

The recon missile is just a tool, one which I think we have and they don't.
Obviously can't jump until we have 100% fuel in the Shamshir. Docking would be unwise.
We'll play cat and mouse, looking for an advantage.

Gloria did a bit better this time
20:25, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,1,4.  Tactics. Success by 2
Fate
GM, 2790 posts
Roll for dodge!
Sat 24 Aug 2019
at 03:34
  • msg #639

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 638):

Oh, now I roll the good rolls...they nearly got a crit!

The Vilani vessels manage to hold the range at 120,000 as they round the planet, splitting up half and half to meet around the other side just as they meet with you again, denying you the opportunity to take advange of them splitting up.

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (100% Fuel, 80% Refined, Shamshir 100% Fuel, 66% Refined, time in system: ~5 hrs)
Gloria Flake
2IC, 317 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 24 Aug 2019
at 03:46
  • msg #640

Re: The First trip of Jean Bart

We carry on and keep trying to fox them, all the while acknowledging their skill.



20:44, Today: Gloria Flake rolled 11 using 3d6 with rolls of 5,2,4.  Tactics.  skill is 11 ... is she learning anything ;-)  Obviously she needs to put points here when points are awarded, as she has had a few good lessons.
Fate
GM, 2792 posts
Roll for dodge!
Sat 24 Aug 2019
at 04:24
  • msg #641

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 640):

[OOC They rolled a natural 17! Perfect timing!]

Swinging around the planet, Gloria thinks she will try to separate them one again. This time, she doubles back on one side.

The result could not be better. The Vilani patrol, as before split up, but this time two ships find themselves right in front of Gloria's Beams! Your gunners, unlike theirs, are ready and pour precision shots into both enemies, crippling the Shamshir by destroying the Power plant, Maneuver drive and Communications array, as well as destroying the Gashidda's primary power plant.

They do return fire, and your hull is raked by pulse laser fire, causing some damage, though it is minor.

Oddly, both can still shoot, though the Shamshir has serious problems getting enough power to do so as often. They appear to be attempting to effect repairs.

The other pair of vessels comes around the planet and immediately forms up to defend them against your next swarm of missiles, which they do effectively, but in doing so, all ships are now around the stationary Shamshir, giving you complete control over your range!

90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (100% Fuel, 90% Refined, Shamshir 100% Fuel, 83% Refined, time in system: ~6 hrs)
Gloria Flake
2IC, 318 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 24 Aug 2019
at 17:51
  • msg #642

Re: The First trip of Jean Bart

Lets get inside 29k miles and get the operational Shamshir knocked out, then redistribute firepower to get the undamaged Gashidda and other ships. I do want a turret or two as available to shut the other Shamshir down, then the damaged Gashidda.

Bothron assists in this by prioritizing the Shamshir and full up Gashidda.  Missiles at the damaged ships.

Broadcast ships that surrender and deploy their life boats will be spared.
Fate
GM, 2795 posts
Roll for dodge!
Sat 24 Aug 2019
at 23:46
  • msg #643

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 642):

You pull away from the damaged vessels and head towards the intact ones, opening up the range to the damaged ones to 12,000 miles and closing the range to the others to 16,000 miles. As you pull away, you launch your missiles at the damaging ones, and they rake your vessel with Pulse laser fire, but the pulse lasers, despite hitting you countless times, fail to penetrate significantly, again doing minor damage.

For your part, six of your turrets targeted the undamaged Shamshir, taking out the Maneuver drives but failing to inflict enough damage to take out the power plant. However, the last 2 turrets targeting the Gashidda were able to do significantly more damage, crippling the vessel.

The Bothron, meanwhile, targeted the originally damaged Gashidda, hitting the Maneuver drive so often the engine engine bay was destroyed, crippling the ship. [Secret to Gloria Flake: 2 Gashiddas down to -1 dHp exactly...what are the chances??]

With two ships suddenly disabled, and a third ship immobilized, they strike up comms.

"Let us collect survivors, barbarian, and take them back to the planet in the one ship capable of flying, and we will leave you to your piracy."

Jean Bart dHP: 41/80
90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (100% Fuel, 90% Refined, Shamshir 100% Fuel, 83% Refined, time in system: ~6 hrs)
Gloria Flake
2IC, 319 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 25 Aug 2019
at 03:10
  • msg #644

Re: The First trip of Jean Bart

A bit late to suddenly want to play nice, don't you think? surrender... everyone into the assault shuttles and head for the planet.  Run or try any offensive maneuver and we'll finish this battle. And for your information this is a Terran warship, not a pirate.  What's it going to be? You have 20 seconds.
Vilani Patrol
NPC, 48 posts
Sun 25 Aug 2019
at 03:45
  • msg #645

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 644):

There is considerable pause, maybe 15 seconds, but it sure feels like a minute.

"You will allow all to leave, AND provide medical attention to any who are not dead, AND allow us to take the bodies of those who are?"

They begin to investigate the damage to the crippled ships.
Gloria Flake
2IC, 320 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 25 Aug 2019
at 18:39
  • msg #646

Re: The First trip of Jean Bart

You may leave on assault shuttles. leave all ships as they are. Blow them up and we'll blow you away.  Comply with our instructions and you may proceed in peace to the planet, we will do all we can for the injured and return them and as many bodies as we can, we will leave those we cannot bring in,  in ships where you can recover them, we have limited space.

Get a boarding crew together with a group capable of crewing the undamaged Shamshir. Bothron covers the two ships first damaged.
Fate
GM, 2798 posts
Roll for dodge!
Sun 25 Aug 2019
at 21:00
  • msg #647

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 646):

There is reluctance, but they do comply. Almost. You notice that they are gathering the bodies of the dead and injured, rather than leaving them behind.
Gloria Flake
2IC, 321 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 25 Aug 2019
at 22:26
  • msg #648

Re: The First trip of Jean Bart

We won't fight that but put a cutter out to the undamaged SHAMSHIR.  We'll keep that one under close watch.
I assume all three damaged ships are evacuating?
Fate
GM, 2799 posts
Roll for dodge!
Mon 26 Aug 2019
at 06:31
  • msg #649

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 648):

All ships are damaged, with the two Gashiddas crippled (ie no systems working) and one Shamshir has no power, but has systems running on backup supplies. The remaining Shamshir has a destroyed maneuver drive, but can move around at half speed (Not sure of the details, but that is what the book says for this type of damage). All four ships are being evacuated, and will be empty within an hour, by which time you will finish refining fuel.

Jean Bart dHP: 41/80
90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (100% Fuel, 100% Refined, Shamshir 100% Fuel, 100% Refined, time in system: ~7 hrs)
Gloria Flake
2IC, 322 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 26 Aug 2019
at 14:45
  • msg #650

Re: The First trip of Jean Bart

Can we fix/replace the power supply from one of the other ships?  I'm looking to make one of the SHAMSHIRs jump capable.
Fate
GM, 2801 posts
Roll for dodge!
Mon 26 Aug 2019
at 20:34
  • msg #651

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 650):

Since it is the Maneuvre drive rather than the power plant that is smashed, you are reduced to half speed (2.5 G), and require a roll to get to the right jump position, (-4 penalty to Navigation (Space) roll) but it is jump capable.

Spare parts from the other ships may well assist in repairing it, but it will take hours. Maybe days...
Gloria Flake
2IC, 323 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 26 Aug 2019
at 23:19
  • msg #652

Re: The First trip of Jean Bart

OK, anything we can do quickly to make it safer to jump?  Better computers etc?
I want to put a crew on it and try and bring it along.

We'll go through the other ships, then blow them up... we'll pull safes, computer drives and anything else of value, including any spare parts for SHAMSHIRs

We'll go to Illukin and then evaluate Arsha or 2231
Fate
GM, 2803 posts
Roll for dodge!
Tue 27 Aug 2019
at 07:12
  • msg #653

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 652):

You are able to go through the other three ships and empty the safes, taking valuables worth a meagre $200,000 Solars in total. However, you are able to manage to salvage considerable tools and spare parts, including a lot of missiles (reloading both Shamshirs, just!) and up to 10 pulse lasers. No working fusion plants, however, and no small craft. Unless you take the time to get those left on the planet, if any. But the time taken is enough to get the Maneuver drive working, if barely. But enough to jump. Just not so good at running...

Meanwhile, the transport takes off from the planet while you are involved, just after the small craft landed. Being some distance away, it is able to run for a jump point and depart. You, meanwhile, make copies of the new Jump Tapes, and are ready to depart with your escorts...

Jean Bart dHP: 41/80
90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+8.48(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
08 Dec 2175
Dishushashig (100% Fuel, 100% Refined, Shamshir 100% Fuel, 100% Refined, time in system: ~10 hrs)
Gloria Flake
2IC, 324 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 27 Aug 2019
at 15:53
  • msg #654

Re: The First trip of Jean Bart

Ah well, can't do everything... we jump to Ilukin... there we'll refuel, and see if we can patch up the new Shamshir enough to make it reliable.
As soon as we have full fuel, we'll head to Arsha, both ships get computer updates to the outer gas giant and the same for Ugemiriika and Lishuni. at Lishuni we'll come in at the normal starport entry location and broadcast our peaceable intent.
Fate
GM, 2805 posts
Roll for dodge!
Tue 27 Aug 2019
at 20:24
  • msg #655

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 654):

Putting your best mechanic on the new vessel, the Boron, according to it's records, you manage to give him a week in hyperspace to effect repairs. Setting course for Ilukin, you depart with three vessels, destroying the shells left of the others. The repairs effected in hyperspace effectively use most spares, but restore reliability to the drive, though it is limited to 4G.

Ilukin is also uninhabited, so you are able to refuel without challenge and set course for Arsha. At this time, Arsha is still populated by fol loyal to Girii, and another week later you arrive at that planet.

A small patrol, meets you. 4 Shamshirs approach, hailing the Bothron.

"Lemrukiri patrol, we are at peace with Terra. Provide evidence for their capture or release them. You are outnumbered."
Gloria Flake
2IC, 325 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 27 Aug 2019
at 23:46
  • msg #656

Re: The First trip of Jean Bart

And Terra is at peace with you, the two SHAMSHIRs are my prizes... with my crews aboard. We are glad to see you.
Fate
GM, 2808 posts
Roll for dodge!
Wed 28 Aug 2019
at 09:36
  • msg #657

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 656):

Your response causes some obvious confusion.

"One Terran captured two larger vessels? Excuse our distrust, but in that case may we send a small party across to each of the vessels to confirm this?"
Gloria Flake
2IC, 326 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 28 Aug 2019
at 15:48
  • msg #658

Re: The First trip of Jean Bart

A small vessel, yes, and assault shuttle would be a concern. They were captured one at a time and the first helped capture the second.
Vilani Patrol
NPC, 49 posts
Thu 29 Aug 2019
at 06:35
  • msg #659

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 658):

"What way would be acceptable for you or us to put persons on board to validate your claims then? Docking with a functioning warship to capture it still seems unlikely...to do it twice even more so."
Gloria Flake
2IC, 327 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 29 Aug 2019
at 19:57
  • msg #660

Re: The First trip of Jean Bart

Actually we are willing to have you verify the status of each, would you like us to send a ships boat over to pick up your inspectors?
I just get nervous when folks want to dock assault shuttles, as that has helped us get at least one of these two.

Vilani Patrol
NPC, 50 posts
Thu 29 Aug 2019
at 20:08
  • msg #661

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 660):

"We understand. That would be quite acceptable."

You send over small craft to pick up their inspectors, who do ask a lot of questions, particularly aimed at identifying just how you managed this, and how you were then able to get the vessels here. They are also interested in previous activities in Vilani space...
Gloria Flake
2IC, 328 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 29 Aug 2019
at 20:20
  • msg #662

Re: The First trip of Jean Bart

WE'll give them an over view with few details until we know more about who we deal with. Take them to both Shamsirs and then to JEAN BART. Tell them we'd like to bring these in for whatever repairs/ fix ups they need for future use.

We at a minimum would like verifiable records of our captures for Terran military purposes, and wouldn't mind presenting both ships to them.

We keep all classified date and valuables for the moment.  [Does Gloria know that the forces of Girii are sided with the Terrans? I expect running into AK enterprises would let her know that.]
Vilani Patrol
NPC, 51 posts
Thu 29 Aug 2019
at 20:34
  • msg #663

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 662):

Gloria is aware of friendship with Terrans, but not aware of any formal agreement as there is none. But these folk will inform her of the close relationship with Kalishnikov Enterprises, a Terran ship design company with an office on Girii. They will also inform you of raids on Nunsku, but have little else to report. They recommend heading back to Iishuni via Ugemiriika, and offer to escort you to that end.

Jean Bart dHP: 41/80
90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+7.22(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $507,000
23 Dec 2175
Arsha (50% Fuel, 100% Refined, Shamshir 0% Fuel, 100% Refined, time in system: ~0 hrs)
Gloria Flake
2IC, 329 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 29 Aug 2019
at 20:54
  • msg #664

Re: The First trip of Jean Bart

We would appreciate that to avoid any misunderstandings.  Does Kalishnakov have offices in Iishuni? One of our captures is moving rather slowly, so we will not be able to move as quickly as you can.


Does Gloria have money to repair the Shamshir? Not sure whether she would need to bring these all the way back to Ceti-Command for credit on the ships and her records, or could just sell them off on behalf of the Government. I suspect they could be made into more useful ships by AK Industries. We'll use AK Industries as our go between with the local government as they are recognized by the Terran Government.
Vilani Patrol
NPC, 52 posts
Fri 30 Aug 2019
at 11:27
  • msg #665

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 664):

"Kalashnikov only has an office on Girii at the moment, so we can travel there if you prefer..."
Gloria Flake
2IC, 330 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 30 Aug 2019
at 15:20
  • msg #666

Re: The First trip of Jean Bart

That would be fine then, I am much less worried about being seen as a hostile raid with you escorting us.
Vilani Patrol
NPC, 53 posts
Fri 30 Aug 2019
at 22:36
  • msg #667

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 666):

You refuel from the gas giant as discussions continue.

"Very well. If we encounter hostile ships, do you mind if you take command so we can observe your tactics? Clearly you have been more successful than us in dealing with them...we would benefit from your experience."

Jean Bart dHP: 41/80
Accompanying vessels: Bothron, Boron, 4x Shamshir
90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+7.22(Shamshir)/36 dTons (0.63 dTons/week)
Cash: $707,000
23 Dec 2175
Arsha (100% Fuel, 60% Refined, Shamshir 100% Fuel, 16% Refined, time in system: ~1 hrs)
Gloria Flake
2IC, 331 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 30 Aug 2019
at 23:30
  • msg #668

Re: The First trip of Jean Bart

I will try, but I too keep learning as the Vilani adjust slowly to what we do...
Vilani Patrol
NPC, 54 posts
Sat 31 Aug 2019
at 00:29
  • msg #669

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 668):

"Understood. The jump to Seru has met with a number of raids from Lemrukiri. You ready to head back directly then, or should we take a more roundabout route?"
Gloria Flake
2IC, 332 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 31 Aug 2019
at 04:40
  • msg #670

Re: The First trip of Jean Bart

You know best  which route to take, we are ready to go.
Fate
GM, 2818 posts
Roll for dodge!
Sat 31 Aug 2019
at 05:19
  • msg #671

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 670):

The seven of you form up, and using their jump data you set course for Seru, and then Girii. Your engineers work tirelessly during the time in hyperspace, fixing up considerable damage. While not in perfect condition, by the time your hyperspace alarms sound, you are in much better shape, as are the Shamshirs.

Which is just as well. As you exit hyperspace, 4 ships appear on your screens: 2 Kargash and 2 Shamshir. They form up and move towards you.

"Terran Pirates, we have caught you at last. As if that was not enough, now we also have evidence that Girii is actively assisting pirates. You have made my day...but now a few puny escorts face a couple of real warships. Surrender or die...we get the glory either way."

Jean Bart dHP: 61/80
Accompanying vessels: Bothron, Boron, 4x Shamshir
90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+6.59 (Shamshir)/36 dTons (0.63 dTons/week)
Cash: $707,000
30 Dec 2175
Seru (50% Fuel, 100% Refined, Shamshir 0% Fuel, 100% Refined, time in system: ~0 hrs)
Gloria Flake
2IC, 333 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 31 Aug 2019
at 18:55
  • msg #672

Re: The First trip of Jean Bart

To the Girii Shamshirs - Have each of your ships target a different ship with Missiles, we will attack one Kargash and hope to overload it's defenses. We will hold fire and fire all at once at about 50k miles, then repeat the launch again as soon as we can...hopefully we can switch to the other Kargash then. The Shamshirs will go quickly after that. Everyone shoots down as many of the enemy missiles as possible, in case someone misses one.

To Bothron and Boron - we will all fire our missiles at once at the left Kargash on my command.


( hopefully 51 Missiles will overload the dickens out of the Kargash's ability to dispatch them, with other ships having to swat 15 apiece. We will repeat on the next Kargash as soon as the first is hors de combat.)

No sign of the e-mail <joneil(at)icloud.net> ...
Vilani Warship
NPC, 11 posts
Sun 1 Sep 2019
at 00:35
  • msg #673

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 672):

The other Shamshirs forms a close formation with you as the lead, and on your direction, fire their missiles in the same swarm, as they have been trained to do. Next, you shoot down the incoming swarm, easily, as your own swarm overloads the meager defences and smash home on the cruiser hulls, tearing them apart in rather spectacular but grim fashion. It appears they underestimated your skills in point defence...

Jean Bart dHP: 61/80
Accompanying vessels: Bothron, Boron, 4x Shamshir
90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+6.59 (Shamshir)/36 dTons (0.63 dTons/week)
Cash: $707,000
30 Dec 2175
Seru (50% Fuel, 100% Refined, Shamshir 0% Fuel, 100% Refined, time in system: ~0 hrs)

[Private to Gloria Flake: Not sure, but still trying to go through???
This message was created automatically by mail delivery system.  THIS IS A WARNING MESSAGE ONLY.  YOU DO NOT NEED TO RESEND YOUR MESSAGE.  The original message was received at Fri, 30 Aug 2019 22:55:50 -0700 from carship@zoho.com [carship@zoho.com
]  ----- The following addresses had fatal errors ----- [Status: DOMAIN_NOT_RESOLVED, Address: <joneil@icloud.net>, DOMAIN_NOT_RESOLVED]  Message will be retried for 4 more day(s)  Reporting-MTA: dns; mx.zoho.com Arrival-Date: Sat, 31 Aug 2019 15:10:42 +1000 Original-Recipient: rfc822; "joneil" <joneil@icloud.net> Final-Recipient: rfc822; joneil@icloud.net Status: 0 Action: failed Last-Attempt-Date: 31 Aug 2019 05:55:50 GMT Diagnostic-Code: ----- Transcript of session follows ----- ]
Gloria Flake
2IC, 334 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 1 Sep 2019
at 01:48
  • msg #674

Re: The First trip of Jean Bart

OK, I'll wait... not sure why it's doing that though..

Do any of the ships survive and surrender?
We will search the hulls for artifacts and survivors. Remove anything of value, all safes and Hard drives. then suggest we move on to Girii.
Do the Folks escorting us want the hulls left to be recovered or do they want them destroyed?
Fate
GM, 2821 posts
Roll for dodge!
Sun 1 Sep 2019
at 05:28
  • msg #675

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 674):

The two Shamshirs initially try to run, but at just 80,000 miles, they quickly realize they are not about to outrun the swarm that the other 4 friendly warships have thrown at them. Their quickly offered surrender is accepted, and the other vessels move in to take possession of the vessels. In the ensuring capture, you are asked if you can take a number of the 112 prisoners that have been captured, even as two of the other Shamshirs begin t go through the wreckage of the cruisers. They take what can be recovered to the planet, storing all missiles and weapons, and capturing what information can be captured. It becomes apparent that a large strike is planned at some point, though the details are yet to be finalized.

The following day, New Years day, you set off for Girii. Your vessel has been very busy and has taken some damage, but the economic damage inflicted is far out of proportion to your vessels capabilities. Two entire units of Kargash have been assigned to hunting you, one from Apishlun and one from Shululsish. For a $700 ship to keep 50 Billion solars worth of warships busy, not including the Shamshirs and Gashiddas normally assigned to hunting pirates, that has to be considered quite an achievement.

But the crew is tired. Apart from the few days they had on Alizarin in the middle of the year, they have spent almost the entire year behind enemy lines. Technically, they still are, but with the two Shamshirs you helped capture, and the two Kargash you helped destroy, relations here are rather warmer than pretty much anywhere else in the Empire.

The AK officials you seek out on Girii are not hard to find. They do not have any extra funds, but they suggest selling the good Shamshir in order to cover costs of modifying the damaged one as well as servicing the Jean Bart. They may even be able to make some modifications, taking the plasma weapons you had with the intention of putting them on the damages Shamshir. They recommend a common dissident design, as it is not entirely new nor distinctly Terran.

Dissident Shamshir, Boron, Upgrade cost 500 Million Solars, 6 months or work with everything else happening at the moment, 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

Regardless, they suggest that you service the Jean Bart, perhaps loosing one of the ships boats and the two laboratories to put in an extra propulsion engine and Fusion plant to get your speed up to 4.9G. This would cost and extra $250 million and take 2 months (crew accommodation costs included), reducing your cargo capacity to 144 missiles and 14.3 dTon of supplies, but the extra speed would put you only marginally slower than Shamshirs. For a change. Actually, you would have the same speed, 5 G, with only half your fuel, ie straight after a jump.

This would be on top of the basic overhaul and service, which will cost $70 million, and take two weeks regardless.

The Bothron, in this economic climate, would sell for $850 million solars in it's current condition.

Jean Bart dHP: 61/80, Boron, Bothron
90 Missiles, 72 Sandcasters + 120 missiles (Shamshir hold)
Supplies: 22.21+6.59 (Shamshir)/36 dTons (0.63 dTons/week)
Cash: $707,000
07 Jan 2176
Girii (50% Fuel, 100% Refined, Shamshir 0% Fuel, 100% Refined, time in system: ~0 hrs)
This message was last edited by the GM at 05:53, Sun 01 Sept 2019.
Gloria Flake
2IC, 335 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 1 Sep 2019
at 18:19
  • msg #676

Re: The First trip of Jean Bart

The BORON upgrade sounds quite good, if the hanger were to be reduced to 60 tons, could they also fit a light missile array in it?
We'll sell BOTHRON to finance the work, then sell BORON (or not) when she is updated.
I encrypt my report of mission/ships log/Accomplishments and captures. Include information on what modifications I have authorized and send it all back to Terran Naval Authorities at alizarin or Ceti-Command or where ever they are. We will include all intelligence gathered as well ... likely a fair sized foot-locker.

We'll put the crew on a reduced schedule, with as liberal a leave policy as we can, given the needs to the ship repairs and updates. We'll need to add some sort of external connectors for additional ships small craft, as one boat can't carry the crew. Perhaps indented locations for two 20 ton Life Boats/Launches from Traveler.

Lifeboat CraftID: Hull:
Power: Loco:
Commo: Sensors:
Off/Def: Control:
Launch, TL 12, MCr9.08
18/45, Disp=20, Config=1SL, Armor=40G, Unloaded = 120tons, Loaded = 180tons
1/2, Fusion =200Mw,
Duration = 30/90
1/2, Maneuver = 1,
Cruise = 750kph Top = 1000kph Agility = 6
Radio = System
PassiveEMS = Interplanetary, ActiveEMS = Planetary, ActObjScan = Diff, ActObjPin = Diff, PasEngScan = Rout
HardPoints = 1, DefDM = + 10 Computer = 2 x 3,
Panel = holodynamic link x 420, Special = HeadsUp, Environ = basic env, basic Is, extend Is, grav plates, inertial comp
Crew = 2 (Bridge Engineer = 1, Commander = 1)
Seats=roomy x 6
Cargo = 54 kliters, Fuel=70kliters, ObjSize= small,
EMLevel= faint
Lifeboat, TL 12, MCr10
18/45, Disp=20, Config=1SL, Armor=40G, Unloaded = 120tons, Loaded = 180tons
1/2, Fusion =200Mw,
Duration = 30/90
1/2, Maneuver = 1,
Cruise = 750kph Top = 1000kph Agility = 6
Radio = System
PassiveEMS = Interplanetary, ActiveEMS = Planetary, ActObjScan = Diff, ActObjPin = Diff, PasEngScan = Rout
HardPoints = 1, DefDM = + 10 Computer = 2 x 3,
Panel = holodynamic link x 420,
Special = HeadsUp, Environ = basic env, basic Is, extend Is, grav plates, inertial comp
ACCOM - Crew = 2 (Bridge Engineer = 1, Commander = 1)
Seats=cramped x 4, ELB x 24
Cargo = 0 kliters, Fuel=70kliters, ObjSize= small, EMLevel= faint
Fate
GM, 2822 posts
Roll for dodge!
Sun 1 Sep 2019
at 20:35
  • msg #677

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 676):

The problem for the changes to the Jean Bart is that there is a significant shortage of internal space, and small craft on the outside of the hull are susceptible to attacks and stresses during maneuvers and hyperspace flight causing the mountings to break and the vessel to come free. Hence, it is not usually done.

With the Boron, bay weapons such as Missile arrays take up eternal hull space and as such displace turrets, 8 in the case of the Light Missile array, limiting how much can be carried by vessels of such size. The twin heavy turrets make that impossible on a vessel of this size.
Gloria Flake
2IC, 336 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 1 Sep 2019
at 20:42
  • msg #678

Re: The First trip of Jean Bart

In reply to Fate (msg # 677):

Re Boron... yes, unacceptable ... just a thought.

Re JEAN BART ... Yup, squeezing a quart into a pint jar... it was a thought.
I guess they really need to do a DASTAVKA style extension, which would be quite expensive.
One ships boat is a concern, although the gains are significant and desirable.
Fate
GM, 2823 posts
Roll for dodge!
Sun 1 Sep 2019
at 20:43
  • msg #679

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 678):

Yep. Go with it, or stick with the standard?
Gloria Flake
2IC, 337 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 1 Sep 2019
at 20:54
  • msg #680

Re: The First trip of Jean Bart

In reply to Fate (msg # 679):

We'll go with it, but will see if we can get someone to finance the extension of the ship to restore some balance in the future.
Fate
GM, 2824 posts
Roll for dodge!
Mon 2 Sep 2019
at 07:33
  • msg #681

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 680):

At your discussion about extending the ship, the AK engineers go away and do some calculations. They come up with the idea of adding the bigger engine by extending it OUTSIDE of the hull, and then entending the engineroom and fuel tanks to suit. They still need to remove the ships boat to fit in the larger fusion plant to power the engine, but they are able to increase the armour, at least to be the same as the Gashiddas, and still get you to 5G. It will be more expensive, however, essentially taking up all the spare change, and calling in a few favours to boot. Starting work on the anuall service only, they present you the option next day and ask your thoughts.

Sale of Bothron:          $850 Mill

Upgrade or Boron:        -$500 Mill

Service of Jean Bart:    -$0.70 Mill (0.1% of the initial cost of the vessel, my bad)

Upgrade, extending engine:      -$349.3 Mill

Removal of Ships Boat and 2 Laboratories, upgrading maneuver drive and fusion plant, and extending fuel tanks and hull and armour to cover increase in size, this will take at least 4 months due to the nature of the work involved. Due to the extensive nature of changes they agree to include the service costs if you want to go ahead with this modification.

New ship specifications would look like:

Jean Bart 875.6 dTon Needle/Wedge, Service cost: $85,000
(5G/Move:3796, dDR:90, dHP: 88, dTons of Cargo Space: 23, SM:+10)
Weapons: 16x Beam, 6x Missile, 2x Sandcaster, Crew:145

They also suggest that they could find a crew for the Boron. There are, of course, other option for the ships boats. Most of the Kalishnikov designs could be purchased or made here, and any one would fit in the docking point.

90 Missiles, 72 Sandcasters + 120 missiles
Supplies: 28.8/36 dTons (0.63 dTons/week)
Cash: $707,000
07 Jan 2176
Girii (0% Fuel, 100% Refined, Boron 0% Fuel, 100% Refined, time in system: ~0 hrs)
This message was last edited by the GM at 07:53, Mon 02 Sept 2019.
Gloria Flake
2IC, 338 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 2 Sep 2019
at 18:34
  • msg #682

Re: The First trip of Jean Bart

All these changes look very promising. I am concerned that there is not enough boat(s) to remove the entire crew were that ever necessary, I understand that it is an unlikely situation, but no one should feel like they will be left behind. Could docking slips like DASTAVKA had be applied? Say for two of those 20 ton life boats or something else? They are also useful should we have to send a Boarding party aboard a captured ship, where the 48/50 passenger content of the ships boat is a plus.

As for BORON, once it is rebuilt, we may sell it if we can't crew it. It's going to be a very capable ship, but I can't do it all with what funds and crew I have. My current crew is 125. Where we will find 20 trust worthy crewman is debatable.

The 4 months off line will allow the crew some rest as there willl be times when they can't be aboard, later we'll need to do some training to learn the new power plant  and it's operation. Hopefully it will not be too vulnerable located outside the hull.
Fate
GM, 2828 posts
Roll for dodge!
Mon 2 Sep 2019
at 20:36
  • msg #683

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 682):

There is one of the ships boats options that can carry 100 persons in a low berth, that could be fitted with emergency low berths to carry twice that. However, that would leave you without a boarding vessel. The only other option is to travel with the Boron, and have that vessel carry the boarding vessel. Anything else would require much more extensive modifications, which would be beyond your budget, and could blow out the timeline by many months.

Finding reliable crew while fighting Girii is relatively easy...there are many Kimashargur here who would be interested. Girii is a big world, and you have had a successful trip.

[Private to GM: Speaking of which, Gloria would have 4 cp to spend from the trip...]
Gloria Flake
2IC, 339 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 2 Sep 2019
at 22:12
  • msg #684

Re: The First trip of Jean Bart

But Vilani Agents are probably as thick as fleas too ... we'll vet them carefully.

If Traveling with Boron, we'll relay on it to carry extra boats in case we need them, we'll keep the Ship's Boat for Boarding.
Fate
GM, 2830 posts
Roll for dodge!
Tue 3 Sep 2019
at 07:19
  • msg #685

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 684):

It is may by the time your vessel is ready. The regular ships boat and the extra military ships boat from your changes are put aside to go aboard the Boron when it is finished in another two months, but funds are starting to diminish. Further, news has arrived from Terra. In March, you received news that Nusku had fallen, and the day before you are scheduled to leave, you receive news of the Armistice between Terra and the Ziru Sirka.

Vetting the new recruits is a complicated task, but there are a couple of Terran intelligence agents, including some aboard your vessel, who are of great assistance. One can never be sure, but you think you have done a reasonable job in hiring 60 new members for both vessels. Your intelligence agents (3 of them) suggest that they be spread amoung both vessels to facilitate no troubles.

Concerned with the growing hostility of Lemrukiri and increasingly Shululsish, you are requested to attend a meeting with a local military official. Assuming you attend (they have treated you well so far) you and your command officers are calling into a rather non-descript conference room. Do you want to RP the meeting, or fast forward it?

90 Missiles, 72 Sandcasters + 120 missiles
Supplies: 28.8/36 dTons (0.63 dTons/week)
Cash: $707,000
10 May 2176
Girii (0% Fuel, 100% Refined, Boron 0% Fuel, 100% Refined, time in system: ~0 hrs)
This message was last updated by the GM at 07:21, Tue 03 Sept 2019.
Gloria Flake
2IC, 340 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 3 Sep 2019
at 16:22
  • msg #686

Re: The First trip of Jean Bart

We can blitz through it unless there are significant issues ... we'd probably need to have Lemrukiri and or Shululsish declare war on Terra to be able to Participate legally. BORON could be used as a ship registered in Girii. we could do escort missions and check on the pirates.
Kimashargur Administrator
NPC, 25 posts
A high ranking Vilani
Kimashargur
Tue 3 Sep 2019
at 20:32
  • msg #687

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 686):

Basically he wants to hire you with paperwork, to assist in what appears to be a looming war with Lemrukiri as mercenary privateers acting for Girii.
Gloria Flake
2IC, 341 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 3 Sep 2019
at 21:04
  • msg #688

Re: The First trip of Jean Bart

As a Terran warship, I am not empowered to do that, much as I might like to. I wish that I had contact with my superiors, they might be able to authorize it's sale to Girii.


OOC- any diplomatic missions coming?
Kimashargur Administrator
NPC, 26 posts
A high ranking Vilani
Kimashargur
Wed 4 Sep 2019
at 07:28
  • msg #689

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 688):

"We understand. There is an official Terran government office on Ceti-Command. Perhaps it would be worth heading down there to check with them? Any help would be appreciated, and probably in Terran interest in the long term."

[OOC: That round trip would take 4 months and 20 days, minimum. Probably 5 months when you factor in the discussions.

Raiders are not really choice to do diplomatic missions, since any successful ones, including yourselves, would be considered pirates by the Ziru Sirka. Indeed, that is the thinking behind Girii's offer. What sort of diplomacy were you thinking of?]

90 Missiles, 72 Sandcasters + 120 missiles
Supplies: 28.8/36 dTons (0.63 dTons/week)
Cash: $707,000
10 May 2176
Girii (0% Fuel, 100% Refined, Boron 0% Fuel, 100% Refined, time in system: ~0 hrs)
Gloria Flake
2IC, 342 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 4 Sep 2019
at 17:21
  • msg #690

Re: The First trip of Jean Bart

I wasn’t thinking of diplomacy, I was thinking that ambassadors have vast powers.
Kimashargur Administrator
NPC, 27 posts
A high ranking Vilani
Kimashargur
Wed 4 Sep 2019
at 20:21
  • msg #691

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 690):

"Ah, can you elaborate?" Vilani are hidebound...
Gloria Flake
2IC, 343 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 4 Sep 2019
at 22:34
  • msg #692

Re: The First trip of Jean Bart

A Terran ambassador could gift the ship or pledge it's support in any number of ways. I am sure they would not want to reignite the recent war, but if the two aggressive states within the Ziru Sika were to do something to declare war, they would be outside Vilani law... Snatching Terran traders is likely one way to instigate this rift in Vilani solidarity.  If we escorted such traders and had to defend them ... it would create issues.
That said, I will head to Ceti-Command right away for a clarification on our status.



OOC- Ambassadors have rather far reaching powers at times; other times they are very constrained by their instructions.  Presumably an ambassador to Girii to negotiate trade could do things to protect Terran trade ... I'll use 1940 in the Atlantic as an example of a nation (the US) acting rather far beyond what would be considered neutral. Terra could create such an arrangement with Girri and other 'friendly' planets.
Kimashargur Administrator
NPC, 28 posts
A high ranking Vilani
Kimashargur
Thu 5 Sep 2019
at 10:08
  • msg #693

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 692):

"You cannot do contract work for us, but you could gift the ship to us? Are you a Terran ambassador, though, with diplomatic rights? As I understand, te Terrans asked for the armistice, so the Vilani, particularly the local ones, do not seem adverse at all about re-igniting the war if you are seen as breaking the Armistice conditions.

Do not get us wrong. We are sure that Girii is acting within the law, but for them to declare war on us, they have to present a strong case that we are not. Such cases are often decided by a military conflict, but both sides must remain bound by Vilani law or the weight of the rest of the Empire will come down on them. Our conflicts, therefore, are not outside of Ziru Sirka law.

Perhaps you are right. It might be best to clarify what you can do with your command if you are a military vessel...
"

[OOC: Just let me know if you want to do anything before you go. Else, you can skip straight to Ceti-Comand...unless rolls indicate a contact at Seru or Arsha.]
Gloria Flake
2IC, 344 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 5 Sep 2019
at 16:22
  • msg #694

Re: The First trip of Jean Bart

OK, First we upgrade both ships.
Then we depart for Ceti-command with BORON.

We will avoid Seru and go around to Arsha and out via 2321 and thence straight to HQ
Fate
GM, 2837 posts
Roll for dodge!
Thu 5 Sep 2019
at 20:27
  • msg #695

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 694):

Boron will be another 2 months. It would be done in time for your return. Going around Seru will add another 2 weeks to your trip. Say extend to 5 months...7 months if you wait for the Boron...
Gloria Flake
2IC, 345 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 5 Sep 2019
at 21:01
  • msg #696

Re: The First trip of Jean Bart

OK, so is our previous escort going back out ;-)
We'll take the quicker route ... hopefully quicker.
I assume JEAN BART has been repaired/rebuilt?
Fate
GM, 2838 posts
Roll for dodge!
Fri 6 Sep 2019
at 04:27
  • msg #697

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 696):

The previous vessels will be doing patrols on a regular basis, so you can pass out with them to Arsha, with an estimated return date of 02 October 2176. Jean Bart has been extended with the new specifications as per the 'Players Ships' thread...5G and a little extra armour, but just one ships boat.

However, during the refit, on the 10 Apr 2177 Lemrukiri declared that Girii leadership was illigitimate and in breach of Ziru Sirka Policy by constructing a new design of vessel. Two new cruisers designed by Kalishnikov (Export Cruisers) and built at Iishuni in secret are attacked there by a Lemrukiri fleet of 1 Command Cruiser, 50 Kargash and 100 Shamshirs. Fortunately, the shipyards have just launched the second cruiser, and the two cruisers, together with the wing of 5,000 fighters, destroyed the fleet, with only 10 Kargash escaping!

Hostilities remain, however, and both sides take regular snipes at each other. The four Shamshirs who escorted are now accompanied by an additional 6 Shamshirs and 10 Kargash cruisers, as they patrol the vacated sectors.

Jumping to Seru, the fleet soon realizes they are not alone. Four Merishmirr class cruisers escorted by four Shamshir class escort launch their fighters, preparing to ambush the patrol. Those with you close up, and as you have more point defense weapons than any other vessel, you are asked to lead the defense.

90 Missiles, 72 Sandcasters + 120 missiles with the Boron.
Supplies: 28.8/36 dTons (0.63 dTons/week)
Cash: $707,000
20 May 2176
Girii (0% Fuel, 100% Refined, Boron 0% Fuel, 100% Refined, time in system: ~0 hrs)
Gloria Flake
2IC, 346 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 6 Sep 2019
at 18:21
  • msg #698

Re: The First trip of Jean Bart

OK All Stop!   I am confused.
The Dates in this make little sense... I don't know crap about things in 2177 ...
Boron was not supposed to be ready for two more months, as I was not going to be able to take her with me to Ceti-Command.
I am leaving Girii in May of 2176 I think (Perhaps a couple of months sooner?) ... and expect to spend months before returning, *IF* I return.

Are all the Girii Shamshirs stock Vilani fodder?  How Far away are the Enemy ships?

A Quick plan suggestion with the Admiral of Girri - It seems like these ships are all missiles and fighters.
We should be able to beat back the missiles although it's going to be difficult.
Their cruisers are vulnerable to your Kargash Plasma weapons (I hope) if we can get them in close enough and that will be our only advantage that I can see. All of us will need to advance alongside the Kargashs to protect them from missiles. Our Lasers can disable their Shamshirs which seriously hurts their defense too, but ours are just as vulnerable. This needs to be done quickly before they can respond.

They slightly are limited in their missile defense- 36 beams and 24 Pulse Lasers  basically 60 point defense.

We should be able to push about 284 missiles out.
We have limited Point defense of 20 beams and 60 pulse lasers, plus the Kargash's 16 plasma cannon. 96 Point Defense
They can push out a HUGE number of missiles. 60 + 80 + 8 large missile arrays ... 428 Missiles?

We need each Point Defense weapon to kill 4.46 missiles while they need each of their to kill 4.73; Not good odds.
Fate
GM, 2841 posts
Roll for dodge!
Fri 6 Sep 2019
at 20:45
  • msg #699

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 698):

You seem right with the dates. Jean Bart has finished work on May 10, and Boron will finish around July. About 2 - 2.5 months each way.

All Girii Shamshirs here are stock. Enemy ships are about 400,000 miles when you arrive, and this is really a stock standard Vilani battle. As you will see, the enemy sent a force calculated to have just enough missiles to overwhelm the standard patrol, but you point defence will make the difference. Girii by contrast, has enough missiles to overwhelm their defences...if they get close enough. In this case, you are actually an observer with point defence assistance...

Large missile arrays are 36 each...so yes, 428. Your point defence 16 beams hit 5 missiles each on a roll of 12, = 80. Shamshirs 60 pulse hit 4 missiles each on a roll of 12, so 240. 40 Plasmas hit 3 missiles each on a roll of 12, so 120, hence 440 missiles can be taken down without rolling. You are actually quite capable...without even rolling!

Your side, 480 missiles + 150 from Shamshirs = 630 missiles, without you! Their point defence, 240 missiles on a roll of 12, so grossly outnumbered...they will probably keep their distance to run from missiles...
Gloria Flake
2IC, 347 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 6 Sep 2019
at 20:54
  • msg #700

Re: The First trip of Jean Bart

OK, I figured the Kargashs at two light missile arrays of 16 each. So 32 x 4, but I'll take it ... we'll push the point.

Am I correct in assuming the plasma cannon would be effective against the Cruisers Ddr of 220?
Fate
GM, 2842 posts
Roll for dodge!
Sat 7 Sep 2019
at 01:03
  • msg #701

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 700):

They would have some effect.

As per calculations, you deal with the first wave of missiles, impressing those with you with the effectiveness of your anti missile weapons. On seeing the entire swarm shot down, the hostile vessels make for the jump point.

Then it is your turn to be impressed. The Vilani, it seems, are expert at timing their missile launches. Even while the hostile ships are away from the jump point, they launch their missiles in three smaller waves. The enemy, risking overshooting the jump point, is forced to take one wave on the chin as they attempt to jump. All four cruisers are hit, and quickly destroyed, with a single hit on each of the Shamshirs being insufficient to stop them escaping.
Gloria Flake
2IC, 348 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 7 Sep 2019
at 03:49
  • msg #702

Re: The First trip of Jean Bart

As an aside, very interesting that the more heavily armored cruisers succumb while the DEs escape. I'm sure some of it is targeting, but the thicker armor didn't help them much at all.  Makes you wonder if the hulks can be recovered and reused.
Fate
GM, 2843 posts
Roll for dodge!
Sat 7 Sep 2019
at 04:39
  • msg #703

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 702):

It mainly had to do with the fact that each cruiser was hit with about 10 missiles, while the escorts were really only targeted by one or two each...

But the patrol will be going through the wrecks to salvage what they can. They do ask if you can take any survivors, to get them out of the way. There are maybe 180 or so.
Gloria Flake
2IC, 349 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 7 Sep 2019
at 16:58
  • msg #704

Re: The First trip of Jean Bart

We can, but we should be careful as any that I take to Ceti-Command will immediately be released, as we are no longer at war with the ziru sirka. Any who just want to get away and start a new life elsewhere, we could help. We would like any things of intelligence value, or at least copies there of, so we can alert Terra of these matters.
Vilani Patrol
NPC, 55 posts
Sat 7 Sep 2019
at 22:39
  • msg #705

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 704):

They are happy to consent to that. Making copies of what is found on the computers recovered, they also identify a number of lower ranked sailors from the survivors, taking the officers themselves for charges of war crimes. There are 56 sailors in all who just want to get away from the fighting, but are concerned that if found by Girii troops later in the war, their families will be punished. Technically still prisoners, they are glad to go.

Most of the intelligence gathered seems to relate to what is known about Girii patrols. The force here was carefully measured to be able to defeat the usual patrol. Girii makes a note to vary their patrol sizes and compositions. Reports are confirmed that following raids by Terran warships during the war Shululsish has sent a force of
Aasha Command Cruiser x 1
Merishmirr Cruiser x 10
Kargash Light Cruiser x 20
Shamshir Escorts x 20

To both Lemrukiri and Garaanis to bolster their defences. Patrols of 4 Gashiddas are being used as scouts for larger task forces of 10 Shamshirs and 5 Kargash.

The rest of the trip passes without incident. Leaving the fleet at Arsha, you head rimward for Ceti-Command. Rather suprised at the activity on 2422, which you learn has been named Argon you continue on to an official Terran colony, arriving just over 9 weeks later.

Your passengers are soon given new lives and you make your way to the Terran government buildings. The life in this colony is remarkable.

90 Missiles, 72 Sandcasters + 120 missiles with the Boron.
Supplies: 22.5/36 dTons (0.63 dTons/week)
Cash: $707,000
25 July 2176
Ceti-Command (100% Fuel, 100% Refined, time in system: ~0 hrs)
Gloria Flake
2IC, 350 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 8 Sep 2019
at 02:34
  • msg #706

Re: The First trip of Jean Bart

Carrying my rather full folder of files, hard drives and and my ships log, I head into Terran HQ and report JEAN BART as returned from a long sortie. We have been gone for 26 months and have ravaged the Vilani for much of that time, including 9 Gashiddas destroyed, 4 or so Shamshirs destroyed plus several captured, along with 3 Kargash's destroyed, 2 large Line freighters and 2 smaller Freighters destroyed and several ground facilities damaged or destroyed.
Fate
GM, 2844 posts
Roll for dodge!
Sun 8 Sep 2019
at 03:58
  • msg #707

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 706):

The list is long, and definitely impressive. Spanning two sectors, your campaigns have clearly vindicated the raider concept. They do ask about what has happened to the captured ships.

But Nusku has fallen, and the Terran government felt forced into an Armistice that is not to their favour. While hostilities have ceased this is clearly not over. Obviously, the conflict with Girii can help our cause, but scouts have brought back other good news. A 'barbarian' race coreward seems very strong as well, and their continued raids neared Vland seem very well poised to keep the distraction for Terra to be able to reopen hostilities when they are ready to retake Nusku. Unfortunately, all attempts to send in scouts have met with silence, suggesting the scouts fared no better than Vilani diplomats. Hence, you are asked whether you would prefer to go deep into Vilani territory in an attempt to make contact with the hostile barbarians.
Gloria Flake
2IC, 351 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 8 Sep 2019
at 14:41
  • msg #708

Re: The First trip of Jean Bart

Well where is “deep.  Into Vilani Space”; we were in fairly deeply as it is. My crew has had a rest while repairs were made in Geri, but those with families deserve some time with them.

OOC. Actually I’d like to build Gloria up a touch wit such points as you grant her. I’d presume, perhaps incorrectly, that she’d have gotten a promotion out of this too, and made Captain, not acting captain.
Fate
GM, 2845 posts
Roll for dodge!
Sun 8 Sep 2019
at 20:07
  • msg #709

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 708):

I actually thought I had given her some points, though an increase in rank is justified. Since I could not find any points, I will increase her rank by one and give her 2 points to add for a total of 7 points increase.

The scout reports indicate that the trip was years inside Vilani space.
Gloria Flake
2IC, 352 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 8 Sep 2019
at 21:47
  • msg #710

Re: The First trip of Jean Bart

OK, Things I thought she might be able to improve in order of use this past 2 years or so-

Tactics                                              Currently 11              [2]
Diplomacy                                       Currently 11              [1]
Strategy (Space)                           Currently 10             [1]
Ship handling                                 Currently 11              [2]
Leadership                                      Currently 12              [1]
Intimidation                                     Currently 12              [1]

That's six skills ... I know Lt Cdr is points and responsibility, they should wash ... and she should get both, but would like to increase the above skills one level each; they are listed in order of priority and use as I remember it. That would be 8 points and the promotion if you granted all the skills.
Fate
GM, 2846 posts
Roll for dodge!
Mon 9 Sep 2019
at 08:09
  • msg #711

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 710):

Normally I try to limit points to about 5 per 6 months. Since I am giving her more would you agree that it is fair that points are given in sills she has only used extensively in the last 6 months? These would be using the method of improvement through use with the 5 points normally awarded going on rank.

Tactics                                    Currently 11              [1]
Diplomacy                                  Currently 11              [1]
Ship handling                              Currently 11              [1]
Leadership                                 Currently 12              [1]

Strategy (Space) is more involving large scale affairs and while she has been strategic she has not been forced to expand upon the strategy's already provided by command. Not to say that will not change...

Intimidation has not really been used either. Very few rolls though she has been in situations where she was stronger, it was usually demonstrated rather than implies, as the skill suggests.

You will note that the Tactics and Ship Handling have both improved by a point, but that does not provide any benefit yet. But it will over time.
Gloria Flake
2IC, 353 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 9 Sep 2019
at 15:17
  • msg #712

Re: The First trip of Jean Bart

OK, It was for a period of much longer than 6 months... about 18 active and 4 or so in rebuild. I do normally require that a skill be used to improve in it...  osmosis doesn't work with skills. ;-)

So Lt Cdr, and points in skills ... although I would like at least Tactics to get bumped a level.

I'll be away to later today... so this is it for the next 8-10 hours.
Fate
GM, 2849 posts
Roll for dodge!
Mon 9 Sep 2019
at 20:30
  • msg #713

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 712):

Ok, just went back through. I had thought I gave out cp at the start of this mission, but I could not find it. In fact I could not find any cp given to her. In that case, I am willing to retrospectively give 15 points. I noticed she did a lot of diplomacy early on as well, on Ceti-Command, hence I would allow the following points. It might b worth doing a check of points in the character sheet too, as it seemed a bit short...

Rank +1                                                           [5]

Tactics                                 Currently 11              [2]
Diplomacy                               Currently 11              [3]
Strategy (Space)                        Currently 10              [1]
Ship handling                           Currently 11              [2]
Leadership                              Currently 12              [1]
Intimidation                            Currently 12              [1]
Gloria Flake
2IC, 354 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 9 Sep 2019
at 22:15
  • msg #714

Re: The First trip of Jean Bart

Super, that solves everything.    I obviously managed to make excellent time on my 200 miles round trip with appointments and shopping ...  about 6 hours.

 I was going to point out that she did use strategy to figure out how the Vilani might respond and where ... then used it against them (blew up the fueling station so the cruiser following her was left w/o) There are both tactics and strategy in that among other little things she did.

He CS is confused at best, and I am not sure why either. Do you want me to go into or do you want to try and straighten it out as GM, preventing any unreasonable adds. I try not to do such things, but it's not just my opinion that counts.

OK, went back through what I have and there is an undiscovered variance... the Online CS shows 166 out of 175 while my file copy shows 175.
The Disads and a few of the Ads don't fit anymore ... with your approval I am going to redo those a bit and give her a SECRET:

She was removed from enlisted service under less than honorable conditions: found sleeping with her NCOs and Junior Officers to obtain favors. She joined a questionable ships crew and became a smuggler, quickly rosing to a position of leadership within the pirate/smuggler crew. She had managed to erase herself from Terran databases (Mostly) and was rehired as a ships officer when Terran forces were in extreme need at Chrysolite under Vilani threats of attack, Commissioned as a Sub-Lt., she quickly made Lt given her willingness to take charge and make decisions.  If her subterfuge were to come to light, it is unknown what the Terran Navy might do, as she has provided sterling service as an officer and they have no further record of her using  ... um sexual favors to get ahead.

On being thrown out as ex Petty officer Terri Ann Salacious, she went to a computer expert who worked in the Navy personnel department  (whom she knew was as fond of sex as she was) and arranged through a $1,000 of credits and some other services, to have her finger prints altered... not by changing them, which was highly protected, but by error correction, so that her right fore finer was now her right index finer etc.; her left and right thumbs were swapped and without some very astute detective work, Terri Ann is gone. Her DNA is however unchangeable, so if she were ever a prisoner or in capacitated so the only means of identifying her was DNA, Terri Ann would resurface. Gloria is a complete fabrication, easily accomplished by having her born in some back water system (Loki)  and added to the record well after her birth.  Her finger prints are correct for Gloria, so odds are she will retire as Gloria with a good record. The computer expert has no idea of who her new identity is, as that was done a bit later in Loki for a few hundred credits ... such created personas are important for a smuggler.
This message was last edited by the player at 00:40, Tue 10 Sept 2019.
Gloria Flake
2IC, 355 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 10 Sep 2019
at 02:50
  • msg #715

Re: The First trip of Jean Bart

Actually the above idea doesn't work since a single print will still pull up Terri Ann, just indicate a different finger ... still way too close for comfort, so they had to do some sort of obfuscation, Thus, Terri Ann's Print Records are unreadable.
Fate
GM, 2850 posts
Roll for dodge!
Tue 10 Sep 2019
at 07:19
  • msg #716

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 715):

Hmmm food for thought. I might go through it and reformat it so it is easier to read without the computers, which can modify things without making them clear sometimes, I have noticed.
Fate
GM, 2851 posts
Roll for dodge!
Tue 10 Sep 2019
at 08:09
  • msg #717

Re: The First trip of Jean Bart

In reply to Fate (msg # 716):

Ok, have thought about it and gone through the character sheet. Most changes are fine and your character comes out at 191 with the new skills and rank, which is fine.

While the secret is interesting, I think the relevance given the current career is negligible. Given you have put up with the social stigma so far, and that as a Terran you would have that anyway when dealing with Vilani, it seems much more appropriate to keep the social stigma instead.
Gloria Flake
2IC, 356 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 10 Sep 2019
at 16:23
  • msg #718

Re: The First trip of Jean Bart

OK, I'll reverse it in the CS ... just thought the other added a more Gloria like background.

FWIW, I got 193 points ... of course the program did the adding.
Fate
GM, 2853 posts
Roll for dodge!
Tue 10 Sep 2019
at 20:12
  • msg #719

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 718):

Can you go through the various areas (Attributes, Advantages, Disadvantages (and quirks) and Skills) and work out where I am out?
Gloria Flake
2IC, 357 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 10 Sep 2019
at 20:41
  • msg #720

Re: The First trip of Jean Bart

Sure, the Program (GURPS Character Sheet) shows:

Attributes - 100
Advantages - 84
Disadvantages-  -60
Quirks-  -5
Skills- 74
Spells- 0
Fate
GM, 2854 posts
Roll for dodge!
Wed 11 Sep 2019
at 09:04
  • msg #721

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 720):

Ok, they moved languages to advantages. If I did that I would have

Attributes - 100 (same)
Advantages - 80 (Not 84)
Disadvantages-  -60 (same)
Quirks-  -5 (same)
Skills- 76 (Not 74)

Can you check that Advantages and Skills are what you thought they should be on your sheets? My numbers seem right, if I have the right data...
Gloria Flake
2IC, 358 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 11 Sep 2019
at 18:29
  • msg #722

Re: The First trip of Jean Bart

We have minor differences that don't explain it all ...

Acute Hearing 3                  [6]
Alcohol Tolerance                  [1]
Appearance (Attractive, +4.)          [4]      I have —>  +8
Combat Reflexes                          [15]
Fit                                  [5]
Flexibility                          [5]
Gizmo 1                                  [5]
Rank 4 (Lieutenant-Commander)            [20]
Talent (Smooth Operator) 1               [15]

Language: English, Native, (Spoken and Written)
Low Vilani, Accented (Spoken and Written) [4]

+++++++++  I show this and you do not

* I do seem to remember adding to these…

Acting                    12 IQ+0 [1] B174
Area Knowledge (Vilani Space) 12 IQ+0 [1] B176
Beam Weapons/TL10 (Pistol) 12 DX+0 [1] B179
                                                                            ++++++  Beam weapons (Projector)    12  Dx+0   [1]  B179
Beam Weapons/TL10 (Rifle) 12 DX+0 [1] B179
Body Language            11 Per-1 [1] B181
Carousing                 13 HT+1 [1] B183
Computer Operation/TL10         12 IQ+0 [1] B184
Computer Programming/TL10 10 IQ-2 [1] B184
Cryptography/TL10         10 IQ-2 [1] B186
Detect Lies                 11 Per-1 [1] B187
Diplomacy                 13 IQ [4] B187
Elec. Ops. TL10 (E/W)    11 IQ-1 [1] B189
Elec. Ops. TL10 (Security) 12 IQ+0 [2] B189
Elec. Ops. TL10 (Surveillance) 11 IQ-1 [1] B189
Erotic Art                 14 DX+2 [1] B192
Expert Skill (Comp. Security) 10 IQ-2 [1] B193
Fast-Draw (Pistol)         13 DX+1 [1] B194
First Aid/TL10                 12 IQ+0 [1] B195
Gunner/TL10 (Beams)         12 DX+0 [1] B198
Guns/TL10 (Pistol)         14 DX+2 [4] B198
Guns/TL10 (Rifle)         13 DX+1 [1] B198
Guns/TL10 (Submachine Gun) 13 DX+1 [1] B198
Interrogation                 11 IQ-1 [1] B202
Intimidation                 13 Will+1 [2] B202
Judo (Allows parrying two different attacks per turn, one with each hand.)
                                12 DX+0 [4] B203
Arm Lock (Judo)                 13   +1 [1] B230
Choke Hold (Judo)         11   -1 [2] B230, MA69
Sweeping Kick (Judo)         10   -2 [2] B232, MA81

Knife                         12 DX+0 [1] B208
Leadership                 13 IQ+1 [2] B204
                                                                           ++++++   Liquid Projector/TL10 (Flamer) 12 DX+0 [1] B205
Lockpicking/TL10         11 IQ-1    [1] B206
Makeup/TL10                 12 IQ+0 [1] B206
Merchant                 11 IQ-1  [1] B209
Navigation/TL10 (Space)         1  2 IQ-0 [2] B211  ————— I show a [1] *
Observation                 11 Per-1 [1] B211
Piloting/TL10 (Contragravity) 11 DX-1 [1] B214
Piloting/TL10 (H/P Spaceraft) 12 DX-0 [2] B214          ———————  I show this as a [1]*
Savoir-Faire (Smugglers)        13 IQ+1 [1] B218
Savoir-Faire (Military)         13 IQ+1 [1] B218
Search                         11 Per-1 [1] B219
Sex Appeal                 12 HT+0 [1] B219
Shiphandling/TL10 (Spaceship) 12 IQ [4] B220
Smuggling                 11 IQ-1 [1] B221
Spacer/TL10                 12 IQ+0 [1] B185
Stealth                         11 DX-1 [1] B222
Strategy (Space)                11      IQ-1    [2]     B223
Streetwise                 12 IQ+0 [1] B223
Tactics                         12 IQ [4] B224
Traps/TL10                 11 IQ-1 [1] B226
Thrown Weapon (Grenade)         12 DX+0 [1] B226
Urban Survival                 11 Per-1 [1] B228
Vacc Suit/TL10                 11 DX-1 [1] B192
Fate
GM, 2855 posts
Roll for dodge!
Wed 11 Sep 2019
at 20:10
  • msg #723

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 722):

Ok.

Appearance > This was not changed when I changed the sheet, so it is the original value from before I cleaned the sheet up. I noted there was some discussion soon after character creation, but no record of change, from the original suggestion of 'Very Attractive' [8] other than that was what was on the character sheet.

As per the other skills,

Beam weapons (Projector)    12  Dx+0   [1]  B179

is the appropriate sill for Flamers, and could therefore be added, and liquid projectors are used for flame throwers, so that one could be dropped.

Apart from adding the skill above, I am inclined to leave the character sheet as is.
Gloria Flake
2IC, 359 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 12 Sep 2019
at 00:27
  • msg #724

Re: The First trip of Jean Bart

OK, I am not rabid on any of it, although my copy of the earliest Gloria CS has her at Appearance 8 (dated 18 Nov 2015).
4 will do and I'll discard the unnecessary skill.

So I am no in line with :
Attributes - 100 (same)
Advantages - 80 (Not 84)
Disadvantages-  -60 (same)
Quirks-  -5 (same)
Skills- 76 (Not 74)


So where is this distant far far away potential ally some one talked to a decade or so ago?
Fate
GM, 2856 posts
Roll for dodge!
Thu 12 Sep 2019
at 07:49
  • msg #725

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 724):

Yeah, discussion after that was the effect of combining that with lecherousness.

The last scout to disappear was heading coreward from Zazish.

Maps are very sketchy that far away.

https://travellermap.com/?opti...08!7.1&milieu=IW
Gloria Flake
2IC, 360 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 12 Sep 2019
at 23:22
  • msg #726

Re: The First trip of Jean Bart

Good Grief! ... it would take darn near a life time just to get to Zazish!  Whomever is out there is beyond any sort of reasonable communication What is the point? Just knowing the Vilani hve other issues is about the best we can get out of this, friendly, enemy or noncommittal.
Terran Lieutenant
NPC, 6 posts
Fri 13 Sep 2019
at 04:33
  • msg #727

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 726):

"Yes, that might be just as well. I did say it was Deep into Vilani territory...now if you are looking at something closer, what happened with those vessels you captured?"
Gloria Flake
2IC, 361 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 13 Sep 2019
at 18:47
  • msg #728

Re: The First trip of Jean Bart

We sold one to Girii and used the funds to pay AK industries to repair our damage and do some upgrades as well, plus update one of the Shamshirs for our use. The "Dissident Upgrade" makes it a very interesting support ship for us.
Terran Lieutenant
NPC, 7 posts
Fri 13 Sep 2019
at 21:32
  • msg #729

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 728):

"Ah, yes, and a Vilani dissident design as well, further enhancing the rift. Good job. We can send a crew up to man it, and you can work together, with it operating under your command. If you can continue to capture vessels, feel free to continue to pay for any further work or upgrades with prizes. Terran command is happy for you to 'hire yourself out' so to speak, in order to continue disruptions during the Armistice, particularly if it draws forces away from Nusku and is done in another name other than Terra. We do intend to retake Nusku, when we are ready, so our only stipulation is that you make it clear you are not working for Terra so the Armistice is not jeopardized by your actions. As always, never forget who you are really working for, so obviously actions against any Terran assets, official or not, is not to be tolerated, but Terran pirates are fair game."
Gloria Flake
2IC, 362 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 13 Sep 2019
at 23:30
  • msg #730

Re: The First trip of Jean Bart

My limited understanding is that Terran pirates are an asset to Terra of sorts, we have an informal armistice with those in Vilani space.

UPDATED
This message was last edited by the player at 05:01, Sat 14 Sept 2019.
Terran Lieutenant
NPC, 8 posts
Fri 13 Sep 2019
at 23:48
  • msg #731

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 730):

"That is true. We do not want to loose any good men. But if we can entice many Vilani to fight beside up, without risking the Armistice, we improve Terra's position considerably, and reduce the number of Terran pilots lost to boot. The Armistice is actually formal, but they are currently ruling a lot of Terrans and Vilani who do not wish to fall under the empire at this time. The Armistice was made to give us time to recover from having our forces smashed. Anything you can do to reduce the enemy forces, without risking out forces or the Armistice, is very helpful to Terra."
Gloria Flake
2IC, 363 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 14 Sep 2019
at 05:04
  • msg #732

Re: The First trip of Jean Bart

Yes, we understand that ... however Girii wants us to fight beside them it seems.

Terran Lieutenant
NPC, 9 posts
Sat 14 Sep 2019
at 05:21
  • msg #733

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 732):

"Yes, so I have heard. As far as Terra is concerned, if Girii or any other Vilani wants you to fight against other Vilani, support for the weaker side, especially a side that sees us as friends. It can only strengthen our position, even more than raiding. Remove the Terran military insignia first, then have at it! Just make sure you identify with them so that any repercussions fall on them, and we are good. Using funds they pay you in lieu of standard wages will do a lot to ensure no ties can be traced back to us. We can reimburse any crews wages if that does not cover them, but any bonus is to be shared with the crew.

Remember, the primary purpose of the raiders is to tie up enemy resources away from the Terran front. You have a liberal way of interpreting that, and as long as the Armistice is not broken by you, anything that you can do to that end is fine. Just don't allow it to be traced back to Terra.

You may be aware that Kalishnikov Enterprises has begun designing new warships for them. While Terra is very much in support of that, we had to have him move his headquarters away from any Terran planets, for now, though his empire remains on numerous outback planets. It is the same with you. If you choose to support the Girii rebellion, while the Armistice lasts we have to at least pretend you are not with us and are acting independently, though when we retake Nusku, you will once again be able to bear the Terran Navy Insignia.
"
Gloria Flake
2IC, 364 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 14 Sep 2019
at 21:14
  • msg #734

Re: The First trip of Jean Bart

Very well then, We'll have it removed and change or logs and records to indicate some other name, as if purchased by Girri or some other entity. How about the SS Mata Hari? Or do you think the Vilani will read enough of our lore to understand the name?
Terran Sergeant Major
NPC, 1 post
Sat 14 Sep 2019
at 21:42
  • msg #735

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 734):

"Hehe. Even if they do, it is far from a provable link. That would do fine. We can make the change official now, and they again at Girii, since your vessel is anyway well modified, it is more than a simple paint job."
Gloria Flake
2IC, 365 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 15 Sep 2019
at 03:01
  • msg #736

Re: The First trip of Jean Bart

Very well, should we offer to let men who do not wish to leave Terran service or run the risks of being seen as a pirate leave now?
I'm sure there are others who would be happy to sign up ...  That way we lessen or chances of being found out by some crewmen bitching in a bar. We'll have a month or more to train up... we can leave immediately  afterwards.

Terran Lieutenant
NPC, 10 posts
Sun 15 Sep 2019
at 03:38
  • msg #737

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 736):

"Yes. You can also recruit additional crew for the other vessel as well. Will there be anything else?"
Gloria Flake
2IC, 366 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 15 Sep 2019
at 04:48
  • msg #738

Re: The First trip of Jean Bart

I think not, I can accomplish pretty much everything within the command's guidance.
Fate
GM, 2860 posts
Roll for dodge!
Sun 15 Sep 2019
at 20:08
  • msg #739

Re: The First trip of Jean Bart

After your discussions, you agree to have the Terran Insignias removed in a deserted system to reduce the chance of prying eyes reporting it. Any further preparations? New destination?

90 Missiles, 72 Sandcasters + 120 missiles with the Boron.
Supplies: 22.5/36 dTons (0.63 dTons/week)
Cash: $707,000
25 July 2176
Ceti-Command (100% Fuel, 100% Refined, time in system: 2 days)
Gloria Flake
2IC, 367 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 15 Sep 2019
at 22:30
  • msg #740

Re: The First trip of Jean Bart

WE'll go Beta Port, Union, and 2726, where we will remove all traces of Terran markings and rename the ship. Then continue on to Girii, where we will make sure we have as much system mapping as we can get from AK and the officials at Girii.


 [Private to GM: Has every one else deserted he game? I don't see anything else going on...]
Fate
GM, 2861 posts
Roll for dodge!
Mon 16 Sep 2019
at 07:59
  • msg #741

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 740):

It takes some time as you return via Arsha, then Iishuni before getting back to Girii. Stopping by the new colony at Argon, you do manage to get more up-to-date maps. When you finally arrive, the new 'Boron' a name they suggest you change, has the following statistics:

Dissident Shamshir, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.3 dTon/week, 1 Hanger Bays, Capacity: 90 Tons


90 Missiles, 72 Sandcasters + 120 missiles with the Boron.
Supplies: 22.5/36 dTons (0.63 dTons/week)
Cash: $707,000
15 Oct 2176
Girii (100% Fuel, 100% Refined, time in system: 2 days)

[Private to Gloria Flake: Bryson Miller is around but Gaius has become really busy IRL and has asked I put his character on hold for a bit.]
Gloria Flake
2IC, 368 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 16 Sep 2019
at 18:27
  • msg #742

Re: The First trip of Jean Bart

We will assume control of the erstaz BORON, now to be called the Madame Fourcade.
We will review potential crew from Girii and use crew from those we brought with us as well.
Some will form boarding crews for seizing other ships.

We will inform the officials of Girii that we are no longer a Terran ship and request registration under their colors.
We ask for citizenship of the Girii systems as well.
We will ask for the latest intelligence and where we might cause the most distress for Lemrukiri and Shulishish.
Kimashargur Administrator
NPC, 29 posts
A high ranking Vilani
Kimashargur
Mon 16 Sep 2019
at 20:19
  • msg #743

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 742):

The administrator who saw you last time come again soon after your arrival. Noting your requests, he smiles.

"We are glad to see Terra recognizes our plight and has agreed to unofficially assist. We are no strangers to political intrigue, and we welcome you assistance and will gladly provide the documentation you need in order to provide that assistance.

Since you are also agreeing to Girii citizenship, we can direct you to take up positions around the Shakiimi system. With the situation in Dingir, much of the supplies come via Garuumim and the systems around Shakiimi, with increasing amounts coming through the Darrukesh subsystem through Maragi. Therefore any activity there will draw ships away from their front near Lemrukiri, since they cannot afford to have these routes cut.

But to start with, there is a blockade to the pirate passing though Kuniinra and Kuniinra. A squad (10 units is a standard Vilani squad) of Shamshirs is blocking this route, commanded by a Aasha command cruiser. Pirates have managed to gather 5 Bounty hunters, 1 other modified Shamshir, 3 Captured Gashiddas, slightly modified, 3 Upgraded Heros and there is a Karl Marx class modified as a carrier. Since they have been split between systems, we hope you can break this blockade.
"
Gloria Flake
2IC, 369 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 16 Sep 2019
at 21:02
  • msg #744

Re: The First trip of Jean Bart

So the Vilani have 5 Shamshir in each of the two systems or patrol with all 10 as a group? Ten at a time could be more difficult. The Asha Cruiser is a major missile contributor too.
I'd think the pirates could handle 5 Shamshirs ...  we could also enter their space through Kamuriria, making those ships necessary in other places.
Is there a specific approach you prefer?

Kimashargur Administrator
NPC, 30 posts
A high ranking Vilani
Kimashargur
Tue 17 Sep 2019
at 08:26
  • msg #745

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 744):

"They patrol in two groups of 5 each one group in each system, sometimes supported by 4 or so Gashiddas who work as customs boats, but they are often away from the planet or body where the main fleet is. The problem is that the Aasha moves back and forth between the systems. The pirates could likely handle the 5 Shamshirs, but if the Aasha happens to be there, it will go pear shaped very badly.

Since these vessels have been the bane of the pirates, we clearly want to get rid of the. How is up to you. We don't have charts to get to Kamurira. Perhaps hiring some Terrans with Survey gear might be a good longer term solution...but it will take time.
"
This message was last edited by the player at 08:27, Tue 17 Sept 2019.
Gloria Flake
2IC, 370 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 17 Sep 2019
at 21:55
  • msg #746

Re: The First trip of Jean Bart

With DASTAVKAs charts, I should be able to get to 2206; I also have the Vilani charts for Kamurira, would that be enough to allow us to jump between the two?

That said, We should be able to deal with either guarded planet if given the Pirates help. In fact, we should probably bust them both and see if the Pirates have something they could use to recover the damaged ships.
Kimashargur Administrator
NPC, 31 posts
A high ranking Vilani
Kimashargur
Wed 18 Sep 2019
at 08:22
  • msg #747

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 746):

I have seen the trip down 2007-2009 and then 2110, but no scans of 2206. Can you direct me to when you scanned that one?

Vilani charts for Kamurira would allow you to jump there from 2 parsecs away, 2205 to 2207.

"The Pirates are experts at recovery, and they would be delighted to help you with that, I am sure."
Gloria Flake
2IC, 371 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 18 Sep 2019
at 17:56
  • msg #748

Re: The First trip of Jean Bart

Very well then, I shall go visit them, best route is through Seru, Amkun, Zikugiaam, 2413, 2312 I assume?  And there is some likelihood of finding Lenrukiri ships trying to establish ownership I understand.  We will set off promptly then.
Kimashargur Administrator
NPC, 32 posts
A high ranking Vilani
Kimashargur
Wed 18 Sep 2019
at 19:58
  • msg #749

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 748):

"Actually we would recommend heading up through Tralp. Lashgimaamrishuk is not hostile to us, but they have been basically annexed by Lemrukiri, much to their chagrin. Good Hunting."
Gloria Flake
2IC, 372 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 18 Sep 2019
at 20:53
  • msg #750

Re: The First trip of Jean Bart

In reply to Kimashargur Administrator (msg # 749):

And there is sufficient force in ships to maintain that?
Kimashargur Administrator
NPC, 33 posts
A high ranking Vilani
Kimashargur
Thu 19 Sep 2019
at 07:45
  • msg #751

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 750):

"They use it as their forward base, putting a lot of their fleet there so that they are a burden on Lashgimaamrishuk's economy, rather than their own. Naturally, Lashgimaamrishuk is not happy about it at all, but they have no fleet left to fight them, and could not afford a war with them."

[Private to Gloria Flake: This is before the attack in April 2177 that saw many of Lemrukiri's fleet depleted.]
Gloria Flake
2IC, 373 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 19 Sep 2019
at 18:04
  • msg #752

Re: The First trip of Jean Bart

Very well, Thank You for the warning, don't think we are ready to take on any fleets just yet. We'll go via Tralp then.

We'll head out.
Fate
GM, 2863 posts
Roll for dodge!
Thu 19 Sep 2019
at 20:29
  • msg #753

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 752):

You depart Girii. There is an air of anticipation about the place, as construction can be seen everywhere. Factories mass producing fighters can be seen, and right across the starbase there are starships having work done on them. Your recently recruited crew are mixing well with the Terran troops brought from Ceti-Command.

It is five weeks before you come out of hyperspace at 2312. A pair of Bounty hunters and 20 fighters approach you from the planet.

"Last Pine space patrol. Identify yourselves."

1 modified Shamshir
3 Captured Gashiddas, slightly modified
3 Upgraded Heros and
1 Karl Marx class
5 Bounty hunters

Dissident Shamshir, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.3 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
2 x Military Ships Boats, 1 Normal Ships boats (Spread across both vessels)

90 Missiles, 72 Sandcasters + 120 missiles with the Boron.
Supplies: 22.5/36 dTons (0.63 dTons/week)
Cash: $707,000
20 Nov 2176
2312 (100% Fuel, 100% Refined, time in system: 2 days)
Gloria Flake
2IC, 374 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 19 Sep 2019
at 21:49
  • msg #754

Re: The First trip of Jean Bart

Independent space ship Mata Hari and consort Madame Fourcade here to assist you with Vilani ships blocking your way coreward. Captain Zotmund sends his greetings.
Fate
GM, 2864 posts
Roll for dodge!
Fri 20 Sep 2019
at 04:55
  • msg #755

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 754):

The ships scan you for a few minutes before responding. The fighters approach you with scanners from short range before answering. But the result is mutual...you get to scan the ships and planet as well.

The planet is clearly growing from the reports Dastavka gave. It's population now seems to number perhaps 10,000 with farms and mines clearly seen around the area. There appears to be a kind of a shipyard too, with various wrecks strewn about it.

"Welcome. Glad to hear he is still around. The blockade has proven most difficult for business. Happy to have you along. Care to land to discuss things?"

Vessel scans indicate the following details:

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter,

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33dTon/week, 1 Hanger Bays, Capacity: 90 Tons

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6.05G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
5x Dissident Fighter, 1x Assault Shuttle

Upgraded Hero: 66.3M, 200 dTon Close Structure x3
(2.26G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 86.5, SM:+8)
Weapons: 9x Pulse Lasers, Crew:6

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.61G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Fighter, 23 M, 10 dTon Flattened Sphere, Many!
(6.13G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,
This message was last edited by the GM at 08:38, Tue 24 Sept 2019.
Gloria Flake
2IC, 375 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 20 Sep 2019
at 21:10
  • msg #756

Re: The First trip of Jean Bart

Certainly, I can take a shuttle down. Do you want Captain Sheila from the Fourcade as well?

Lone Pine Control
Fri 20 Sep 2019
at 22:17
  • msg #757

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 756):

"Naturally. Their help will also be appreciated."

The two of you head planetside. The world has a sort of Caribbean feel to it, with little regard to official laws, but there is clearly a code of conduct here that must be learnt and followed. After your shuttles land, you are directed to a large building that looks like it could be used as a pub, but has an upper room that is where a number of folk are gathering that look important. They send their girls away as you arrive, and gather around a couple of tables hobbled together to form a sort of conference table.

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.3 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
2 x Military Ships Boats, 1 Normal Ships boats (Spread across both vessels)

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.85/36 dTons (0.63 dTons/week)
Cash: $707,000
20 Nov 2176
2312 (100% Fuel, 100% Refined, time in system: 2 days)
Gloria Flake
2IC, 376 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 20 Sep 2019
at 23:01
  • msg #758

Re: The First trip of Jean Bart

Don't get all formal on our account... we just need a couple of chairs.




I presume there is little to no chance of finding anyone who knew me as a pirate? Likely a good thing...
Fate
GM, 2865 posts
Roll for dodge!
Fri 20 Sep 2019
at 23:09
  • msg #759

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 758):

Make a roll for that. You notice at least one of the crews is Terran...

There is an air of expectation in the air.

"So, the scourge of Shululsish. Took out a Kargash, captured a Shamshir or two. Is it true? We heard they sent a whole squad of cruisers after you, and still you got through!"

"A couple of squads, I heard! Led by a dreadnought!" pipes up another.

"How the hell did you outrun a squad of Kargash? Must have quite some engines in there!" someone else asks.
Gloria Flake
2IC, 377 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 20 Sep 2019
at 23:30
  • msg #760

Re: The First trip of Jean Bart

My, news travels fast ... and inaccurately.  I think we did take out a Kargash in a nasty to the death fight at exceptionally short ranges, at the end he was trying to ram us. Shot up quite a few Gashiddas and Shamshirs, did manage to capture two Shamshirs and left the only big cruiser I know of that chased us stuck in a little out of the way system by destroying any ability for him to refuel.  Otherwise I just kept moving as fast as I could, so they would always be reacting. Oh, and the 8 Shamsirs from Girii and we did take out another Kargash and Girii took the two Shamshirs that correctly figured that running was no longer an option. I forget what the final tally was, but I think we made ourselves known and unpopular.







16:22, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,2,3.  Acquaintances - Hi is good.
Fate
GM, 2866 posts
Roll for dodge!
Sat 21 Sep 2019
at 00:26
  • msg #761

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 760):

"Glory? Hell, last time I saw you you were sleeping with the best mate of a pirate ship working around Shulgiili. Who did you fuck to get a Terran raider, or would you shoot me before telling me? No, belay that, better I don't know. Whatever you done, it fuckin' worked out better for you than what I did. I am mate on that Karl Marx up there."

You turn and see a familiar face. Not very familiar...he was an ambitious deckhand on a small stolen Iiken running from all the laws when you last saw him about a decade ago, it seems.

He is interrupted by a large and surly gentleman whose rugged good looks barely seemed spoiled by an eye patch, who rises to his feet and comes over to greet you, the others falling quiet and getting out of his way.

"Word is, you reckon you can break the siege that Shakiimi have put up blockading Kadardiir and Kuniinra. The sooner the better, I say. I am Hans. Bloody Hans, I think they call me, but don't be put off by that. With your vessel and your Modified Shamshir as well as the carrier and the rest of our fleet, we might have a chance. Course they may have re-inforced a bit, but that is a risk we take. Let's go over this...what are your intentions with my fleet?"
This message was last edited by the GM at 00:49, Sat 21 Sept 2019.
Gloria Flake
2IC, 378 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 21 Sep 2019
at 03:16
  • msg #762

Re: The First trip of Jean Bart

Gloria smiles at the old Acquaintance...  Actually the Terran Navy seeks skill, not favors. I have managed to rise quite nicely within their ranks, this last trip really impressing them. Perhaps some old Pirating experience stood me in good stead.

She turns and looks at Hans, I don't plan to do anything with your fleet, I plan to support your efforts with my ships. Given the ships we have at our disposal, 5 Shamshirs should die quickly. The Aasha Cruiser is an armored support vessel with numerous missiles but little close in value. I expect it will try to jump out as soon as things look bad, and the Navy of Girii demonstrated to me in how that is deal with ... a small spread of perhaps 12-20 missiles is fired at regular intervals, so the Aasha must defend against them and can't jump ... at some point it becomes clear that a close in fight will destroy it, or they take their lumps from the missiles and try to jump ... that also seldom goes well.
We can expect to be attacked with numerous missiles on appearance, but when we shoot them all down, they will become very concerned as the Shamshirs lack much close in fighting ability as well. Once we close inside of 30k miles, they are in serious trouble. I have foundthat after blowing one or two away spectacularly, we can demand the others surrender and vacate to their shuttles, with the understanding that if they blow up their ship, we will consider them still fighting and kill their shuttles. So far, that has worked and allowed us to capture several Shamshirs. Once we clear on system, I propose we immediately, if able, go clear the other as well.

Fate
GM, 2867 posts
Roll for dodge!
Sat 21 Sep 2019
at 03:50
  • msg #763

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 762):

He thinks carefully as you talk. As you finish he looks at some of the older men in the room. Many seem to be Geonee, as is Hans.

"What do you think? Is it doable? If so, who should command? Captain Baltor of the Sigmund Froude? His vessel lacks armour though."

"Once I drop my fighters, I can easily disengage, though, and watch from a distance. That would be my intention...to stay out of missile range and stop their retreat. Our 15 missiles should do that nicely..." The accent does seem German to your ear, and the older gentleman seems to have a scar on his right jaw.

"Better to have someone who has captured them before to command. She may be female, but I suspect she has a better idea when and how to push them to surrender. Could make our position much stronger."  This speaker seems to be Vilani, perhaps even of noble birth. He is younger than most.

They look at you, as if not sure.
Gloria Flake
2IC, 379 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 21 Sep 2019
at 19:01
  • msg #764

Re: The First trip of Jean Bart

Gloria laughs, I look at all the captured ships you operate and agree that you should command. After all I am just a female, Right? Even If I did rise from Ensign to Lt Commander in the Terran Navy in record time.  After all, Gender is the overriding concern here.




OOC- Out of extreme curiosity, how would these people know of my past record? Of my little tour through Vilani space?Would Girii have revealed all that?
Fate
GM, 2868 posts
Roll for dodge!
Sat 21 Sep 2019
at 21:23
  • msg #765

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 764):

Hans responds.

"Gender is not of great concern. Leadership and command, and past record are of much greater concern. You are right, we have captured a few vessels in the past, though only two Shamshirs in twenty years, and you captured two last year. Do you think you are able to command a fleet, or would you accept someone else's command? If someone else, who?"


[Private to GM: They learn mainly from word of mouth, but it would have been fairly common knowledge around Girii that you came in with 2 Shamshirs and sold one over six months ago (the sale of exmilitary ships, particularly captured ones, is hard to keep secret), and that is where most of their trade is from.

The question above does put you at a disadvantage, since you know very little of the other captains. But you have just arrived...
]
Gloria Flake
2IC, 380 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 21 Sep 2019
at 22:29
  • msg #766

Re: The First trip of Jean Bart

I don't know your people, I'll lead, but would like one of your trusted leaders or advisors with me to ensure we are on the same sheet of music and your captains have someone they know advising. We can set up a separate comms link for whomever that is. Perhaps the Vilani Gentleman ( she indicates the young man who spoke up) , who may also have other insights into their thinking.
Fate
GM, 2869 posts
Roll for dodge!
Sat 21 Sep 2019
at 22:40
  • msg #767

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 766):

They chuckle a little as you mention the young Vilani, and Hans responds.

"Better you take Silverbeard. He has been pirating since young Sigroid was in his nurses lap."

There is laughter and on old grizzled Geonee stands up, his grey beard impressively long and belies a lot of experience, though real or perceived it matters little at this point. He speaks.

"So you knew Cyril, did you? Traveled a few systems with him, until we discovered this place. If you are as good at keeping us alive as he was, we should kick some Vilani ass...They send me because I am expendable, but I keep coming back because I disagree."

There is general laughter.
This message was last edited by the GM at 22:41, Sat 21 Sept 2019.
Gloria Flake
2IC, 381 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 21 Sep 2019
at 23:08
  • msg #768

Re: The First trip of Jean Bart

I think we will do very well then, as I have felt as if I was expendable as well ... and like you, I did not agree. I have made a few mistakes, a few hard choices but I didn't lose a man in combat [I don't think she did anyway], which is much easier on my conscience. Cyril and I have talked several times, I think there is a good chance he may again come this way 6 to 10 months from now, they have given him a new class of raider to check out, it should be more formidable than mine.
Fate
GM, 2870 posts
Roll for dodge!
Sat 21 Sep 2019
at 23:33
  • msg #769

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 768):

[Not too sure she would be that aware of Cyril's future intention.]

"Did not loose a man in Combat? We will hold you to that!"
Gloria Flake
2IC, 382 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 21 Sep 2019
at 23:37
  • msg #770

Re: The First trip of Jean Bart

I wish I could Guarantee that, but you know as I do, that it isn't possible.  I'll do my best though. So when are we going to be ready to go?




OOC - I think that knowing that Cyril is getting a raider and given the current situation, that's a safe assumption, where else could you send it?
Fate
GM, 2871 posts
Roll for dodge!
Sat 21 Sep 2019
at 23:43
  • msg #771

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 770):

[Ooc: Yes, but she would not know Cyril is getting the new raider at this point. It is all hush hush until he agrees in about 6 months.]

"We will be ready tomorrow. But lets go over the plan first..."
Gloria Flake
2IC, 383 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 21 Sep 2019
at 23:58
  • msg #772

Re: The First trip of Jean Bart

Fair enough, there isn't a great deal to plan, we all jump in, fighters help kill missiles from a safe distance from lasers. Those of us capable of close combat close in on the Shamshirs, the Iken Bounty hunters can stay behind a bigger ship until they are close enough to strike. Only possible issue is hitting them from a side where the ones in back can run for it. I'd like to engage them all at once, so they have to fight and are quickly overwhelmed. The biggest concern is a surprise, such as finding them up armored or up gunned; could find a Kargash there too, it can be ugly in close, but target it with missiles, as it relies on other ships to protect it from missile swarms, and if we do this right, those ships will be busy protecting themselves.

By the way, are all your ships double jump capable?


Sorry, didn't realize the time frame was so large... I keep making that error.

Madame Fourcade is double jump capable now, right?
This message was last edited by the player at 00:02, Sun 22 Sept 2019.
Fate
GM, 2872 posts
Roll for dodge!
Sun 22 Sep 2019
at 01:21
  • msg #773

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 772):

"Hmmm, so going in together will be important. There may be another way to make it hard for them to run. If we jump away from the main colony, we can take and hold the jump point at the place we jump to. They may have alternative jump points at the colony, but will be unlikely to have them elsewhere, giving us a couple of hours usually to catch them first. As for surprises, that is harder to predict, of course. None of us have double jump capable warships, so once there, we will be there a while. Unless the jump target is clear and we get to refuel."

[Secret to Gloria Flake: Edit: None of the vessels, including Madame Fourcade, have double jump capacity. To do so would have meant a speed reduction to 5G and an armour reduction to 90 Ddr.]
This message was last edited by the GM at 02:15, Sun 22 Sept 2019.
Gloria Flake
2IC, 384 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 22 Sep 2019
at 03:40
  • msg #774

Re: The First trip of Jean Bart

I see ... that could be serious if they had a fleet passing through ... quite unlikely I agree, but always something to consider. Sometimes the best armor is not being there.And Yes, it would be wise to block their escape, we don't want a reinforcement coming to track us down at the next system.

Dance like a Butterfly
Sting like bee
But always be smart enough
to know when to flee
Silverbeard
Sun 22 Sep 2019
at 03:56
  • msg #775

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 774):

"Right. Now to the serious stuff. Kuniinra is a single star system with 3 Gas Giants orbiting outside of two planetoid belts. The colony is on a small planet on the innermost orbit, a hot desert with only a trace of atmosphere, but it's deep caverns make it highly defensible. Based on what you have suggested, I would suggest heading to the middle gas giant. That will give us quite a few hours before they can respond. At that range, if we keep a tight formation, they will have a hard time knowing just how many of us have arrived and by staying at the gas giant, we can keep it that way until they get close. We have some indication where the jump point is there.

Of course, if there is a small messenger at the planet, we would have no hope of stopping that. But they often have ships waiting at multiple sites for such an eventuality.
"
Gloria Flake
2IC, 385 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 22 Sep 2019
at 18:52
  • msg #776

Re: The First trip of Jean Bart

Yes, at almost every system we have visited. Unless we risk a ship to a different jump point well away from us, we won't have a chance to get it either.  I am not sure it is worth the risks involved.
Silverbeard
Sun 22 Sep 2019
at 20:19
  • msg #777

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 776):

"I agree. Not worth the risk. So, your directions then?"
Gloria Flake
2IC, 386 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 22 Sep 2019
at 23:15
  • msg #778

Re: The First trip of Jean Bart

Let us jump to the Middle GG, perhaps with it between the colony and us, so we can determine what is there.  Then finalize our attack.
Fate
GM, 2875 posts
Roll for dodge!
Mon 23 Sep 2019
at 11:02
  • msg #779

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 778):

You take the time to set the same jump details in all ships before jumping. Despite your best efforts, when the veil of hyperspace lifts, you are glad for the more distant location. A pirate Bounty Hunter is engaging an Iiken in a brief affair as you arrive, with the rest of the fleet arriving over the next half hour. It is an hour before the fleet is fully reformed, by which time the Vilani fleet is 8 hours away and approaching. Sensors indicate a lot more Gashiddas and Shamshirs, but the Sasha is missing, replaced by two Merishmirr cruisers!
Gloria Flake
2IC, 387 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 23 Sep 2019
at 22:58
  • msg #780

Re: The First trip of Jean Bart

OK, Don't get excited about the new cruisers, they are limited in their missile defense, but carry a lot of them to shoot. A bit less armor than a Kargash but do carry 10 missile fighters. Seems to be a lot of lighter Gashidda and Shamshir than we planned on.


OOC - What sort of formation are these Vilani Ships in?  and how close together?
Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:23
  • msg #781

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 780):

Right now, the fleet is about 8 hours away and in relatively loose formation, with the cruisers in the middle.

"Bah, those cruisers are half the size of the other ones, and with a fraction of the missile capacity. If we can deal with their swarm, we can handle them. Suggest the Carrier and the two Heros stay back and guard the jump point, since the Heros are slow and none of them have armour so even pulse lasers will make a mess of them, and the rest of the fleet can move out, with the fighters from the carrier, to meet them. That would be my call."

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.3 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
2 x Military Ships Boats, 1 Normal Ships boats (Spread across both vessels)

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (50% Fuel, 100% Refined, time in system: 2 days)


[Private to GM: Total details

Jean Bart, 875.6 dTon Needle/Wedge, Modified Hardrada Class raider
(5G/Move:3796, dDR:90, dHP: 88, dTons of Cargo Space: 13, SM:+10)
Weapons:16x Beams, 6x Missiles, 2x Sandcasters, 1 x Ships boats (Military, See Below)
Facilities: 3 Workshops, 3 Sickbays.
79 Troops

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.3 dTon/week, 1 Hanger Bays, Capacity: 90 Tons

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter,

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33dTon/week, 1 Hanger Bays, Capacity: 90 Tons

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6.05G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
5x Dissident Fighter, 1x Assault Shuttle

Upgraded Hero: 66.3M, 200 dTon Close Structure x3
(2.26G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 86.5, SM:+8)
Weapons: 9x Pulse Lasers, Crew:6

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.61G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Fighter, 23 M, 10 dTon Flattened Sphere, Many!
(6.13G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x2
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
10 x Fighter (Missile), 5 Assault Shuttles, 1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x10
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons
(6G/Move:2650, dDR:33, dHP:25), Weapons:2x Missiles,

Enemy 2 groups, 22 vessels

Gashiddas, 4G 10 vessels
30 PD (120 missile cap), 90 missiles

Rest 5G, 12 vessels
100 Fighters, all Missile
108 PD Turrets (432 missile Capacity), 494 Missiles

Friendly, 2 groups

5G, 7+5 Bounty Hunters
59 Fighters, Leave Karl Marx and Heros out, attempt to withdraw.
24+18+16 PD Turrets, 59 PD Fixed, 100+6 missiles
(96+72+80+295+43(Plasmas) = 585 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 2.26G
27 Pulse, 10 Beam (148 missile cap), 15 missiles
]
This message was last edited by the player at 04:23, Sun 24 Nov 2019.
Gloria Flake
2IC, 388 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 24 Sep 2019
at 17:14
  • msg #782

Re: The First trip of Jean Bart

I concur, let's get a count on how much stuff they have out here ...  we can concentrate our missiles on the two cruisers to start; spread out as they are, the outer ships may not be able to support well, and we should avoid that mistake. The bounty hunters should stay behind the bigger ships, support their missile defense and be prepared to get involved when we close.


OOC - I am assuming that we can handle the missiles fired ... otherwise we are toast and I'll be down a character. A firm count of the Vilani ships should be doable.
Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:24
  • msg #783

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 782):

You split into two groups, with the Karl marx launching all 35 fighters they have aboard, and falling back to cover the Gas Giants jump point, refueling from the gas giant while the enemy is still distant.

The rest of your ships form up and make towards the oncoming fleet. The interception point is about half way between the two planets, and it gives you plenty of time to ascertain that there are 10 Gashiddas, 10 Shamshir and 2 Merishmirr warships. As you get closer, they tighten formation. At just an hour away, your both launch remaining carried fighters. The Vilani group numbers 100 fighters, which immediately move to one side, as if trying to flan you.

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.3 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
2 x Military Ships Boats, 1 Normal Ships boats (Spread across both vessels)

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (50% Fuel, 100% Refined, time in system: 2 days)


[Private to GM: Total details

Jean Bart, 875.6 dTon Needle/Wedge, Modified Hardrada Class raider
(5G/Move:3796, dDR:90, dHP: 88, dTons of Cargo Space: 13, SM:+10)
Weapons:16x Beams, 6x Missiles, 2x Sandcasters, 1 x Ships boats (Military, See Below)
Facilities: 3 Workshops, 3 Sickbays.
79 Troops

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.3 dTon/week, 1 Hanger Bays, Capacity: 90 Tons

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
1 Hanger Bays, Capacity: 90 Tons

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6.05G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
5x Dissident Fighter, 1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.61G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)

Dissident Fighter, 23 M, 10 dTon Flattened Sphere, Many!
(6.13G/Move:2151, dDR:18, dHP: 21, SM:+6)

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
35x Dissident Fighter,

Upgraded Hero: 66.3M, 200 dTon Close Structure x3
(2.26G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 86.5, SM:+8)


Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x2
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x10
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),

Imperial Fighter, 20 M Solars, 10 dTons
(6G/Move:2650, dDR:33, dHP:25), Weapons:2x Missiles,

Enemy 2 groups, 22 vessels

100 Fighters, all Missile, 6G 100 vessels
0 PD, 200 missiles

Rest 4G, 12 vessels
138 PD Turrets (552 missile Capacity), 384 Missiles

Friendly, 2 groups

5G, 7+5 Bounty Hunters
59 Fighters, 59 Fixed PD (295 cloud cap), 118 missiles
24+18+16 PD Turrets +15 fixed (BH), 100+6 missiles
(96+72+80+75+43(Plasmas) = 366 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 2.26G
27 Pulse, 10 Beam (148 missile cap), 15 missiles



90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (50% Fuel, 100% Refined, time in system: 2 hours)
This message was last edited by the player at 04:24, Sun 24 Nov 2019.
Gloria Flake
2IC, 389 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 25 Sep 2019
at 02:14
  • msg #784

Re: The First trip of Jean Bart

All of the Dissident ships, Madame Fourcade included will refuel at the GG before forming up... all should commence processing fuel as best they can. Mata Hari will do the same.

Our fighters with their beam weapons should be a serious threat to the Vilani fighters. They could then threaten the Vilani Flank.
It's looking like their Point Defense will be able to stop our missile attack assuming most of their gunners are competent. The only way I see to weaken their Point defense is to attack one side, so the opposite side is limited in it's support, but even that has limited chances of success, Do you see any other weaknesses, besides Vilani arrogance,  Silver Beard?

Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:26
  • msg #785

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 784):

You delay 2 hours in order to get all the ships refueled and back into formation, with the Karl Marx Fighters returning for this time to rest. By the time you reform, they are 6 hours away. The Karl Marx once again launches it's fighters and you plot an intercept course for the fleets.

"Splitting the fighters and the fleet is a risk. I suspect they will only be far enough away to try to force us to split out fleets, or allow them to outflank us. If they get past us, they can attack our support craft and 200 missiles will probably kill them. On the other hand, if we send some fighters to attack them, we risk loosing significant point defence that could enable their missile barrage to get through."

He thinks for a bit then adds

"Of course, if we use missiles to kill their fighters instead of launching them against the capital ships, that might just solve our problem...our fighters might be at risk to the Gashidda and Shamshir Beams but if we target the Gashiddas with our beams and the cruisers, with their Beam turrets, with our plasmas, we might just be able to reduce the number of missiles enough to allow the fighters to fall back after we engage. Of course the Bounty Hunters are nearly as susceptible..."


90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (100% Fuel, 50% Refined, time in system: 7 hours)
This message was last updated by the player at 04:26, Sun 24 Nov 2019.
Gloria Flake
2IC, 390 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 25 Sep 2019
at 20:10
  • msg #786

Re: The First trip of Jean Bart

That's a possibility too, hadn't considered that, but their fighters are quite vulnerable then ... let's try that. If nothing else it significantly reduces their missile barrage.
Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:24
  • msg #787

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 786):

As you approach, the fighters do veer further off, as predicted, trying to force you to divide your fleet. You target them with your missiles, but they run far out of range. Too far for you to be targeted by them next round and not any closer to the jump point vessels, but still at large.

Now, however, the fleets draw closer to each other. They are now 170,000 miles apart, and the Vilani fleet has doubled back towards the colony, so you are now only closing at 10,000 miles per rnd. Silverbeard curses under his breath.

"This is going to get messy..."

Enemy 2 groups, 22 vessels

100 Fighters, all Missile, 6G 100 vessels
0 PD, 200 missiles

Rest 4G, 12 vessels
138 PD Turrets (552 missile Capacity), 384 Missiles

Friendly, 2 groups

5G, 7+5 Bounty Hunters
59 Fighters, 59 Fixed PD (295 cloud cap), 118 missiles
24+18+16 PD Turrets +15 fixed (BH), 100+6 missiles
(96+72+80+75+43(Plasmas) = 366 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 2.26G
27 Pulse, 10 Beam (148 missile cap), 15 missiles

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (100% Fuel, 50% Refined, time in system: 7 hours)
This message was last edited by the player at 04:24, Sun 24 Nov 2019.
Gloria Flake
2IC, 391 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 26 Sep 2019
at 00:13
  • msg #788

Re: The First trip of Jean Bart

Gloria watces and tghen starts talking as her mind brings up new questions and thoughts.

Yes, as I expect the colony has additional missiles and defense, We do not want to get dragged into a knockdown brawl with everything they have, we should reverse course and move to the jump point, maybe we should visit Kadardiir or elsewhere so they feel the need to follow.  How long before we could jump? Was the bounty Hunter able to stop that Iken? They may be hoping for more aid, though with everything they have here, it makes you wonder ... there is more here than either planet was supposed to have. Maybe we should jump back out of Vilani space and Mata Hari can jump in and out to see what is there.Being double jump capable is a significant advantage.
Silverbeard
Thu 26 Sep 2019
at 20:08
  • msg #789

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 788):

"Doubling back to deal with the fighters makes sense, good sense, actually, though it is not something they will be expecting. But jumping out after that not so much. They have increased forces here in response to what we fielded last time, obviously, so they will likely do so again if we give them a chance. We came to break the blockade, lets do that."

A tactics roll will allow you to turn at just the right time and direction to put yourselves between the fighters and the fleet, 100,000 miles away but on a parallel course with them if they continue back to the jump point. The rest of the Vilani fleet will be 170,000 miles behind you if it works. In that situation, you can launch missiles at the fighters from 60,000 miles, and the enemy fleet can launch at you from 90,000 miles, meaning you could send your fighters to intercept the other fighters without needing them for point defence.

Enemy 2 groups, 22 vessels

100 Fighters, all Missile, 6G 100 vessels
0 PD, 200 missiles

Rest 4G, 12 vessels
138 PD Turrets (552 missile Capacity), 384 Missiles

Friendly, 2 groups

5G, 7+5 Bounty Hunters
59 Fighters, 59 Fixed PD (295 cloud cap), 118 missiles
24+18+16 PD Turrets +15 fixed (BH), 100+6 missiles
(96+72+80+75+43(Plasmas) = 366 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 2.26G
27 Pulse, 10 Beam (148 missile cap), 15 missiles

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (100% Fuel, 50% Refined, time in system: 7 hours)
This message was last updated by the player at 04:28, Sun 24 Nov 2019.
Gloria Flake
2IC, 392 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 26 Sep 2019
at 20:45
  • msg #790

Re: The First trip of Jean Bart

Gloria likes the idea but fumbles the call; hopefully Silverbeard can save the moment...


13:42, Today: Gloria Flake rolled 14 using 3d6 with rolls of 5,4,5.  Tactics.


Guess I need another 12 or 16 points in anything I want to work ;-)
Fate
GM, 2880 posts
Roll for dodge!
Sat 28 Sep 2019
at 09:50
  • msg #791

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 790):

Silverbeard suggests making the turn just ab bit earlier than you were going to. Follow his advice?
Gloria Flake
2IC, 393 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 28 Sep 2019
at 20:54
  • msg #792

Re: The First trip of Jean Bart

Yes,  Gloria is doubting her skill a bit ... at least THIS skill.
Fate
GM, 2881 posts
Roll for dodge!
Sun 29 Sep 2019
at 20:12
  • msg #793

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 792):

Fortunatly she is not overconfident, and follows Silverbeards advice on the timing, putting you on a parallel course with the fighters, though the capital ships are a little slower. The fighters move away, holding the parallel course over the next forty minutes as they draw painfully slowly closer together, but the result is worth it, when they finally come within 60,000 miles and are able to open up with both missiles and beams, soon decimating the fighters.

An hour after they you first gave chase, the fighters have returned to you and you have doubled bac to the rest of the Vilani fleet, now just 200,000 miles away.

Enemy 1 group left, 22 vessels

Range: 200,000 4G, 22 vessels
138 PD Turrets (552 missile Capacity), 384 Missiles

Friendly, 2 groups

5G, 7+5 Bounty Hunters
59 Fighters, 59 Fixed PD (295 cloud cap), 118 missiles
24+18+16 PD Turrets +15 fixed (BH), 100+6 missiles
(96+72+80+75+43(Plasmas) = 366 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 2.26G, 2 hours away.
27 Pulse, 10 Beam (148 missile cap), 15 missiles

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (100% Fuel, 50% Refined, time in system: 8 hours)
Gloria Flake
2IC, 394 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 29 Sep 2019
at 21:16
  • msg #794

Re: The First trip of Jean Bart

Silverbeard, I think we may now have enough of an edge to take them. We would target one ship on the edge and overwhelm it with missiles as we close, then another. I would take out Shamshirs on the outside to start, rather than go for the big guns just yet. That will hopefully block a bunch of the PD weapons and deny them shots. A couple of hits takes one out and they lose 24 PD shots for each Shamshir removed. Once we get close, we can zap the big guys.
Silverbeard
Mon 30 Sep 2019
at 11:39
  • msg #795

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 794):

"And target the Gashiddas with beams? They are close enough together to share point defence, I think..."

The Vilani formation is impressively close...
Gloria Flake
2IC, 395 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 30 Sep 2019
at 18:07
  • msg #796

Re: The First trip of Jean Bart

Sure, as soon as we are close enough to be effective.
Fate
GM, 2885 posts
Roll for dodge!
Mon 30 Sep 2019
at 21:30
  • msg #797

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 796):

Ok, can get into combat. Roll some attacks and defenses. Range 50,000 miles, (-16 range penalty). Options are:
A) One attack and defence roll per Turret
B) One attack and defence roll per ship
C) One attack and defence roll per class of ship

Gashiddas and Shamshirs will be targeting fighters, the Cruisers targeting you.

Jean Bart, 875.6 dTon Needle/Wedge, Modified Hardrada Class raider
(5G/Move:3796, dDR:90, dHP: 88, dTons of Cargo Space: 13, SM:+10)
Weapons:16x Beams, 6x Missiles, 2x Sandcasters
79 Troops, Military ships boat

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma,
Military and normal ships boats

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6.05G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.61G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)

Dissident Fighter, 23 M, 10 dTon Flattened Sphere, x59
(6.13G/Move:2151, dDR:18, dHP: 21, SM:+6)

Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x2
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x10
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Gloria Flake
2IC, 396 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 30 Sep 2019
at 23:21
  • msg #798

Re: The First trip of Jean Bart

In reply to Fate (msg # 797):

Oh Thanks ... 59 fighters... so either six classes or 75 ships... or maybe we can do the umpti-ump rolls for each turret ... should be done by 6 December.
I rolled reasonably so-so for the classes.
Fate
GM, 2886 posts
Roll for dodge!
Tue 1 Oct 2019
at 00:23
  • msg #799

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 798):

Lol, can mix them up, just state what each roll is for!
Gloria Flake
2IC, 397 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 1 Oct 2019
at 01:42
  • msg #800

Re: The First trip of Jean Bart

Well they are done, so we'll go with it...  they should be labeled clearly, but if confused, let me know.
Fate
GM, 2887 posts
Roll for dodge!
Tue 1 Oct 2019
at 20:42
  • msg #801

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 800):

The first round as you close was rather spectacular. The enemy Gashiddas and Shamshirs focused almost exclusively on the unarmoured fighters, which were saved only by the great skills of the pilots, weaving and dodging as they fired upon the enemy vessels. Despite the numerous hits by your own beam weapons, the longer range also served as their salvation, reducing many of the shots to less than spectacular results, with the Gashiddas only taking minor damage. However, the range was successfully closed, and within a couple of rounds, you could well be close enough to deal lethal blows...if you can survive the missile swarm and the flurry of pulse lasers.

Enemy 1 group left, 22 vessels

Range: 40,000 4G, 22 vessels
138 PD Turrets (552 missile Capacity), 384 Missiles

Friendly, 2 groups

5G, 7+5 Bounty Hunters
59 Fighters, 59 Fixed PD (295 cloud cap), 118 missiles
24+18+16 PD Turrets +15 fixed (BH), 100+6 missiles
(96+72+80+75+43(Plasmas) = 366 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 2.26G, 2 hours away.
27 Pulse, 10 Beam (148 missile cap), 15 missiles

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (100% Fuel, 50% Refined, time in system: 8 hours)

Jean Bart, 875.6 dTon Needle/Wedge, Modified Hardrada Class raider
(5G/Move:3796, dDR:90, dHP: 88, dTons of Cargo Space: 13, SM:+10)
Weapons:16x Beams, 6x Missiles, 2x Sandcasters,
rolled 10, skill 18+4(sacc, comp and target profile)-16(range)+9(SM) = 15, 3 x 16 hits on Gashidda
79 Troops, Military ships boat

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma,
rolled 11, skill 17+4(sacc, comp and target profile)-16(range)+9(SM) = 14, 2 x 12 hits on Gashidda
Out of plasma range
Military and normal ships boats

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
12x Beam, 4x Plasma,
rolled 11, skill 17+4(sacc, comp and target profile)-16(range)+9(SM) = 14, 2 x 12 hits on Gashidda
Out of plasma range

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6.05G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
6x Beam, 4x Missile, 2x Sandcaster,
rolled 13, skill 17+4(sacc, comp and target profile)-16(range)+9(SM) = 14, 1 x 12 hits on Gashidda
Out of plasma range
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.61G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
3x Beam, 1x Plasma
rolled 8, skill 19+4(sacc, comp, fixed and target profile)-16(range)+9(SM) = 16, 5 x 5 x 3 hits on Gashidda
Out of plasma range

Dissident Fighter, 23 M, 10 dTon Flattened Sphere, x59
(6.13G/Move:2151, dDR:18, dHP: 21, SM:+6)
1x Beam, 2x Missile
rolled 11, skill 18+4(sacc, comp, fixed and target profile)-16(range)+9(SM) = 15, 59 x 3 x 1 hits on Gashidda

Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x2
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
[Private to GM: rolled 12, skill 16+4(sacc, comp and target profile)-16(range)+10(SM) = 14, 2 x 12 hits on Mata Hari, 0 damage]
100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x10
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
[Private to GM: rolled 7, skill 16+4(sacc, comp and target profile)-16(range)+6(SM) = 10, (2-3=0) x 6 hits on fighters, 9 dam per hit]

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:52/70, dTons of Cargo Space: 51.5),
[Private to GM: rolled 6, skill 16+4(sacc, comp and target profile)-16(range)+6(SM) = 10, (3-3=0) x 3 hits on fighters, 5 dam per hit]
This message was last edited by the GM at 20:05, Wed 02 Oct 2019.
Gloria Flake
2IC, 398 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 2 Oct 2019
at 23:35
  • msg #802

Re: The First trip of Jean Bart

In reply to Fate (msg # 801):

OK, so do more rolls?
 Something else?
Fate
GM, 2889 posts
Roll for dodge!
Thu 3 Oct 2019
at 01:59
  • msg #803

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 802):

More rolls in accordance with tactics chosen.
Gloria Flake
2IC, 399 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 3 Oct 2019
at 02:42
  • msg #804

Re: The First trip of Jean Bart

Missile dump on two outer Shamshirs, Beam/Pulse weapons on the Gashiddas.

Rolls done
Fate
GM, 2890 posts
Roll for dodge!
Thu 3 Oct 2019
at 20:40
  • msg #805

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 804):

The net round is spectacular. As the fighters cut across the hostile warships the Vilani completely misjudge with the Shamshirs firing into their own screen of Gashiddas! While the fighters response is also helpfull and the Gashiddas are badly damaged, the real shock occurs when the Mata Hari cuts in to disable two of them succeeding in doing so but forgetting to dodge. The result is precision fire from the two cruisers cutting into the engine room disabling the Mata Hari!

Since you have already closed to within 30000 miles now, the cruisers stop running and double back, with one cruiser coming alongside the Mata Hari in a clear attempt to board her!

"The scourge of the rim, your capture will lead to a promotion for sure! My thanks!"

Enemy 1 group left, 22 vessels

Range: 8,000 4G, 22 vessels
138 PD Turrets (552 missile Capacity), 384 Missiles

Friendly, 2 groups

5G, 7+5 Bounty Hunters
59 Fighters, 59 Fixed PD (295 cloud cap), 118 missiles
24+18+16 PD Turrets +15 fixed (BH), 100+6 missiles
(96+80+75+43(Plasmas) = 294 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 2.26G, 2 hours away.
27 Pulse, 10 Beam (148 missile cap), 15 missiles

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (100% Fuel, 50% Refined, time in system: 8 hours)

Jean Bart, 875.6 dTon Needle/Wedge, Modified Hardrada Class raider, disabled
(5G/Move:3796, dDR:90, dHP: -32/88, dTons of Cargo Space: 13, SM:+10)
Weapons:16x Beams, 6x Missiles, 2x Sandcasters,
rolled 7, skill 18+4(sacc, comp and target profile)-16(range)+9(SM) = 15, 1 x 16 hits on Gashidda
79 Troops, Military ships boat

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma,
rolled 9, skill 17+4(sacc, comp and target profile)-16(range)+9(SM) = 14, 2 x 12 hits on Gashidda
Out of plasma range
Military and normal ships boats

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
12x Beam, 4x Plasma,
rolled 9, skill 17+4(sacc, comp and target profile)-16(range)+9(SM) = 14, 3 x 12 hits on Gashidda
Out of plasma range

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6.05G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
6x Beam, 4x Missile, 2x Sandcaster,
rolled 13, skill 17+4(sacc, comp and target profile)-16(range)+9(SM) = 14, 1 x 12 hits on Gashidda
Out of plasma range
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.61G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
3x Beam, 1x Plasma
rolled 9, skill 19+4(sacc, comp, fixed and target profile)-16(range)+9(SM) = 16, 5 x 4 x 3 hits on Gashidda
Out of plasma range

Dissident Fighter, 23 M, 10 dTon Flattened Sphere, x59
(6.13G/Move:2151, dDR:18, dHP: 21, SM:+6)
1x Beam, 2x Missile
rolled 13, skill 18+4(sacc, comp, fixed and target profile)-16(range)+9(SM) = 15, 59 x 2 x 1 hits on Gashidda

Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x2
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
[Private to GM: rolled 4, skill 16+4(sacc, comp and target profile)-16(range)+10(SM) = 14, 1 x 12 hits on Mata Hari, 10 damage critical]
100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x10
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
[Private to GM: rolled 17, skill 16+4(sacc, comp and target profile)-16(range)+6(SM) = 10, 1 x 6 hits on Gashiddas, 4 dam per hit]

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x8 2 disabled
(4G/Move:3250, dDR:90, dHP: 6/70, dTons of Cargo Space: 51.5),
[Private to GM: rolled 16, skill 16+4(sacc, comp and target profile)-16(range)+6(SM) = 10, 0 x 3 hits on fighters]
Gloria Flake
2IC, 400 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 3 Oct 2019
at 20:52
  • msg #806

Re: The First trip of Jean Bart

Joy! ... so do we have power for weapons?
Obviously the anti-boarding crew is put in place ...  How far out are they?
Is there any auxiliary power source, like the shuttle that could power up the lasers?

Silverbeard, you need to handle the fleet for a bit while I deal with the ships issues.

How are the rest of the Pirates doing?
Fate
GM, 2891 posts
Roll for dodge!
Thu 3 Oct 2019
at 21:00
  • msg #807

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 806):

The shuttle could be used to power the weapons, if you had time. But you don't. They will dock next round, and attempt to bourd the round after. Good news is, you are no longer a threat.

They rolled a crit, so you got unlucky. The rest of the pirates are doing well...I will have roll for them when I next get time! May be Tuesday...
Gloria Flake
2IC, 401 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 3 Oct 2019
at 21:42
  • msg #808

Re: The First trip of Jean Bart

So I will order the effort to hook up the power from the shuttle to the ships supply... We'll deal with the boarding party and hopefully repulse them. meanwhile we'll get power back . Gloria arms herself moves to the Boarding areas.

I assume that a part of combat preparation is putting on bio-suits or vacc-suits. Side arm assumed as well, but she'll grab a Shotgun or storm rifle.
I assume no one wants to fire big slugs inside a spaceship. Not sure flamers are useful against Vacc-suits.

So we have NO ships power, no way to fire beams or missiles?
Fate
GM, 2892 posts
Roll for dodge!
Fri 4 Oct 2019
at 13:13
  • msg #809

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 808):

You are assumed to all be in suits prior to the battle, and distributing arms is relatively quick. Flamers work fairly well against suits, but shotguns with explosive rounds can be very effective.

It would take time to get any power, so no, both power plants and drives were all taken down. I think we are going to have to roll with another Tactics roll as she is commanding tropps directly here! The problem with other ships targeting the cruiser is that there is a high chance of hitting you. Basically 50/50 modified by size modifiers, as per a grapple, unless precision targeting is used.

This round is much more up close and personal. The dissidents Gashiddas were able to return the favours of precise attacks on the Shamshirs, whilst the fighters ducked and dodged with extraordinary skill. The Bounty hunters meanwhile, used the distraction to smash the power plants and maneuver drives of 5 of the Shamshirs, whilst precise attacks from the Gashiddas and the plasmas of the Madame Fourcade dealt with the other 5. Silverbeard on the other Dissident Shamshir, managed to deal with the other cruiser. With the capital ships taken care of and significant damage to the Gashiddas, the fighters soon dealt with the remaining Gashiddas, taking only minor damage as 5 were hit, 4 disabled. The fighters and bounty hunters were able to hit the bridge and the turrets, but the Vilani vessel now realizes that they need to capture you as a bargaining chip to have any chance of surviving this day.

All that is left now is for you to deal with the ship at hand.

Karl Marx and Heros are at the jump point at planet, 2.26G, 3 hours away at 5G.
27 Pulse, 10 Beam (148 missile cap), 15 missiles

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (100% Fuel, 50% Refined, time in system: 8 hours)

Jean Bart, 875.6 dTon Needle/Wedge, Modified Hardrada Class raider, disabled
(5G/Move:3796, dDR:90, dHP: -32/88, dTons of Cargo Space: 13, SM:+10)
Weapons:16x Beams, 6x Missiles, 2x Sandcasters,

79 Troops, Military ships boat


Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma,
rolled 9, skill 17+4(sacc, comp and target profile)-10(range) = 11, 4 triple precision hits on Gashidda
Rolled 11, skill 17+1(sacc, comp and target profile)-10(range)+10(SM) = 18, 4x4 Plasma hits on Shamshirs

Military and normal ships boats

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 34/70, dTons of Cargo Space: 12, SM:+10)
12x Beam, 4x Plasma,
rolled 9, skill 17+4(sacc, comp and target profile)-10(range) = 11, 12 precision hits on Cruiser
Rolled 11, skill 17+1(sacc, comp and target profile)-10(range)+10(SM) = 18, 4x3=12 Plasma hits Cruiser

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6.05G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
6x Beam, 4x Missile, 2x Sandcaster,
rolled 5, skill 17+4(sacc, comp and target profile)-10(range) = 11, 3x2 triple turrets precision hits on Shamshirs
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.61G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
3x Beam, 1x Plasma
rolled 10, skill 19+4(sacc, comp, fixed and target profile)-10(range) = 13, 5 x 3 precision hits on Shamshir
Rolled 6 on skill 19+1(sacc, comp, fixed and target profile)-10(range) = 10, 3x5 on Shamshir

Dissident Fighter, 23 M, 10 dTon Flattened Sphere, x55, 4 disabled
(6.13G/Move:2151, dDR:18, dHP: 21, SM:+6)
1x Beam, 2x Missile
rolled 13, skill 18+4(sacc, comp, fixed and target profile)-10(range) = 12, 59 x 0 x 1 hits on Gashidda

Hostiles, 1 left!
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x2
(5G/Move:370, dDR:220, dHP: 79/139 -Bridge, -4 turrets, dTons of Cargo Space: 36.5),
[Private to GM: rolled 9, skill 16+4(sacc, comp and target profile)-10(range)+10(SM) = 14, 3 x 12 hits on Dissident Shamshir]
100 dTon Hanger Bay
This message was last edited by the GM at 22:19, Fri 04 Oct 2019.
Gloria Flake
2IC, 402 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 4 Oct 2019
at 16:48
  • msg #810

Re: The First trip of Jean Bart

Can we get another ship to engage this cruiser (or is that what the dissident Shamshir is doing?). I would have expected Madame Fourcade to come to our aid, but help is help...
Gloria Flake
2IC, 403 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 5 Oct 2019
at 02:50
  • msg #811

Re: The First trip of Jean Bart

Gloria made her tactics roll by one.


19:49, Today: Gloria Flake rolled 11 using 3d6 with rolls of 5,4,2.  Tactics.
Fate
GM, 2893 posts
Roll for dodge!
Sat 5 Oct 2019
at 22:04
  • msg #812

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 811):

You suffered 10 casualties out of the 145 total complement in the initial attack, though some will likely survive with treatment.

The attacking troops charge in in true Vilani assault tactics, clearly waving words of the special forces, but the attack in the face of your well planned defenses falters. Throwing grenades, they did manage to injure 13 of your defenders, but the entire first wave of 80 of them are beaten back, with many falling in the dock and throughout the entry point.

[OOC: Will use mass combat rules, and you are welcome to apply any risk modifiers. You have a +2 position bonus on your vessel due to knowing your ship. In about three rounds you can expect the two Shamshirs to dock, each adding an additional 50 troops, one to your vessel and one to the enemy vessel. Silverbeard will roll the tactics for the 50 attacking the enemy vessel. Casualty tables have been added to rules thread.]

[Private to GM: 365 total, 120/200 troops in cruiser, have +2 position bonus.117/130 defenders. 15 pre-existing casualties and hospital staff, non-combatants.]
This message was last edited by the GM at 22:08, Sat 05 Oct 2019.
Gloria Flake
2IC, 404 posts
Chummy with the Boys
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Sat 5 Oct 2019
at 22:30
  • msg #813

Re: The First trip of Jean Bart

OK, We too can use grenades  and punish the attackers who likely have little cover.
I'll have the wounded we can get to, pulled back and sent to the infirmary. Up to 5 folks may help do that, no more.  You indicated both 10 and 13 casualties...


15:29, Today: Gloria Flake rolled 4 using 3d6 with rolls of 1,1,2.  Tactics.  That should ouch them !
Fate
GM, 2894 posts
Roll for dodge!
Sat 5 Oct 2019
at 22:48
  • msg #814

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 813):

The 10 casualties were the engineers hit when your vessel was disabled. Probably half would be dead, as they were hit with ship weapons. The 13 casualties are from the attackers, and none of them seem to actually be dead, though one or two suffered nasty gunshot wounds. They can all be recovered as you posted.

That will certainly hurt! Nice time for that roll. The enemy in employing a deliberate attack, which is slow and will allow for a change in strategy from the deliberate defence employed so far. Do you want to change?
Gloria Flake
2IC, 405 posts
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Cunning and Vindictvie
Sat 5 Oct 2019
at 23:47
  • msg #815

Re: The First trip of Jean Bart

How many of them are left (approximately)?  Probably best to crush the attack and then counter attack to seize the shuttle. Then we can use their shuttle to visit their cruiser!

OK, 5 engineers KIA, and 5 injured plus 13 defenders injured. We'll get the wounded to the sick bay... do I have enough engineers left to connect up the shuttles power to the ship or at least direct that action? That is a priority at this point, right behind repelling the boarding action..
Fate
GM, 2895 posts
Roll for dodge!
Sun 6 Oct 2019
at 03:09
  • msg #816

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 815):

Repelling boarding actions would have to be the priority. These cruisers could have up to 200 troops and around 350 total crew generally, but you don't know in this specific case.

In true Vilani style, there is no shuttle docked, but the cruiser is docked directly... hence the difficulties in others firing on it!

The next Vilani assault is much more cautious and planned. Unfortunately for them, you anticipate it perfectly, luring their forces into a vulnerable position where you wipe out all 60 of the attackers, securing the dock and preventing them from being able to disconnect, without suffering any casualties yourself! Their casualties are now mounting and the the other vessels are beginning to dock now the enemy cruiser us unable to avoid. With the precision attacks taking out the bridge and the turrets their defenses are showing signs of collapse. You estimate about 200 casualties must have been suffered by them so far.

[Private to GM:

Cruiser Troops: 150/365 total in cruiser, Skill: 12, +0 Risk +2 Numbers bonus, -14 Casualty penalty
Gloria 117/130 defenders. Skill: 12 +2 Risk +2 Defensive bonus. -2 Casualty Penalty
15 pre-existing casualties and hospital staff, non-combatants.
]
This message was last edited by the GM at 07:36, Sun 06 Oct 2019.
Gloria Flake
2IC, 406 posts
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Sun 6 Oct 2019
at 17:50
  • msg #817

Re: The First trip of Jean Bart

Gloria considers her choices carefully, With only 122 men capable of still functioning, she is feeling cautious but also wants to grab some of this Cruiser too.  She'll lead 50 marines into the cruiser in a careful (but perhaps very vigorous*) advance.


10:46, Today: Gloria Flake rolled 7 using 3d6 with rolls of 1,1,5.  Tactics.





* Sometimes a quick rush will catch the enemy unawares and overwhelm them in place with few casualties, as in this case, where they probably don't consider us attacking them. But if it doesn't go well, then hold ground or with draw using bounds and covering fires.
Fate
GM, 2896 posts
Roll for dodge!
Sun 6 Oct 2019
at 23:03
  • msg #818

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 817):

Gloria leads her men onto the cruiser as Silverbeard docks on the other side. The fighting is initially heavy, with both Gloria and Silverbeard taking some casualties (5 total) but once you break through their lines, they surrender en-mass. As you rush forward accepting surrendering troops, you suddenly realize that the troops rushing in on the other side of the Bridge you just captured are Silverbeards!

The cruiser is damaged, but yours!

[End of combat. I will get you to roll a Fortunes of war roll to see if Gloria took an injury personally! You want > 7...]

90 Missiles, 72 Sandcasters + 120 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
28 Nov 2176
2312 (100% Fuel, 50% Refined, time in system: 9 hours)

Jean Bart, 875.6 dTon Needle/Wedge, Modified Hardrada Class raider, disabled
(5G/Move:3796, dDR:90, dHP: -32/88, dTons of Cargo Space: 13, SM:+10)
Weapons:16x Beams, 6x Missiles, 2x Sandcasters,
75 Troops, Military ships boat

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP: 79/139 -Bridge destroyed, -all 3 turrets and comms destroyed, dTons of Cargo Space: 36.5)
Weapons: 9x Beams, destroyed, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat, 100 dTon Hanger Bay

200 prisoners, many injured.

Your crew: 13 injured, likely to recover soon, 5 critically inured and 7 dead

[Private to GM:
Cruiser Troops: 150/365 total in cruiser, Skill: 12, +0 Risk +2 Numbers bonus, +2 Position bonus in defence -14 Casualty penalty, all out defence, +2 tactic = 4, rolled 7, 3 over.
Gloria 115/130 defenders. Skill: 12 +0 Risk. -2 Casualty Penalty, +1 tactics = 11, 4 under,
Result: win by 7, +2 PB, 5% winner casualties.
15 pre-existing casualties and hospital staff, non-combatants.
]
Gloria Flake
2IC, 407 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 6 Oct 2019
at 23:28
  • msg #819

Re: The First trip of Jean Bart

Gloria must have had a close scrape - 16:20, Today: Gloria Flake rolled 7 using 3d6 with rolls of 3,1,3.  Fortunes of war.

7 seems to be running a lot of late, but it beats the 15s and 17s.

We will pull the Vilani Officers out and separate them, also any senior NCOs. then split the officers into Junior and senior groups.
Wounded will be evacuated, our to our ship, theirs to the infirmary, but still separated as above.  Don't want anyone trying to get a promotion again.

Assume their assault shuttles have reactors we can use to power up Mata Hari. How many of the enemy ships escaped?
Did we get anymore captures? Any of our other ships serious damaged?  How is Madame Fourcade?

We'll check safes, computer drives and anything else of intelligence or monetary value.
Fate
GM, 2897 posts
Roll for dodge!
Mon 7 Oct 2019
at 00:25
  • msg #820

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 819):

Gloria is hit by a grenade during the final attack, taking 2d cr damage before DR. The enemy commander was killed n the attack on the bridge by the fighters prior to our assault.

You would require 6 Assault craft power supplies just to get the jump drive operating on the Jean Bart. Do-able, but it will require about a week to do it as well. Fortunately, most other vessels have minimal damage. Silverbeard is suitably impressed and he soon recovers the damaged fighters and assists with the repairs, as well as salvaging the other vessels. They manage to get 3 Shamshirs and 4 Gashiddas jump capable as well, and will take a few days to gather all other valuable parts from the rest. The also clean out the safes for you, but do share any valuable intelligence, including the details of the improved forces here and at the neighbouring system, where 10 Shamshirs and a single Merishmarr cruiser are stationed, supported by 10 Gashiddas. It would appear that the blockade of these systems was so effective it has been given a very high priority so far.

Soon after the battle 3 Iikens depart from the planet.
Gloria Flake
2IC, 409 posts
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Mon 7 Oct 2019
at 02:21
  • msg #822

Re: The First trip of Jean Bart

I assume the Cruiser is recoverable. Are any of the damaged ships able to provide a better power source?

OK, 2 D6 can be anywhere from 2 to 12 ...  her DR is 12 but since Gloria hasn't had any equipment on her CS for forever.
Your call as to whether she is wearing a helmet, but I would assume she is, given the chance of losing pressure.
 Here is what I have on her CS I maintain on my computer:
It also hasn't been updated in quite a while...

1 E All My Carried Stuff 0 ≤ 20 lb 16,677 19.75 lb
1 E Ballistic Suit 1,000 6 lb 1,000 6 lb B284       DR of +12 to arms, legs and torso
12,316 E Credits 1 0 lb 12,316 0 lb B264
1 E First Aid Kit - A complete kit for treating wounds, with bandages, ointments, etc. 50 2 lb 50 2 lb B289
1 E Assault Boots 150 3 lb 150 3 lb B284
1 E Survival Watch - B/3mo. 300 0.05 lb 300 0.05 lb UT77
1 E Belt 5 0.1 lb 2,861 8.7 lb
1 E Small Pocket Knife 30 0.5 lb 30 0.5 lb B272
1 E Filter Mask 100 3 lb 100 3 lb UT177
2 E B cell 3 0.05 lb 6 0.1 lb UT19
2 E 4mm Clip - 40 Darts 10 0.5 lb 20 1 lb UT143
1 E Power Holster (Gauss Pistol) - B/100 uses. 1,000 2 lb 1,000 2 lb UT151
1 E Gauss Pistol, 4mm 1,700 2 lb 1,700 2 lb B278

1 - All My Stuff in my Cabin 0 0 lb 2,800 0 lb
1 - Small Computer - Complexity 5. 60TB. 2B/20hr. 200 0.5 lb 200 0.5 lb UT22
1 - Medium Radio Communicator - 200-mile range. 2C/10hr. 1,000 5 lb 1,000 5 lb UT44
1 - Electronic Lockpick - A/2hr. 1,500 0.2 lb 1,500 0.2 lb UT95
1 - Air Mask 100 1 lb 100 1 lb UT177
Fate
GM, 2898 posts
Roll for dodge!
Mon 7 Oct 2019
at 03:00
  • msg #823

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 822):

Assume a biosuit if nothing is marked. Some of the Gashidda's had recoverable power supplies, but they were used to repair other ones. Once all ships have been recovered, the best option remains with 6 Assault shuttles. Minimal power, just enough to jump though. But the number of ships recovered is greater.
Gloria Flake
2IC, 410 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 7 Oct 2019
at 03:22
  • msg #824

Re: The First trip of Jean Bart

OK, we'll go with the assault shuttles.  Assume the fleet will stand by and assist until we get everything working.

My CS says Ballistic Suit DR 12, so the Biosuit is closest... DR is 15/5 then, so the grenade may have injured me.
I assume she would have the full up Biosuit at least so she could communicate and be as immune to enemy effects as possible.  Basically she needs the ESM, Encrypted Comms, Hyperspectral visor and med stuff... might as well just buy the whole suit.
She may consider getting the Nanoweave tac suit after this.
Fate
GM, 2899 posts
Roll for dodge!
Tue 8 Oct 2019
at 06:24
  • msg #825

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 824):

Fair to assume the full biosuit and all addons for your position. Biosuits are much more comfortable generally on a starship, unless you are personally being shot at. Clamshell over the top of it may be a more comfortable idea.

Wiring assault shuttles is the best alternative, since the pirates clearly want to get as many ships jump capable as possible Their intention is to sell half sending them all the way back to Girii to do so in exchange for cash an d supplies to rebuild the other half. However, rebuilding the cruiser will need to be done at Girii, as will repairing the Jean Bart.

In the aftermath the holds are filled with as much equipment as can be salvaged, and it will be a week everyone before will ready to jump back. In the meantime, what are your plans? The Heros can oversea work here if you plan to go anywhere but you would need to return to have enough crew to man the ships to jump.

78 Missiles, 60 Sandcasters + 90 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
29 Nov 2176
2312 (100% Fuel, 100% Refined, time in system: 1 day.)

Jean Bart, 875.6 dTon Needle/Wedge, Modified Hardrada Class raider, disabled
(5G/Move:3796, dDR:90, dHP: -32/88, dTons of Cargo Space: 13, SM:+10)
Weapons:16x Beams, 6x Missiles, 2x Sandcasters,
75 Troops, Military ships boat

Madame Fourcade, 1000 dTon Flattened Sphere
(6.14G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.3 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
1 Military ships boat, 2 Ships boats

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP: 79/139 -Bridge destroyed, -all 3 turrets and comms destroyed, dTons of Cargo Space: 36.5)
Weapons: 9x Beams, destroyed, 2 x Heavy Missile Array,
5 Assault shuttles, 100 dTon Hanger Bay

200 prisoners, many injured.

Your crew: 13 injured, likely to recover soon, 5 critically inured and 7 dead.
This message was last edited by the GM at 08:44, Tue 08 Oct 2019.
Gloria Flake
2IC, 411 posts
Chummy with the Boys
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Tue 8 Oct 2019
at 17:51
  • msg #826

Re: The First trip of Jean Bart

I am mostly going to see to the repairs to Mata Hari and the Cruiser so they are move/jump capable as soon a possible.  I would suggest that the planet itself be investigated, as they may have repair parts as well.   How many marines do we have, as if we put men down on the planet, I want disciplined forces, should the planet get stupid, then the pirates can come do their thing. With a bit of work and some adjustment to the leadership, we might well make this another friendly base, while ostensibly still a part of the ziru sirka under Shakimi.

I am inclined to either get rid of the light missile array or go to two of the light missile arrays and ditch the heavy array.  Beam turrets are more useful and perhaps a plasma turret or two.  I doubt any sort of particle beam can be fit in here with out serious adjustments.  Girii might be interested in assisting us as we are taking pressure off of them.  We will limp back to Girii and see what we can arrange between Terran agents, Girii and AK Industries. I do Not want to art with Madame Fourcade at this point, as having a Shamshir with us lends credence to the Merishmerr Cruiser, as I gather they don't often travel alone.  The concept of 250 Marines sounds positive as long as we also have some prize crews with us for future captures.

Does this make some sense?
Fate
GM, 2901 posts
Roll for dodge!
Tue 8 Oct 2019
at 19:18
  • msg #827

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 826):

I think it sort of makes sense. As implied in the OOC thread, this cruiser has 2 Heavy missile arrays; they are large enough to almost swap out with a heavy particle cannon, but in order to make use of their range, you really will want to increase the size of the engines, possibly loosing a little armour, in order to increase speed to 6G. To accommodate that replacing half of the standard Vilani quarters with Bunks will be needed or else dropping the hanger.

There are also options with the hanger. This vessel is twice the size of e Kargash Cruiser, so it does give a lot of options, including increased troop capacity. However it will be expensive to overhaul, and take time. Repairs on the Jean Bart will also be expensive, so if you want to repair both, you will probably have to take the Madame Fourcade back out raiding immediately to capture another 2-3 Shamshirs depending on condition in your own right! A working Shamshir will fetch about $850 mill, but one that just limps home will generally not get more than $500 mill.

Girii is interested in assisting, but they would naturally much prefer to assist by buying captured vessels rather than just shelling out large sums of money! If you want cash up front, they can provide a loan, but interest rates will be high enough to basically require you to capture at least one more Shamshir over the course of the year. As mentioned you can sell the Jean Bart to Terran agents on Girii...they would be happy to gather another crew and set her out, and that could offset some of the costs.
Gloria Flake
2IC, 412 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 8 Oct 2019
at 22:46
  • msg #828

Re: The First trip of Jean Bart

It seems likely that Jean Bart is a white elephant at the moment.  I'll return her to the Terrans for whatever they'll give me to start mod-ing the Merishmerr. Working on a name ... but for the short term we'll call her Impulsive's Reward.

I'll take some of my trusted crew and take Madame Fourcade adventuring. We can adjust the Hanger contents some as we no longer need a ships boat for JEAN BART.  Maybe a few combo fighters.

Can I pester you to separate MADAME FOURCADE's Stats from the JEAN BART Please?
The 90 ton Ship's bay should allow a 30 ton military launch, 2x 10 Ton Life Boats and 6x 6 ton AK Combo fighters; Or 1x 10 ton Life boat and 8x 6 ton AK combo fighters.
More Fighters would be preferable, but need to be able to support the crew in case of an issue.  What is standard acceptable life support for a military ship?
Fate
GM, 2902 posts
Roll for dodge!
Wed 9 Oct 2019
at 06:39
  • msg #829

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 828):

Sure. I just needed confirmation of your intentions before modding the sheets. So plan for now: Sell the Jean Bart back to Terran agents for $400,000 and replacement computers for the new vessel. This will require a trip back to Girii, either for yourself or a trusted Lieutenant and a skeleton crew on both the cruiser and the Jean Bart. There is no requirement for live boats on military craft, though AK have developed some small 100 dTon ones capable of jumping themselves, because military craft are assumed to operate with other craft, and the crew don space suits to survive on the hulk long enough to get rescued. Life support = accommodation, so if you need more, you add more accommodation. There are no AK fighters available here, however.

If you send the ships separately, you would be able to hit the second group, hopefully capturing an extra ship. The only fighters at the Pirate planet Lone Pine are the dissident fighters, though they have along with a bright engineer on the Karl Marx, come up with a new fighter design.

Designed of a heavily armoured cylinder, this is about the same size as a ships boat. It is capable of the same point defence as three smaller fighters, and has armour as heavy as a Gashidda but lacks missiles. It does have bunks for the crew, though, and a small galley and storage for longer patrols. They have just finished the first 5, and offer two to you. The main point of these is to be very resistant to pulse laser fire, enabling them to provide defence in a far greater capacity.

Dissident Heavy Fighter, 68 M, 30 dTon Cylinder
(6.05G/Move:370, dDR:95, dHP: 36, SM:+7)
Weapons: 3x Fixed Beam, Crew:3

Or you can travel back with both vessels and the Madame Fourcade. Clearly this would mean loosing time and the Pirates are keen to hit the second planet soon.

90 missile(Fourcade)
Combined Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
19 Dec 2176
Lone Pine (100% Fuel, 100% Refined, time in system: 0 days.)
This message was last edited by the GM at 06:48, Wed 09 Oct 2019.
Gloria Flake
2IC, 414 posts
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Wed 9 Oct 2019
at 16:16
  • msg #830

Re: The First trip of Jean Bart

OK, Part of this is assessing how much down time we may have with your holiday coming up.

Both ships can go back together to Girii with a trusted Lieutenant and a skeleton crew on each. Once JEAN BART is turned over, both will work to get Impulsive's Reward ready for service.


More later, have to go now.
Gloria Flake
2IC, 415 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 9 Oct 2019
at 17:26
  • msg #831

Re: The First trip of Jean Bart

Ok , I am not sure I see the value of the heavy fighter. Decent armor, but three fixed beams seem undesirable compared to amiable beams and the crew seems too large. A smaller hull with one or two crew and a missile ring around the outside of the hull.  I forget what you call it when things are placed outside the hull ... but missiles Should be gone as you close into beak ranges.
Fate
GM, 2905 posts
Roll for dodge!
Wed 9 Oct 2019
at 18:07
  • msg #832

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 831):

Whether 3 small fighters with 1 beam each or 1 larger one the crew per beam weapon is the same. The difference is the number of missiles vs armour. 6 missiles and dDR 18 vs dDR 95 armour. When being used within range of the pulse cannons, especially close range this can be very important,as 4d (5) damage will be reduced 19, not having any damage from an average pulse attack doing an average of 14 damage. Whilst you were lucky last battle, rolling poorly in the first round defences in the last battle would have seen the fighters almost completely wiped out making you very vulnerable to poor point defence rolls against the missiles as the number of point defence weapons would have seen you requiring rolls! You were lucky, but it could have easily gone badly...
Gloria Flake
2IC, 417 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 9 Oct 2019
at 18:37
  • msg #833

Re: The First trip of Jean Bart

Ok, I see that point. I am not sure why it takes a crew of three! A smaller armored heavy fighter might be more useful if doable. You have the program so all I can do is dabble at it, If we take the standard 10 ton fighter as a base, add power (for speed), add an additional beam and up armor it, can we get something under 30 tons?

I am not seeing this as something that goes off on it's own for a coupe of days, that's a different mission, but an armored fighter to defend the ship makes sense.  Crew of two max in my thinking ...  sticks close to the mother ship.

Your 30 ton system scout has potential too, but for a different use. And a turret may or may not be preferred, as it's useful to be able to go one way and shoot another.
This message was last edited by the player at 20:30, Wed 09 Oct 2019.
Fate
GM, 2907 posts
Roll for dodge!
Thu 10 Oct 2019
at 06:05
  • msg #834

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 833):

That is kind of the holy grail of fighters...small, fast, heavy weapons and heavy armour. The best I could come up with would be as follows:

AK Heavy Ball Fighter: 46M, 20 dTon Sphere (10 yd dia) However, it is a sphere
(6G/Move:370, dDR:88, dHP: 30, SM:+6)
Weapons: 3xBeam, Crew:2, Endurance: 14 Weeks

But note the designer, he has no offices here!

However, playing with the ship by adding a turret I can come up with the following:

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3xBeam in one turret, Crew:2

The original fighter had three crew because of the large engine, requiring an engineer, plus a navigator/gunner. We can go with this design if you prefer. -1 to SM, but also -5 dDR. Still has life support and could easily last a couple of days alone before the two crew started getting hungry. Includes 2 bunks only (hence life support).

Turrets have other issues, but could be added to vessels according to the following minimum sizes, by vessel shape:

Wedge: 10 dTon
Flattened Sphere: 20 dTon
Cylinder: 21 dTon
Dispersed Structure: 30 dTon
Closed Structure: 40 dTon
Sphere: 70 dTon

What you are looking in a system scout at is a much more versatile vessel, and much smaller. For atmospheric performance, you really want a flattened sphere or wedge shape. Both the cylinder and sphere shape would be pretty much exclusively for space combat. However for combining armour and speed you will not have room for much else.
Gloria Flake
2IC, 418 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 10 Oct 2019
at 18:47
  • msg #835

Re: The First trip of Jean Bart

The ball fighter is very neat... and the designer does have offices on Girii... It looks to me to do the same thing the heavy fighter does for less weight.  Not sure how big a deal dDr 88 vice 90 is...doesn't sound critical. For a ship defense fighter it seems good, but doesn't replace the AK Combo fighter.
I get the feeling I am missing something in this... one beam can kill one missile per shot ... 3 fixed beams can do better? Both have to move the whole ship to aim.  The turret allows aiming separate from ship movement.
I can see the value of the armored beams for ship defense ... and they would be of some value in combat versus lighter escorts & enemy fighters. Were Missiles the only concern, pulse lasers would do, but they aren't worth much against escorts. It really comes down to what they can do for the space they use ... would the ball fighter be twice as good as a combo fighter?  In close combat they would, but they are useless in long range missile exchanges except to kill missiles.

Perhaps a mix, with a few heavy fighters to dispatch enemy fighters and missiles while the combo fighters back them up and can launch a missile strike.   so 2-3 light fighters per heavy fighter?
Fate
GM, 2908 posts
Roll for dodge!
Thu 10 Oct 2019
at 21:43
  • msg #836

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 835):

Yep, the lack of missiles is something but given that it ha been quite a while since missiles did anything but pick off a few lone ships after the formation was broken up, because you do not have them in the needed numbers that may not be such a big deal and a light missile array should have that covered. So when you say they are useless in long range missile exchanges except to kill missiles that is the most important function of most fighters so far anyway, in practical terms.

Three beams against a missile swarm can shoot down more missiles than a single beam as the beams can be slightly spread (even fixed guns on modern fighters can adjust a few degrees to follow a target) so yes 3 fixed beams can shoot down 3 times as many missiles in the same swarm as a single beam weapon, and for precision attacks against Gashiddas and Shamshirs they can be most effective...that is what Jean Bart used to break up formations on the last deployment.

In terms of what is available, I am looking at Madame Fourcade taking on new fighters at Lone Pine while the other vessels head back to Girii for repairs. I can have the slightly smaller design there instead of the 30 dTon design which would make better sense given their limited resources, but only that and the Dissident 10 dTon design would be available to take with you on the next trip along with ships boats.
Gloria Flake
2IC, 419 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 10 Oct 2019
at 22:15
  • msg #837

Re: The First trip of Jean Bart

OK, That makes some sense.
So one ships boat at 30 tons , No, Lets make that an

Assault Craft, 28 M Solars, 20 dTons
Same as the Imperial Assault craft, used to land troops on a planet or another ship.
(4G/Move:1900, dDR:13, dHP:25, dTons of Cargo Space: 7.5),
Weapons:1x Beams, 1x Missile, 1x Sandcaster, Seating for 24

Two of the 25 ton heavy fighters.
Leaves room for two 10 ton craft and an AK APC might be most useful if available.
If not, probably two dissident fighters ...

We'll go with the Pirates to visit the next system.
Fate
GM, 2909 posts
Roll for dodge!
Thu 10 Oct 2019
at 23:18
  • msg #838

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 837):

No AK APCs available here. You could take an extra assault craft, or 2 10 dTon fighters. Have opted with the latter based on your preferences. Will settle on the Heavy Fighter design being 25 dTons with a turret...

The day after you send off the damaged vessels the fleet is once again ready to move. The five new prototype designs are ready, and two are provided to you, selling the two Military ships boats and 3 of the 4 captured Assault craft that you brought back in the cruiser to cover the costs. The last assault craft along with 2 new regular fighters fills your hanger to capacity.

Kadardiir is a binary system with 2 Gas Giants (one inner with 4 moons and one outer with 5 moons) and 3 barren planets in elliptical orbits. One of the outer planets moons contains considerable hydrocarbons. None are hospitable. Intelligence suggests that there are 2 fleets here each with a Merishmerr cruiser and Shamshirs, though the unit of 10 Shamshirs is likely split between he two fleets. It would seem from intelligence gathered that one fleet was at each of the Gas Giants. 2 Units of Gashiddas (20 ships) were assigned to here but are likely to be spread out. Where do you suggest the fleet head? Bear in mind the Karl Marx and the three Heros are lightly armoured and do not want to jump directly into a fight, but at the same time you do not want the two groups joining if you can help it.

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)

[Private to GM: Total details
Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter,

Upgraded Hero: 66.3M, 200 dTon Close Structure x3
(2.26G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 86.5, SM:+8)
Weapons: 9x Pulse Lasers, Crew:6



Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.6G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 23 M, 10 dTon x53
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x1
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x5
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 50
(6G/Move:2650, dDR:33, dHP:25), Weapons:2x Missiles,

Enemy 2 groups, 22 vessels

Rest 4G, 12 vessels
50 Fighters, all Missile
69 PD Turrets (276 missile Capacity), 337 Missiles

Friendly, 2 groups

6G, 7+5 Bounty Hunters
53 Fighters, Leave Karl Marx and Heros out, attempt to withdraw.
125 PD Beam + 13 Pl, 106 missiles
(300+212(f)+34(Plasmas) = 546 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 2.26G
27 Pulse, 10 Beam (148 missile cap), 15 missiles
]
This message was last edited by the GM at 01:25, Fri 11 Oct 2019.
Gloria Flake
2IC, 420 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 11 Oct 2019
at 03:36
  • msg #839

Re: The First trip of Jean Bart

We can share a lot of missiles around, Madame Fourcade has no launchers and all the ships small craft have 5 between them, 90 missiles is far to many, we'll keep about 40 and sell/trade the rest.

I think starting at the outer GG makes sense, as at the inner you are sort of pinned if things go less well than expected. I am not sure why the Hero's are coming. The Karl Marx  does need to come in behind us and with a bit of an escort,  just in case. A Wandering Gashidda or two would be an unpleasant surprise.  That said, we'd like to close with the enemy as quickly as possible to avoid the inevitable missile swarms and to give them as little time as possible to recover and execute any plan they might have.
Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:17
  • msg #840

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 839):

The Heros are the salvage teams basically. Pirates bring them to carry loot, and they were as full as boots traveling back last time, so to speak! But at your request, they will leave and arrive an hour after you do.

On arrival at the outer gas giant you find that Vilani as predictable as ever, are formed into two fleets at each of the Gas Giants. Each fleet has 1 Cruiser, 5 Shamshirs and 10 Gashiddas. At each of the independent planetoids there is another Iiken but that is another matter. The fleet at the other Gas Giant is a mere 4 hours away when you arrive, but the fleet nearest you is a mere 300,000 miles away. They have fighters launched by the time you have exited hyperspace and by the time your own fighters are launched and you have formed up in formation, they are just 220,000 miles away, and launching their first salvo of missiles. At 337 missiles this is only marginally more than your ships and heavy fighters can handle. Silverbeard jokes from his own command ship "You wanted to close with 'em fast. Looks like you got what you wanted!"

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.6G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 23 M, 10 dTon x53
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,



Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x1
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x5
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 50
(6G/Move:2650, dDR:33, dHP:25), Weapons:2x Missiles,

Enemy 1 group
4G, 16 vessels plus fighters
50 Fighters, all Missile
69 PD Turrets (276 missile Capacity), 337 Missiles

Friendly, 2 groups
Combat group
6G, 7+5 Bounty Hunters
53 Fighters, Leave Karl Marx and Heros out, attempt to withdraw.
125 PD Beam + 13 Pl, 106 missiles
(300+212(f)+34(Plasmas) = 546 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 5 G
10 Beam (40 missile cap), 15 missiles

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter,

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)
This message was last updated by the player at 04:17, Sun 24 Nov 2019.
Gloria Flake
2IC, 421 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 11 Oct 2019
at 04:14
  • msg #841

Re: The First trip of Jean Bart

Indeed I did... let's close some before firing what missiles we have to amuse their gunners at say 100k... we need to get in and mug them quickly where missiles are no real help to them. Bounty Hunters stay behind the bigger ships until we get into Plasma range and kill missiles. Let's slide to our right to overload that flank if we can and then roll them up right to left. we'll need to use precision fires to disable the enemy ships quickly, try to disable and grab as many Shamshirs as we can. Just destroy the Gashiddas. Concentrate on fighters on the way in, since they are susceptible to beam weapons at max range. Silverbeard and I will try to neutralize the cruiser when we get close enough.
Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:18
  • msg #842

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 841):

The Fighters and Bounty hunters fall back behind the fighters as you close, shooting down the missiles with hardly any help from them. By the time the swarm arrives and is shot down, the two sides are just 80,000 miles apart and you are closing on them at 20,000 miles per round. They launch again and once again they are shot down, but by that time the range has closed to 60,000 miles. Firing on your fighters as you approach despite the fact that they try to hide behind the larger ships, they again launch missiles. As the fighters edge from cover to fire on the other fighters the Shamshirs move out wide and are able to damage 5 craft which quickly retreat beyond pulse weapon range back towards the Karl Marx which is hovering around 200,000 miles behind you. You return the favour with all your ships, targeting their own fighters and disabling 15 of them. You likewise launch a salvo of your own missiles, 96 from the fighters and 12 from the Gashiddas. The Gashiddas target the two modified Shamshirs with sandcasters successfully anticipating attacks.

You expect to close to 20,000 miles next round, putting them within half damage range of the plasmas and full damage range of the Beam weapons, but also putting the fighters and Bounty Hunters within full damage range of their pulse weapons and reducing the range penalty to -14. Silverbeard suggests having the light fighters drop back...

Edit: You go ahead and roll an attack (or attacks) for your turrets. Separate one for Beams and Plasmas. As range next turn will be at -14 precision attacks have a target of 8. Plasma attacks' target will be modified by the size modifier of the target, but plasma guns will do half damage due to range and have a -1 sAcc instead of the +2 of beams. You can roll your targets dodge rolls too...

[Private to GM: Attack stats range penalty -16
Merishmirr vs fighters, 16 +4 -1(profile) +6(SM) -16(Range) = 9
Shamshirs vs fighters, 16 +4 -1(profile) +6(SM) -16(Range) = 9
Gashiddas vs fighters, 16 +4 -1(profile) +6(SM) -16(Range) = 9
]
Madame Fourcade vs Precision attack, 18+4(sAcc+sensors)+6(SM)-1(Profile)-16(Range)= 11
   x4 triple turrets
Dissident Shamshir vs Precision attack, 17+4(sAcc+sensors)+6(SM)-1(profile)-16(Range)= 10
   x4 triple turrets
Captured Gashidda vs Precision attack, 17+4(sAcc+sensors)+6(SM)-1(profile)-16(Range)= 10
   3x2=6 triple turrets
Bounty Hunters vs Precision attack, 17+4(sAcc+sensors)+6(SM)-1(profile)-16(Range)= 10
   5 triple fixed mounts
Heavy Fighters vs Fighters, 16+4(sAcc+sensors)+6(SM)-1(profile)-16(Range)= 10
   5 triple fixed mounts
Dissident Fighters vs Fighters, 16+4(sAcc+sensors)+6(SM)-1(profile)-16(Range)= 10
   48 single fixed mounts

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x5
(6.6G/Move:3351, dDR:50, dHP: 47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 23 M, 10 dTon x48
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Dissident Fighter, 23 M, 10 dTon x5
(6.1G/Move:2151, dDR:6/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x1
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x5
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 35 (15 disabled)
(6G/Move:2650, dDR:33, dHP:25), Weapons:2x Missiles,

Enemy 1 group
4G, 16 vessels plus fighters
35 Fighters, all Missile
69 PD Turrets (276 missile Capacity), 307 Missiles

Friendly, 2 groups
Combat group
6G, 7+5 Bounty Hunters
48 Fighters, Leave Karl Marx and Heros out, attempt to withdraw.
125 PD Beam + 13 Pl, 106 missiles
(300+192(f) +34(Plasmas) = 546 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 5 G
10 Beam (40 missile cap), 15 missiles

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter dock with it.

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)
This message was last edited by the player at 04:18, Sun 24 Nov 2019.
Fate
GM, 2913 posts
Roll for dodge!
Fri 11 Oct 2019
at 23:25
  • msg #843

Re: The First trip of Jean Bart

In reply to Fate (msg # 842):

[OOC: My bad, I should have been more clear. I meant for you to roll just for Madame Fourcade, and I had rolled for the rest of the fleet for you. As my roll is better, I will go with that unless you would prefer me to use your rolls...

In the next round the Shamshirs and Gashiddas find their marks. Targeting the fighters once again, they succeeded in damaging another 10 of them, causing them to quickly drop back out of the fight as the Karl Marx moves to a position to recover them, but not before the full force of the pirate fighters was able to engage and disable all imperial counterparts. Silverbeard urges the rest of the fighters to drop back as well next round, having done their task of removing the remaining imperial fighters. Meanwhile, the cruiser targeted two of the bounty hunters, badly damaging them and causing them to drop back out of the fight with the fighters.

Then it is time for your response. The heavy fighters lead the way, each destroying the power plant of a Shamshirs, dramatically reducing their speed. Then Silver beard opened up on them, with each of his turrets taking out a maneuver drive, making them unable to move. The rest of the fleet halted rather than breaking up, though they could continue to fight. With his plasmas, he was able to take out 2 Gashiddas. Similarly, the Madame Fourcade was able to damage a Gashiddas with her plasmas, and destroy  the communication array of the Cruiser, neutralizing her missiles.

[Private to GM: Attack stats range penalty -16
Merishmirr vs fighters, 16 +4 -1(profile) +8(SM) -14(Range) = 13 (12,
Shamshirs vs fighters, 16 +4 -1(profile) +6(SM) -14(Range) = 11 (10, dodge 8)
Gashiddas vs fighters, 16 +4 -1(profile) +6(SM) -14(Range) = 11 (10, dodge 11, damage 5)
]

Madame Fourcade vs Precision attack, 18+4(sAcc+sensors)-14(Range)= 8
   x4 triple turrets (2 hits, 13 dodge, 12 damage to comms)
Madame Fourcade vs Gashidda, 18+1(sAcc+sensors)+9(SM)-1(Profile)-14(Range)= 16
   x2 double plasma turrets (1x4 hit, 6 dodge, 24 damage)
Dissident Shamshir vs Precision attack, 17+4(sAcc+sensors)-14(Range)= 7 (5, dodge 8, 13x3 dam/turret)
   x4 triple turrets
Dissident Shamshir vs Gashidda, 17+1(sAcc+sensors)+9(SM)-2(Profile)-14(Range)= 15 (6, dodge 10, 28x5=140)
   x2 double plasma turrets
Captured Gashidda vs Precision Attack, 17+4(sAcc+sensors)-14(Range)= 7 (14)
   3x2=6 triple turrets
Bounty Hunters vs Precision attack, 17+4(sAcc+sensors)-14(Range)= 7 (10)
   5 triple fixed mounts
Bounty Hunters vs Shamshir, 17+4(sAcc+sensors)+10(SM)-1(profile)-14(Range)= 16 (15, dodge 6, damage 3x6=18)
   5 single fixed plasmas
Heavy Fighters vs Precision attack, 16+4(sAcc+sensors)-14(Range)= 7 (6, dodge 10, 6x3=18 damage each)
   5 triple fixed mounts
Dissident Fighters vs Fighters, 16+4(sAcc+sensors)+6(SM)-1(profile)-14(Range)= 12 (9, Dodge 15, 24 damage)
   48 single fixed mounts

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x3
(6.6G/Move:3351, dDR:50, dHP: 47/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Bounty Hunter: 173M, 100 dTon Needle/Wedge x2
(6.6G/Move:3351, dDR:50, dHP: 05/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 23 M, 10 dTon x38
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Dissident Fighter, 23 M, 10 dTon x10
(6.1G/Move:2151, dDR:03/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Dissident Fighter, 23 M, 10 dTon x5
(6.1G/Move:2151, dDR:06/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x1, comms destroyed
(5G/Move:370, dDR:220, dHP: 127/139, dTons of Cargo Space: 36.5, SM: +11),
Weapons:9x Beams, 2 x Heavy Missile Array,
1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x1
(2.5 G/Move:370, dDR:160, dHP:82/100, dTons of Cargo Space: 26.5, SM: +10), -PP
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x4
(0 G/Move:370, dDR:160, dHP:43/100, dTons of Cargo Space: 26.5, SM: +10), -PP, -Man
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x7 (2 destroyed, 1 at 48 dHP)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 0 (37 disabled 13 destroyed)
(6G/Move:2650, dDR:33, dHP:25, SM: +6), Weapons:2x Missiles,

Enemy 1 group
4G, 15 vessels
66 PD Turrets (276 missile Capacity), 222 Missiles

Friendly, 2 groups
Combat group
6G, 7+5 Bounty Hunters
38 Fighters, Leave Karl Marx and Heros out, attempt to withdraw.
125 PD Beam + 13 Pl, 106 missiles
(300+192(f) +34(Plasmas) = 546 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 5 G
10 Beam (40 missile cap), 15 missiles

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter dock with it.

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)
This message was last edited by the GM at 07:07, Tue 15 Oct 2019.
Gloria Flake
2IC, 424 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 17 Oct 2019
at 04:18
  • msg #844

Re: The First trip of Jean Bart

OK, for some reason I didn't realize that you had put up a new post...  It's been a bit crazy here anyway.

With the cruiser's Missiles neutralized, we go to work on her beams, trying to kill her turrets and her targeting array (not sure what can be effectively engaged). We will put the Plasma cannon to work as well. We'll have the two heavy fighters continue to target Shamshirs and Gashiddas.

Madame Fourcade vs Precision attack, 18+4(sAcc+sensors)+6(SM)-1(Profile)-16(Range)= 11   x4 triple turrets.
     Cruiser Targeting System, then turrets
 Gloria Flake rolled 12 using 3d6 with rolls of 6,3,3.  Triple Turret 1.
 Gloria Flake rolled 13 using 3d6 with rolls of 5,6,2.  Triple Turret 2.
 Gloria Flake rolled 8 using 3d6 with rolls of 2,4,2  Triple Turret 3.
 Gloria Flake rolled 8 using 3d6 with rolls of 1,6,1.  Triple Turret 4.

 Gloria Flake rolled 8 using 3d6 with rolls of 2,4,2.  Plasma Turret 1.
 Gloria Flake rolled 13 using 3d6 with rolls of 1,6,6  Plasma Turret 2.

Heavy Fighters vs Fighters, 16+4(sAcc+sensors)+6(SM)-1(profile)-16(Range)= 10
   x2 triple fixed mounts
Engage any Shamshirs and Gashiddas that can be disabled or are causing problems
A    Gloria Flake rolled 15
B    Gloria Flake rolled 15
Gloria Flake
2IC, 425 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 17 Oct 2019
at 04:19
  • msg #845

Re: The First trip of Jean Bart

Notify the Heavy Fighters that if they can't shoot better than that we will fit them with rams!.
Fate
GM, 2916 posts
Roll for dodge!
Thu 24 Oct 2019
at 11:10
  • msg #846

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 845):

With the second Vilani squad still to be dealt with, Silverbeard sends the more lightly armoured units, the Light fighters and the bounty hunters, away. They respond by returning, under fire, to the Karl Marx carrier, drawing the enemies fire as they left.

The heavy fighters were a complete shamble: you two were the best, and the other three so completely mistimed their attacks so as to force the three friendly Gashiddas to take defensive maneuvers, missing their own attacks as well. The rest of the ships closed in on the two capital ships lest.

That proved to be a big mistake. At such close ranges, the modified Shamshirs triple turrets performed precision surgery on the cruiser, destroying engines, turrets, power supplies, the bridge and generally totally disabled the vessel. Meanwhile, the plasma turrets destroyed the last mobile Shamshirs and one immobile one for good measure, as well as tearing apart two Gashiddas so completely that hope for survivors would be minimal. The remaining ships, just Gashiddas, still 8,000 miles away, seem intent to run towards the other squad, still hours away, at their feeble 4G.

The fighters and Bounty hunters, meanwhile, have fallen back to 100,000 miles behind you. Well within missile range...

[Private to GM: Attack stats range penalty -1
Merishmirr vs Bounty Hunters, 16 +4 -1(profile) +8(SM) -16(Range) = 11 (13)
Shamshirs vs fighters, 16 +4 -1(profile) +6(SM) -16(Range) = 9 (15)
Gashiddas vs fighters, 16 +4 -1(profile) +6(SM) -16(Range) = 9 (11)
]

Madame Fourcade vs Precision attack, 18+4(sAcc+sensors)-10(Range)= 12
   x4 triple turrets (3 hits, 13 dodge, 27 damage to turrets)
Madame Fourcade vs Gashidda, 18+1(sAcc+sensors)+10(sm)-2(profile)-10(Range)= 17
   x2 double plasma turrets (3 + 5 hits, 15 dodge,  96 damage per hit)
Dissident Shamshir vs Precision attack, 17+4(sAcc+sensors)-10(Range)= 11 (7 dodge 13, 3 precision hits, 24 dam/turret)
   x4 triple turrets
Dissident Shamshir vs Shamshirs 17+1(sAcc+sensors)+9(SM)-2(Profile)-10(Range)= 19 (8, dodge 14, 28x4x6 = 348 x2, to 2 ships)
   x2 double plasma turrets
Captured Gashidda vs Precision Attack, 17+4(sAcc+sensors)-10(Range)= 11 (13)
   3x2=6 triple turrets
Heavy Fighters vs Precision attack, 16+4(sAcc+sensors)-10(Range)= 11 (17, friendly dodge 10!)
   5 triple fixed mounts


Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x3
(6.6G/Move:3351, dDR:50, dHP: 47/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Bounty Hunter: 173M, 100 dTon Needle/Wedge x2
(6.6G/Move:3351, dDR:50, dHP: 05/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 23 M, 10 dTon x38
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Dissident Fighter, 23 M, 10 dTon x10
(6.1G/Move:2151, dDR:03/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Dissident Fighter, 23 M, 10 dTon x5
(6.1G/Move:2151, dDR:06/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x1, comms, bridge, power, all turrets and man destroyed
(0G/Move:370, dDR:220, dHP: -26/139, dTons of Cargo Space: 36.5, SM: +11),
Weapons:9x Beams, 2 x Heavy Missile Array,
1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x3
(0 G/Move:370, dDR:160, dHP:43/100, dTons of Cargo Space: 26.5, SM: +10), -PP, -Man
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x5 (4 destroyed, 1 at 48 dHP)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 0 (37 disabled 13 destroyed)
(6G/Move:2650, dDR:33, dHP:25, SM: +6), Weapons:2x Missiles,

Enemy 1 group
4G, 5 vessels
15 PD Turrets (60 missile Capacity), 45+45 missiles from Shamshirs

Friendly, 2 groups
Combat group
6G, 7+5 Bounty Hunters
Leave Karl Marx and Heros out, attempt to withdraw.
125 PD Beam + 13 Pl, 106 missiles
(300+192(f) +34(Plasmas) = 546 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 5 G
53 Fighters, 5 Bounty Hunters,
78 Beam (234 missile cap), 121 missiles

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter dock with it.

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)
Gloria Flake
2IC, 426 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 26 Oct 2019
at 18:28
  • msg #847

Re: The First trip of Jean Bart

I am a little unclear as to how many Gashiddas are withdrawing toward the other squad, but feel we should deal with them quickly.
We need to get some Prize crews up here, a big one for the cruiser which could have 250 resisting ... Gloria will leave this cruiser to the pirates and seize a Shamshir or two if she can with the ships boat. The two heavy fighters stay as enforcement as needed. As soon as we dispatch this last group of Gashiddas, we need to gather our fleet up for the next group.

As far as dealing with these running Gashiddas, we'll show them they can't get away and tell them to surrender and take to their assault shuttles... any resistance means we cut them up like we did the others.  They can head for the planet. I assume the Pirates will have sufficent crew to man them and bring them back.
Fate
GM, 2917 posts
Roll for dodge!
Thu 7 Nov 2019
at 02:34
  • msg #848

Re: The First trip of Jean Bart

In reply to Fate (msg # 846):

They were running back towards the other fleet...but were slower than you, so that was never going to work.

The large cruiser disabled completely and the remaining 3 Shamshirs immobilized and the destruction of half of the Gashiddas sees the remaining Gashiddas panic and run, firing at any who pursued them. Targeting Silverbeard, the damage was minor compared to the complete destruction of two more Gashiddas, revealing that they were unable to get any separation.

With this revelation, the surviving ships of this group stop and, after a pause, offer their surrender. Taking to their assault shuttles, they head to the planet.


[Private to GM: Attack stats range penalty -1

Shamshirs vs Dissident Shamshir, 16 +4 +10(SM) -10(Range) = 20 (8, dodge 11, 9 damage total))
Gashiddas vs Dissident Shamshir, 16 +4 +10(SM) -10(Range) = 20 (11, dodge 9, 6 damage total)
]

Madame Fourcade vs Precision attack, 18+4(sAcc+sensors)-10(Range)= 12
   x4 triple turrets (3 hits, 13 dodge, 27 damage to turrets)
Madame Fourcade vs Gashidda, 18+1(sAcc+sensors)+10(sm)-2(profile)-10(Range)= 17
   x2 double plasma turrets (3 + 5 hits, 15 dodge,  96 damage per hit)
Dissident Shamshir vs Precision attack, 17+4(sAcc+sensors)-10(Range)= 11 (12)
   x4 triple turrets
Dissident Shamshir vs Shamshirs 17+1(sAcc+sensors)+9(SM)-2(Profile)-10(Range)= 19 (10, dodge 8, 19x4x4 = 304 x2, to 2 ships)
   x2 double plasma turrets
Captured Gashidda vs Precision Attack, 17+4(sAcc+sensors)-10(Range)= 11 (12)
   3x2=6 triple turrets
Heavy Fighters vs Precision attack, 16+4(sAcc+sensors)-10(Range)= 11 (12)
   5 triple fixed mounts


Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 55/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x3
(6.6G/Move:3351, dDR:50, dHP: 47/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Bounty Hunter: 173M, 100 dTon Needle/Wedge x2
(6.6G/Move:3351, dDR:50, dHP: 05/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 23 M, 10 dTon x38
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Dissident Fighter, 23 M, 10 dTon x10
(6.1G/Move:2151, dDR:03/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Dissident Fighter, 23 M, 10 dTon x5
(6.1G/Move:2151, dDR:06/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x1, comms, bridge, power, all turrets and man destroyed
(0G/Move:370, dDR:220, dHP: -26/139, dTons of Cargo Space: 36.5, SM: +11),
Weapons:9x Beams, 2 x Heavy Missile Array,
1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x3
(0 G/Move:370, dDR:160, dHP:43/100, dTons of Cargo Space: 26.5, SM: +10), -PP, -Man
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x5 (4 destroyed, 1 at 48 dHP)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 0 (37 disabled 13 destroyed)
(6G/Move:2650, dDR:33, dHP:25, SM: +6), Weapons:2x Missiles,

Enemy 1 group
4G, 5 vessels
15 PD Turrets (60 missile Capacity), 45+45 missiles from Shamshirs

Friendly, 2 groups
Combat group
6G, 7+5 Bounty Hunters
Leave Karl Marx and Heros out, attempt to withdraw.
125 PD Beam + 13 Pl, 106 missiles
(300+192(f) +34(Plasmas) = 546 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 5 G
53 Fighters, 5 Bounty Hunters,
78 Beam (234 missile cap), 121 missiles

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter dock with it.

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)
Gloria Flake
2IC, 427 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 7 Nov 2019
at 04:01
  • msg #849

Re: The First trip of Jean Bart

We'll put out a prize crew on two AK APCs and take one Gashidda into our control if nothing out of the ordinary is found on a search of the ship ... these will be moved back to the general area of the Karl Marx and turned over to them if they have the men to man them.  Our crew will move back toward us at best speed if released, meanwhile we'll use the ships Boat to approach and take over a Shamshir (I am assuming they put up no fight; if they do, we'll zitz them a little so they understand). The crew from the Gashidda joins them when they can.  We keep a close eye on the remaining Vilani Ships.
When theings are under control, we'll get the fleet in ordewr and move on them ... (What is left out there? 4-5 Shamshirs and 8-10 Gashiddas?)


OOC - If the pirates have enough crew to take over the surrendered Gashiddas, we'll not send a crew out and will concentrate on the Shamshir.
Fate
GM, 2918 posts
Roll for dodge!
Thu 7 Nov 2019
at 05:52
  • msg #850

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 849):

The other fleet is the same size as the one you just defeated, and will deploy fighters when half an hour away. By the time you are finished taking the Gashiddas, you find the manoeuvre drives, comms and power plants have had charges set of and are inoperable. It will take a day or twos work to fix them, so it seems they expect the other fleet to succeed. The large cruiser is pretty badly beaten, and the crew take the opportunity to leave while they can as well.

Nonetheless, you gather all the disabled vessels together. They have reserve batteries to fire a few rounds from the turrets, but are not able to fire missiles. The hero's arrive an hour later as well, and the carrier and the Hero's are able to move all the captured vessels to the jump point near where you arrived, though without the power, they are not going anywhere.

The second fleet is about 90 minutes away by the time you have done all that.
Gloria Flake
2IC, 428 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 7 Nov 2019
at 21:40
  • msg #851

Re: The First trip of Jean Bart

Gloria Transmits in the clear  ... I told you damaging the ships would be seen as a hostile act, now you pay.  she has the beam weapon turrets shoot the escaping assault shuttles from the Gashiddas.
Fate
GM, 2920 posts
Roll for dodge!
Fri 8 Nov 2019
at 02:30
  • msg #852

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 851):

The pirates do not get involved as you attack the fleeing shuttles, even distancing themselves from you. The shuttles scream out about the treaties you are breaking, but their defences do little against the warship, and the first two shuttles explode quickly before you prepare to move on to the rest...
Gloria Flake
2IC, 429 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 8 Nov 2019
at 03:21
  • msg #853

Re: The First trip of Jean Bart

Gloria stops the slaughter... still pissed that they betrayed their word, but also having a bit of remorse.
Betraying your pledge also violates the laws ...remember that.
Fate
GM, 2921 posts
Roll for dodge!
Fri 8 Nov 2019
at 06:30
  • msg #854

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 853):

The rest of the vessels flee to the planet, claiming they never did any further damage to their vessel after they surrendered, but rather did the damage before surrendering. Just before...


The rest of the fleet launch their fighters and move into attack formation. Your allies do likewise, with the damaged fighters and Bounty Hunters hanging back with the Karl Marx and Hero's that have arrived since the last fight.

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 60/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle

Bounty Hunter: 173M, 100 dTon Needle/Wedge x3
(6.6G/Move:3351, dDR:50, dHP: 47/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 23 M, 10 dTon x38
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,


Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x1
(5 G/Move:370, dDR:220, dHP: 139/139, dTons of Cargo Space: 36.5, SM: +11),
Weapons:9x Beams, 2 x Heavy Missile Array,
1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x5
(5 G/Move:370, dDR:160, dHP:100/100, dTons of Cargo Space: 26.5, SM: +10), -PP, -Man
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 50
(6G/Move:2650, dDR:33, dHP:25, SM: +6), Weapons:2x Missiles,

Enemy 1 group
4G, 16 vessels
69 PD Beam (276 missile Capacity), 237+100 missiles

Friendly, 2 groups
Combat group
6G, 5+3 Bounty Hunters
Leave Karl Marx and Heros out, attempt to withdraw.
94 PD Beam + 11 Pl, 88 missiles
(364 + 33 (Plasmas) = 397 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 5 G
15 Fighters, 2 Bounty Hunters,
Plus beams from captured vessels
58 Beam (232 missile cap), 45 missiles

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter dock with it.

Upgraded Hero: 66.3M, 200 dTon Close Structure x3
(2.26G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 86.5, SM:+8)
Weapons: 9x Pulse Lasers, Crew:6

Bounty Hunter: 173M, 100 dTon Needle/Wedge x2
(6.6G/Move:3351, dDR:50, dHP: 05/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Fighter, 23 M, 10 dTon x15
(6.1G/Move:2151, dDR:10/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)
Gloria Flake
2IC, 430 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 8 Nov 2019
at 18:02
  • msg #855

Re: The First trip of Jean Bart

OK, I assume Silverbeard is leading... my suggestion is we back off and try to draw the fighters out a little so we can dispatch them first, then rush in and get close where we do best.
Fate
GM, 2922 posts
Roll for dodge!
Fri 8 Nov 2019
at 23:24
  • msg #856

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 855):

The enemy fleet ignores your main fleet except for three salvos of missiles, and maintains a path towards the jump point where the disabled ships are. They are still 1 mill miles from there, and 200,000 miles from your position between them and slightly to one side.
Gloria Flake
2IC, 431 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 9 Nov 2019
at 02:20
  • msg #857

Re: The First trip of Jean Bart

OK, we move to put ourselves in their way.  and if we can take them from the side, limiting their response, so much the better.
Fate
GM, 2923 posts
Roll for dodge!
Sat 9 Nov 2019
at 03:20
  • msg #858

Re: The First trip of Jean Bart

In reply to Fate (msg # 856):

They keep their course, giving a rather rapid approach...
Gloria Flake
2IC, 432 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 9 Nov 2019
at 03:23
  • msg #859

Re: The First trip of Jean Bart

I presume we can cut them off easily enough?
Fate
GM, 2924 posts
Roll for dodge!
Fri 15 Nov 2019
at 23:37
  • msg #860

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 859):

You can, though it will involve close combat if they maintain their course. You are faster than their 4G. Combat plan? Just charge on in in full formation?
Gloria Flake
2IC, 433 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 15 Nov 2019
at 23:46
  • msg #861

Re: The First trip of Jean Bart

Close combat plays to our strengths as I recall ...  are we taking them in the flank? Might put our weaker ships toward their rear where they will be less likely to run into the big guys...
Do we need to pull in out heavy fighters?  probably was best to do that and give the windows a wipe or whatever. Then they can show up with us.

Silverbeard have a better idea?
Fate
GM, 2926 posts
Roll for dodge!
Sat 16 Nov 2019
at 08:17
  • msg #862

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 861):

It is assumed that between the fights all fighters landed, and taken off again. The only threat to heavy fighters would be the cruisers Beams.

Silverbeard likes the idea of close combat, but wants to focus on the cruiser and larger ships, while the fighters neutralize the enemy fighters. Assuming the enemy has no tricks. Tactics roll?
Gloria Flake
2IC, 434 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 17 Nov 2019
at 03:18
  • msg #863

Re: The First trip of Jean Bart

@$%&$!!!
We'll do it silver beards way ... the ships officers throw themselves on Gloria and won't let her suggest what she thought....


20:16, Today: Gloria Flake rolled 15 using 3d6 with rolls of 4,6,5.  Tactics.
Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:16
  • msg #864

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 863):

Gloria's suggestion of hanging back until the fighters have expended all their missiles proves to be a hard sell even with her own crew. Silverbeard suggests a rather simpler approach of attacking as directly as possible, with the fighters hanging back behind the capital ships as before.

The two fleets close to 20,000 miles apart as the other fleet attempts to go around you, but your speed is greater than theirs, and they are still 880,000 from the second fleet of captured vessels. The 2 extra salvos of missiles they launch do little, though now they are in front of you, their fighters start to pull away to target the other fleet. Assuming they can get there.

Following directions, most beam weapons use precision targeting on the cruiser, and plasmas on the same. The massive ship shrugs off most damage that hits, but the beams are poor in targeting, perhaps taken aback by how quickly the enemy approached. Fortunately, the enemy returned the favour, unable to hit the small nimble fighters. Only the pirate fighters, focused on their imperial counterparts, were able to get their range, and thevskys lit up as each fighter destroyed an imperial fighter in a morbid fireworks display.

But there is little time to celebrate. You will be on them next round, with the fleets practically intermingling except for the remaining 12 fighters, who remain 20,000 miles away. Silverbeard growls that they are no longer a rear threat...any injured fighters can deal with them.

(OOC: Coming in from the side as you were the distance is closed quickly, hence the first round is at close quarters. You would have been coming in head to head, but they turned away from you in an attempt to go round you. I hope that makes sense.)

[Private to GM: Attack stats range penalty -16
Merishmirr vs fighters, 16 +4-14(Range) = 6 (7)
Shamshirs vs fighters, 16 +4 -1(profile) +6(SM) -14(Range) = 11 (11, dodge 5)
Gashiddas vs fighters, 16 +4 -1(profile) +6(SM) -14(Range) = 11 (10, dodge 5)
]

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18, 18+4(sAcc+sensors)-14(Range)= 8, rolled 9
   x4 triple turrets (15 to hit, rolled 9, 4x2x2 hits, 12 dodge, 16 damage total)

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 60/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17, 17+4(sAcc+sensors)-14(Range)= 7, rolled 12
   x4 triple turrets (15 to hit, rolled 9, 4x2x2 hits, 12 dodge, 16 damage total)

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle
Weapon Skill 17, 17+4(sAcc+sensors)-14(Range)= 7, rolled 12

Bounty Hunter: 173M, 100 dTon Needle/Wedge x3
(6.6G/Move:3351, dDR:50, dHP: 47/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10,
Weapon Skill 17, 17+4(sAcc+sensors)-14(Range)= 7, rolled 10
   Single fixed mount (15 to hit, rolled 11, 3x2x3 hits, 12 dodge, 18 damage total)

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2
Weapon Skill 17, 17+4(sAcc+sensors)-14(Range)= 7, rolled 12

Dissident Fighter, 23 M, 10 dTon x38
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,
Weapon Skill 17, 17+4(sAcc+sensors)-14(Range)+6(SM)-1(profile)= 12, rolled 8, dodge 11,



Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x1
(5 G/Move:370, dDR:220, dHP: 88/139, dTons of Cargo Space: 36.5, SM: +11),
Weapons:9x Beams, 2 x Heavy Missile Array,
1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x5
(5 G/Move:370, dDR:160, dHP:100/100, dTons of Cargo Space: 26.5, SM: +10), -PP, -Man
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 12 (38 repaired)
(6G/Move:2650, dDR:33, dHP:25, SM: +6), Weapons:2x Missiles,

Enemy 1 group
4G, 16 vessels
69 PD Beam (276 missile Capacity), 237+24 missiles

Friendly, 2 groups
Combat group
6G, 5+3 Bounty Hunters
Leave Karl Marx and Heros out, attempt to withdraw.
94 PD Beam + 11 Pl, 88 missiles
(364 + 33 (Plasmas) = 397 cloud capacity)

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 5 G
15 Fighters, 2 Bounty Hunters,
Plus beams from captured vessels
58 Beam (232 missile cap), 45 missiles

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter dock with it.

Upgraded Hero: 66.3M, 200 dTon Close Structure x3
(2.26G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 86.5, SM:+8)
Weapons: 9x Pulse Lasers, Crew:6

Bounty Hunter: 173M, 100 dTon Needle/Wedge x2
(6.6G/Move:3351, dDR:50, dHP: 05/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Fighter, 23 M, 10 dTon x15
(6.1G/Move:2151, dDR:10/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)
This message was last edited by the player at 04:16, Sun 24 Nov 2019.
Gloria Flake
2IC, 435 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 17 Nov 2019
at 20:10
  • msg #865

Re: The First trip of Jean Bart

Yes, their attempt to maneuver makes sense, Hopefully we can disable the cruiser quickly and get with the smaller ships.

Gloria is still not getting it... the crew will follow SOP and coordinate with Silverbeard while yessing her .

13:08, Today: Gloria Flake rolled 14 using 3d6 with rolls of 5,6,3.  Tactics.
Fate
GM, 2928 posts
Roll for dodge!
Mon 18 Nov 2019
at 08:20
  • msg #866

Re: The First trip of Jean Bart

In reply to Fate (msg # 864):

Noting the heavy armour's effectiveness against plasma weapons, Silverbeard redirects the plasma cannon to fire on the Shamshirs, whilst the enemy smaller vessels continue to target the smaller fighters. At this close range, that proves devastating to them, and Four massive explosions signal the end of two Shamshirs. The Cruiser, too, fares badly, but not from the Madame Fourcade, which seems to fare poorly under Gloria's faltering leadership. Instead, it is Silverbeard and the heavy fighters that disable it. When the explosions finish, all the small friendly fighters have been swept away, but only a badly damaged Shamshir and 7 Gashiddas are left in the fight, still heading towards the Karl Marx in what is now clearly a futile attempt to reach them, still 840,000 miles away. One more Gashiddas has dropped to half speed and has has the bridge smashed by two of the heavy fighters, and is trying to limp back to the planet.

[Private to GM: Attack stats range penalty -16
Merishmirr vs fighters, 16 +4-10(Range) = 10 (12)
Shamshirs vs fighters, 16 +4 -1(profile) +6(SM) -10(Range) = 15 (9, dodge 10, 30 x 4 hits, 64 damage)
Gashiddas vs fighters, 16 +4 -1(profile) +6(SM) -10(Range) = 15 (14, dodge 14, 30 x 1 hits, 15 damage
]

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18, 18+4(sAcc+sensors)-10(Range)= 12, rolled 16
   x4 triple turrets (19 to hit, rolled 9, 6x2x2 hits, 13 dodge, 216 damage to 2 separate Shamshirs)

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 60/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17, 17+4(sAcc+sensors)-10(Range)= 11, rolled 11, dodge 9, 24 damage to Bridge, Man drive
   x4 triple turrets (18 to hit, rolled 6, 7x2x2 hits, 12 dodge, 252 damage total)

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle
Weapon Skill 17, 17+4(sAcc+sensors)-10(Range)= 11, rolled 13

Bounty Hunter: 173M, 100 dTon Needle/Wedge x3
(6.6G/Move:3351, dDR:50, dHP: 47/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10,
Weapon Skill 17, 17+4(sAcc+sensors)-10(Range)= 11, rolled 10, 10 dodge,
   Single fixed mount (18 to hit Shamshir, 17 for Gashiddas, rolled 8, 12 dodge 6 hits on 3 targets, 12 dodge, 18 damage total)

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2
Weapon Skill 17, 17+4(sAcc+sensors)-10(Range)= 11, rolled 11, dodge 11, damage 21 to 5 systems

Dissident Fighter, 23 M, 10 dTon x38, all destroyed
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,
Weapon Skill 17, 17+4(sAcc+sensors)-14(Range)+6(SM)-1(profile)= 12, rolled 11, dodge 14, damage 15)
Weapon Skill 17, 17+4(sAcc+sensors)-10(Range)= 11, rolled 11, dodge 9




Hostiles
Merishmirr Cruiser, 3.3 B Solars, 4000 dTons x1, - Bridge, - Man, -3x turret, disabled
(2.5 G/Move:370, dDR:220, dHP: -23/139, dTons of Cargo Space: 36.5, SM: +11),
Weapons:9x Beams, 2 x Heavy Missile Array,
1 Ships boat, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons x1, -Bridge dest (4 completely destroyed)
(5 G/Move:370, dDR:160, dHP:28/100, dTons of Cargo Space: 26.5, SM: +10), -PP, -Man
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
1 Ships boat each

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x7 (1 at 28 dHP, no man drives, half speed, 2 Destroyed)
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 12 disabled, (38 destroyed)
(6G/Move:2650, dDR:33, dHP:-5/25, SM: +6), Weapons:2x Missiles,

Enemy 1 group
4G, 8 vessels
27 PD Beam (108 missile Capacity), 78 missiles

Friendly, 2 groups
Combat group
6G, 5+3 Bounty Hunters
66 PD Beam + 11 Pl, 36 missiles
276 + 33 (Plasmas) point defence capacity

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 5 G
15 Fighters, 2 Bounty Hunters,
Plus beams from captured vessels
58 Beam (232 missile cap), 45 missiles

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter dock with it.

Upgraded Hero: 66.3M, 200 dTon Close Structure x3
(2.26G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 86.5, SM:+8)
Weapons: 9x Pulse Lasers, Crew:6

Bounty Hunter: 173M, 100 dTon Needle/Wedge x2
(6.6G/Move:3351, dDR:50, dHP: 05/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Fighter, 23 M, 10 dTon x15
(6.1G/Move:2151, dDR:10/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)u
This message was last edited by the GM at 09:26, Mon 18 Nov 2019.
Gloria Flake
2IC, 436 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 19 Nov 2019
at 03:17
  • msg #867

Re: The First trip of Jean Bart

UPDATED

The XO pulls Gloria aside and has a quick word with her...the discussion is brief, but she nods, goes back and relooks at the situation and then gives coherent orders. She passes her intent along to Silverbeard as well.

She picks out a SHAMSHIR in recoverable condition and transmits a surrender order. When they surrender, she will clearly state that any scuttling charges means they die, otherwise they will be allowed to return to the planet in a shuttle or change sides. Our shuttle will put a crew aboard. With two heavy Fighters watching, we hope they will be good.  We will try and cull any who wish to change sides out from the vilani going home.

Beams and Plasma weapons go after the Gashiddas .  The Heavy fighters also are directed to disable the Gashiddas, as soon as they are done, we'll have them support our seizing the SHAMSHIR.



20:10, Today: Gloria Flake rolled 5 using 3d6 with rolls of 1,3,1.  Tactics.
This message was last edited by the player at 21:41, Tue 19 Nov 2019.
Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:15
  • msg #868

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 867):

[OOC: Actually, at this point, your tactics roll is best used to capture a vessel of your choosing, though Silverbeard is claiming the cruiser! In the aftermath, you can put forward your claims, though we can rp that to some degree.]

You manage to regroup your crew, but it is Silverbeard that has the momentum. The cruiser already disabled, he targets non vital structures on the last Shamshirs with his beams even as his plasma cannon tear apart a Gashidda each, despite the firing on, and hitting, the Bounty Hunters. Your own beams are less effective, but your plasma cannon equally so. It is the Bounty Hunters that finish the remaining Gashiddas, but the pilots are forced to eject as the craft take heavy punishment from the pulse weapons, leaving them to sail through space, narrowly missing the Gashiddas they have crippled.

But you have won, and have time to collect most of the pilots from small craft. Silverbeard claims this cruiser, for despite its damage, it can be fixed up enough to jump, with parts from other vessel, as can at least a few Shamshirs. The rest will need more time to tell...

Selecting the only intact Shamshir you issue your demand. They are in no position to negotiate but you gauge from their reply that they observed what happened to the previous crews and clearly fear the same. Vacating in a shuttle they leave you with a vessel with a destroyed comms system, bridge, power plant and maneuver drive, but an intact Jump drive! You board her and take her easily, finding a few injured sailors hidden that prefer to be considered 'KIA' by the forces that left without them.


[Private to GM: Attack stats range penalty -16

Gashiddas vs fighters, 16 +4 -1(profile) +6(SM) -10(Range) = 15 (14, dodge 14, 30 x 1 hits, 15 damage
]

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18, 18+4(sAcc+sensors)-10(Range)= 12, rolled 16
   x4 triple turrets (18 to hit, rolled 14, 2x2x2 hits, 8 dodge, 152 damage to 2 separate Shamshirs)

Dissident Shamshir, 1.3 B, 1000 dTon Flattened Sphere x1
(6.1G/Move:3250, dDR:140, dHP: 60/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17, 17+4(sAcc+sensors)-10(Range)= 11, rolled 8, dodge 8, 18 damage to Bridge, Man drive
   x4 triple turrets (17 to hit, rolled 8, 4x2x2 hits, 8 dodge, 304 damage total)

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle
Weapon Skill 17, 17+4(sAcc+sensors)-10(Range)= 11, rolled 13, 66 damage per ship

Bounty Hunter: 173M, 100 dTon Needle/Wedge x3
(6.6G/Move:3351, dDR:50, dHP: -37/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10,
Weapon Skill 17, 17+4(sAcc+sensors)-10(Range)= 11, rolled 10, 8 dodge, 33 damage
   Single fixed mount (17 to hit, rolled 13, 8 dodge, 2 hits on 3 targets, 12 dodge, 38 damage)

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2
Weapon Skill 17, 17+4(sAcc+sensors)-10(Range)= 11, rolled 7, 8 dodge, damage 21 to 5 systems

Karl Marx and Heros attempt to withdraw, attempt to withdraw, refueling at planet, 5 G
15 Fighters, 2 Bounty Hunters,
Plus beams from captured vessels
58 Beam (232 missile cap), 45 missiles

Karl Marx: 976.4M, 1000 dTon Needle/Wedge x1
(5.2G/Move:2076, dDR:10, dHP: 56, dTons of Cargo Space: , SM:+10)
Weapons: 10x Beam, 15x Missile, 2x Sandcaster, Crew:190, Endurance: 5 weeks, 1 Hanger Bays, Capacity: 150 Tons
35x Dissident Fighter dock with it.

Upgraded Hero: 66.3M, 200 dTon Close Structure x3
(2.26G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 86.5, SM:+8)
Weapons: 9x Pulse Lasers, Crew:6

Bounty Hunter: 173M, 100 dTon Needle/Wedge x2
(6.6G/Move:3351, dDR:50, dHP: 05/47, dTons of Cargo Space: 1.75, SM:+8)
Weapons: 3x Beam in one turret, 1x Plasma, Crew:10, Endurance: 41 weeks,

Dissident Fighter, 23 M, 10 dTon x15
(6.1G/Move:2151, dDR:10/18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
27 Dec 2176
Kadardiir (0% Fuel, 100% Refined, time in system: 0 days.)
This message was last edited by the player at 04:15, Sun 24 Nov 2019.
Fate
GM, 2935 posts
Roll for dodge!
Fri 22 Nov 2019
at 07:17
  • msg #869

Re: The First trip of Jean Bart

Changes noted. Tactics applied to the capture.

It takes nearly a week to sort out the mess. The prisoners are taken to the planet, but the pirates start to think about taking them with them or killing them, to keep them quiet about what has happened, particularly the killing of shuttles.

In the end, you are able to slavage the following vessels to a state that would enable them to jump:
1 Cruiser, claimed by Silverbeard. The turrets have been destroyed, and the bridge is in need of repair, but
it is in respectable condition. He asks about the design you were modifying yours to, offering one of the power plants for your Shamshir. It is just as well, as none of the Shamshirs have an intact one. Fortunately, Merrishmir has three 4100 MW reactors in it, plus a smaller 690 MW emergency reactor. The cruiser with the jump drive destroyed will suffice for your Shamshir and two others quite nicely, and the Heros gather considerable other useful gear, such as armour, from them as well.

But it is the Gashiddas that are in the best shape, with 10 able to be made jump capable. the smaller power plants are repaired easily enough with time, as the sabotage on many of them was not intended to be permanent, but just to keep them from being useful to you in that fight. The Pirates them all as compensation for the Bounty hunters and Fighters lost.

Just as you were thinking of leaving, however, you get a break. Looking through the A large shipment of arms, plasma weapons and Beam lasers, plus power plants bound for Lemrukiri is passing through Garuumim in just 24 days. The Planet has 2 Kargash Cruisers plus 10 Shamsirs defending it due to it's position on the trade route, but with 4 Gas Giants they are most likely to be spread, and though the escorts are 2 Kargash and 2 Shamshir, if you arrive ahead of time then the planetary patrols and escorts will not be able to team up. Silverbeard wants to replace the sandcasters on the Gashiddas with an extra pair of missile launchers, and go with you, taking the 5 heavy fighters and a ships boat and as many crew as you can spare, sending the rest back to begin reconstruction. He points out the Branch freighters might just be as useful as the goods.

90 missiles
Supplies: 31.59/36 dTons (0.63 dTons/week)
Cash: $707,000
01 Jan 2177
Kadardiir (0% Fuel, 100% Refined, time in system: 5 days.)
This message was last edited by the GM at 19:18, Sun 24 Nov 2019.
Gloria Flake
2IC, 439 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 22 Nov 2019
at 16:31
  • msg #870

Re: The First trip of Jean Bart

I would presume that we had refueled all ships during the two week period of fixing and repairing captured ships. Did I correctly understand that the Merrishmir cruiser cannot be jumped out?

What sort of force would we have to contest the shipment and guard ships?

I presume our new SHAMSHIR is not combat ready and should be sent back to the Pirate Haven for a rework. She will be named "Krystyna Skarbek" after a famous Polish/British spy.  Called K. Skarbek for short.
Fate
GM, 2936 posts
Roll for dodge!
Fri 22 Nov 2019
at 20:31
  • msg #871

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 870):

You were there five days before making the discovery above, but yes plenty of time to refuel, and it is a priority for the pirates.

One cruiser cannot be jumped out but the other is ready to go, albeit with very limited combat capability, hence it would go back to Lone Pine along with the rest of the captured ships. It might be worth selling a ship too to pay for the upgrades, though perhaps this run might go a long way towards doing so.

You would have 2 Shamshirs and 3 Gashiddas, with a total of 5 heavy fighters and up to 15 light fighters all that is left of the light fighters!
Gloria Flake
2IC, 440 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 23 Nov 2019
at 00:51
  • msg #872

Re: The First trip of Jean Bart

That seems a very light force to deal with 2 Kargashs and and 10 Shamshirs.
I expect we can kill enough missiles, but may not be able to launch enough to dispatch the Kargashs.
Am I missing something? In close the Kargashes are vicious ... ask me how I know ;-)
Fate
GM, 2937 posts
Roll for dodge!
Sat 23 Nov 2019
at 02:42
  • msg #873

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 872):

True, through with 15 light fighters and 18 from the Gashiddas, with modifications, you can manage 33. You just have to get them on their own by dealing with the Shamshirs first...the Kargash are faster...the same speed as your group. The smaller group may be enticing.
Gloria Flake
2IC, 441 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 23 Nov 2019
at 03:08
  • msg #874

Re: The First trip of Jean Bart

And no time to go get Mata Hari? or the cruiser we were rebuilding (which I assume is not ready).  I wonder if we could fix it up enough using parts from the other, to bring it along... it has LOTS of missile capability.
Fate
GM, 2938 posts
Roll for dodge!
Sat 23 Nov 2019
at 08:06
  • msg #875

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 874):

The cruiser has a lot of damage including no working pulse turrets. And yes, the other vessels are not ready, and will be months away. Of course, the other problem is has is that it is slower than the Kargash as well.
Gloria Flake
2IC, 442 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 23 Nov 2019
at 18:49
  • msg #876

Re: The First trip of Jean Bart

Oh Well... just thinking again... I really hate to pass up the opportunity, but I am really concerned about the 2 Kargash/10 Shamshir combination. I know if we could split them up we could defeat them in detail fairly easily, but I'll bet that Vilani commander is aware of that too.

They say god hates a quitter, we'll go and see what we can do... but need to see all the ships capable of jumping, headed back to Lone Pine or whatever.
Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:14
  • msg #877

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 876):

Silverbeard is keen to go taking all supplies that can be spared. Prisoners are taken with the ships returning to Lone Pine, along with the cruiser, three Shamshirs and 10 Gashiddas.

Silverbeard plans a route through Dileshnu (Binary system with 3 gas giants and 2 other unpopulated planetoids), Marakna (Single star, 2 gas giants around one (inner) of which orbits a small outpost population of 6,000 and a standing guard of 2 Shamshirs) before the attack system of Garuumim (Single star system with 4 gas giants, around one (inner) orbits a planet with a refueling colony. 2 Kargash and 10 Shamshir are assigned to this system, with a Kargash and 4 Shamshirs usually assigned to the colony, and two Shamshirs assigned to each of the other Gas Giants, and the other Kargash somewhere between them.)

The jump through to Dileshnu goes without hitch, and the system presents no threats. You refuel quickly and discuss with Silverbeard how to handle the next systems.

90 missiles
Supplies: 30.87/36 dTons (0.63 dTons/week)
Cash: $707,000
10 Jan 2177
Dilishnu (100% Fuel, 100% Refined, time in system: 7 hours.)
This message was last edited by the player at 19:17, Sun 24 Nov 2019.
Gloria Flake
2IC, 443 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 23 Nov 2019
at 23:54
  • msg #878

Re: The First trip of Jean Bart

Well if we destroy some number of their ships, we can expect one to be dispatched to warn the convoy/other planets. Timing will be important, since if the convoy has jumped, they can't be warned. Boarding the merchants quickly before they start destroying things is also critical.
We will need to return through Markana and then could go to Kunilinra and out of Vilani space.

With the enemy ships so dispersed, we stand a better chance, especially if we can get a bare Kargash. It would also make a fine capture, should we be so lucky. Knocking off two Shamshirs at a time is not going to be difficult. A Kargash and four Shamshirs will need a bit more skill, but will be doable. Let's refuel as soon as we can and process fuel so we have the option of jumping out if need be.

Silverbeard
NPC, 1 post
Pirate Lord
Sun 24 Nov 2019
at 04:14
  • msg #879

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 878):

"Naturally. Remember, from Marakna, we will have only one jump. But if something escapes from the planet, we might have a lot more company on our return than we can handle. Since there are two gas Giants, I would suggest one of us goes to each gas giant, and the one going to the colony takes the three Gashiddas. Thoughts?"
Gloria Flake
2IC, 444 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 24 Nov 2019
at 15:51
  • msg #880

Re: The First trip of Jean Bart

Just the roaming Kargash, which none of us can handle well with out Missiles ... and only the fighters and Gashiddas have them.  How many fighters can we put in our ships? Also, as lone ships, we also are vulnerable to a large missile launch, like the 48 a Kargash can put out and with more from Shamshirs as well.  I'm guessing my ship can safely dispatch around 50 missiles on our own between the heavy fighters and the ship itself. We would need about 5 light fighters with two missiles each to have some sort of threat against a lone Kargash.
This message was last edited by the player at 15:57, Sun 24 Nov 2019.
Silverbeard
NPC, 2 posts
Pirate Lord
Sun 24 Nov 2019
at 18:50
  • msg #881

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 880):

"Most of the light fighters were destroyed fighting this last fight. We do not have an inexhaustable supply of them, Generally you only need 12 beams to counter the missiles a single Kargash launche, and 4 to counter the missiles from a Shamshir, so a pair of heavy fighters should be able to deal with a Shamshir, although a spare one in case they get lucky never hurts. We have 5 Heavy's and 15 light fighters between us. Plus the 3 Gashiddas with 6 beams and 6 missile launchers each, taken off the ships we smashed in the last fight. If we split into 2 groups the Gashiddas and light fighters, and the Shamshirs and the heavy fighters, we will have, lets see, 39 beams in the close fighting, and 33 beams in the missile group. The weakest group there could handle 132 missiles. That is a Kargash with up to 5 escorts. Now with our armour nearly as heavy as a Shamshir, as long as we can stay more than 10k away until we have destroyed the plasma turrets, we stand a good chance by my reasoning. That is two precison shots..."
Gloria Flake
2IC, 445 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 24 Nov 2019
at 19:22
  • msg #882

Re: The First trip of Jean Bart

It sounds good, but when things go poorly .... I like extra reserves.  Combat is Never a sure thing. We might even find a creative thinker in command of one of these ships.
Silverbeard
NPC, 3 posts
Pirate Lord
Sun 24 Nov 2019
at 19:28
  • msg #883

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 882):

Creative thinkers amoung Vilani officers? Heaven forbid...they would be in trouble there! They will go by the book..."
Gloria Flake
2IC, 446 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 24 Nov 2019
at 19:33
  • msg #884

Re: The First trip of Jean Bart

Laughing ... don't be so sure, I had one trying to ram me with a Kargash.
Silverbeard
NPC, 4 posts
Pirate Lord
Sun 24 Nov 2019
at 23:37
  • msg #885

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 884):

There is a pause.

"Are you sure he was not just out of control? I am not sure that maneuver is in their book. Either that, or he was a Kimashargur...they read the book a bit more loosely.

That is why at Marakna, they will probably have the main forces at the planet and a secondary backup at the second gas giant. The book says that for such a system near systems known to be frequented by pirates, and given that we defeated the force at Kuniinra recently, this is possibly their fallback system until reinforcements arrive. It was the 28th of November when we beat their first fleet, and it is now about six weeks after that event. I am sure that Shakiimi is aware they have lost their front fleets by now, and they may have even replaced the fleet at Kuniinra.

But I have an ace up my sleeve. We recently hired a Terran with survey gear to survey system 2207. Only just got the maps before we left on this last trip, so we have a way out they will not be expecting. Perfect opportunity to use it...if things go pear shaped we can go to Gishu, Marduur, Gakde, Ekaniir, so we can have half full tanks when we arrive at Kamurira, and then jump to 2207. We have maps from 2008, and by leaving that way it will attract a whole lot of forces to the new front. They don't know it takes us six weeks to get there from home, especially if we pillage the colony at Kamurira a bit. They normally have only a Shamshir and a hand full of Gashiddas there, and a couple of squads of fighters.
"

90 missiles
Supplies: 30.87/36 dTons (0.63 dTons/week)
Cash: $707,000
10 Jan 2177
Dileshnu (100% Fuel, 100% Refined, time in system: 7 hours.)
Gloria Flake
2IC, 447 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 25 Nov 2019
at 01:59
  • msg #886

Re: The First trip of Jean Bart

That is good to know, will you share those maps with us?

Silverbeard
NPC, 5 posts
Pirate Lord
Mon 25 Nov 2019
at 02:30
  • msg #887

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 886):

"Since you shared the map of 2008, which we will need to get there, of course. I am thinking we may need it for our trip our, as I mentioned."
Gloria Flake
2IC, 448 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 25 Nov 2019
at 22:42
  • msg #888

Re: The First trip of Jean Bart

Good enough. Did you decide how many light Fighters we might be able to take?   [no clue as to how much room we have at the moment].
Silverbeard
NPC, 6 posts
Pirate Lord
Mon 25 Nov 2019
at 23:08
  • msg #889

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 888):

"There are only 15 left after the last fight, and they will fit into the Gashiddas, so we will take them. In the light of the fights, and the lives lost, I think we will see a lot more heavy fighters in future designs as well as more plasmas in the Gashiddas instead of missiles. But that is for future battles. For now we have 3 Gashiddas with 5 fighters and 6 missiles and 6 beams. Now, do you want to lead the Gashiddas in the assault on the planet, or go to the other Gas Giant to ensure no-one there gets away?"

90 missiles
Supplies: 30.87/36 dTons (0.63 dTons/week)
Cash: $707,000
10 Jan 2177
Dileshnu (100% Fuel, 100% Refined, time in system: 7 hours.)
Gloria Flake
2IC, 449 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 25 Nov 2019
at 23:43
  • msg #890

Re: The First trip of Jean Bart

I'll take the Gas Giant, as the Gashiddas are Yours and you should command them.
Silverbeard
NPC, 7 posts
Pirate Lord
Tue 26 Nov 2019
at 04:16
  • msg #891

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 890):

"Fair enough. Ready to go then?"

You both set jump points and prepare to depart.

Coming out at the Gas Giant in Marakna, your sensors detect a Gashidda dead ahead! It launches missiles even as it attempts to get to a Jump point, but having to go past you, it does not go well. The vessel looses all power as the plasma guns light it up at short range, allowing you to refuel as you scan how Silverbeard is doing. It may be repairable, but is not operational right now.

No jump signatures are detected, but you detect that they have dispatched a pair of Shamshir and a number of Gashiddas, and now seem to be refueling and raiding the planet. Two of the Gashiddas seem operational.

[OOC: Fair to distribute some points at this stage. +1 level to tactics (already done), and 3 other points to distribute following two significant battles sounds about right.]

90 missiles
Supplies: 30.24/36 dTons (0.63 dTons/week)
Cash: $707,000
17 Jan 2177
Marakna (100% Fuel, 100% Refined, time in system: 7 hours.)
This message was last edited by the player at 06:15, Tue 26 Nov 2019.
Gloria Flake
2IC, 450 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 26 Nov 2019
at 18:19
  • msg #892

Re: The First trip of Jean Bart

We don't have time to fool with the Gashidda, we advise them to make for the planet when the rebels leave.

They may choose what to do with their Captures which are a long way from us.  We convey that we are ready to jump when they are and move to a jump point for Garuumim. How does he want to distribute our forces?  Catch them on arrival as they emerge from hyperspace seems the best thing to do.
Fate
GM, 2941 posts
Roll for dodge!
Mon 2 Dec 2019
at 22:28
  • msg #893

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 892):

As the Gashidda runs for a jump point your bridge reminds you that if they jump, you can expect a hostile fleet waiting here for you when you return from Garuunim...
Gloria Flake
2IC, 451 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 2 Dec 2019
at 23:14
  • msg #894

Re: The First trip of Jean Bart

In reply to Fate (msg # 893):

OK, ALL STOP ... I did not let the Gashidda go [I assumed it was disabled and would take too long to repair, sop is to blow them up if we don't keep it] , I let the assault shuttle go. If the Gashidda is still functional we will put a crew on it and take it to Silverbeard for them to man and have.
Fate
GM, 2942 posts
Roll for dodge!
Tue 3 Dec 2019
at 00:34
  • msg #895

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 894):

Lol, I thought it might be a bit of an oversight! They are disabled, though it may be repairable. The question is what you do with them now.

They are willing to board the assault shuttle, but Silverbeard does not want to leave them to get back to the planet in case a transport happens past. He also suggests that you may your way to the planet, a 9 hour trip once you have refueled to jump together after taking whatever data you can from the Gashidda and lighting it up.
Gloria Flake
2IC, 452 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 3 Dec 2019
at 02:14
  • msg #896

Re: The First trip of Jean Bart

Wilco... we strip the ship, analyze what we have found, blow the ship up and get some fuel as we head toward the planet.
Fate
GM, 2943 posts
Roll for dodge!
Tue 3 Dec 2019
at 07:02
  • msg #897

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 896):

Naturally. Finding the ship full of refined fuel helps that somewhat. The data you get from the computers takes an hour to process, by which time you have taken a small collection of small arms and the shuttle has departed for the planet, and you have filled the rest of your tanks with unrefined fuel.

By the time you get to the planet, you have anaylzed the data from the ship. The colony on the planet, a domed outpost of 6,000 that has been used as a naval base for the area, has been attacked by the pirates, and a merchant vessel, an armed 1,000 dTon vessel of an old Vilani design very rarely seen now, is liberated and sent back to Lone Pine with a pirate crew and as many prisoners as can be fitted into her. Silverbeard decides her lack of armour and speed make her unsuited for this mission though.

Sharushid Remote Freighter, 1000 dTon Flattened Sphere
Originally designed to service planets off the branch lines that needed larger services than Heros could provide, usually for specific large shipments or very important individuals, these craft are capable of aerodynamic flight as well as safe Gas Giant refueling, making them excellent for servicing remote locations.
This particular model had had extra engines fitted to her. They are capable of significant weapons, making the requirement for an escort unnecessary in times of peace, but the lower than expected cargo capacity makes them unpopular choices for many, who instead prefer lower cost Heros unless the cargo cannot fit. Others exist with smaller engines, no weapons (and therefore smaller Fusion plants) that make them much more economical.
(2.1G/Move:2070, dDR:10, dHP: 53, dTons of Cargo Space: 415, SM:+10)
Systems: 2x Sickbays, 1x Workshop, 4x Fuel Processors (12.8 dTon/hr)
PAX 20 Standard, 10 First Class, 5 Luxury, Crew:30, 2x Ships Boats
Weapons: 6x Beam, 16x Missile, 2x Sandcaster

Analysis of the planetary patrols reveals that the next patrol coming through will be 5 Kargash and 5 Shamshirs, and is due in 10 days. By the time you get that information, you have arrives at Silverbeards location and comparison of notes reveals the same.
Gloria Flake
2IC, 453 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 3 Dec 2019
at 15:35
  • msg #898

Re: The First trip of Jean Bart

That may make them the first response to our attack, need to keep them in mind ... loss of the refueling capability will slow them.
Silverbeard
NPC, 8 posts
Pirate Lord
Tue 3 Dec 2019
at 20:41
  • msg #899

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 898):

"eep them in mind? How so? Keep out of their way I was thinking...find a different route home..."
Gloria Flake
2IC, 454 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 4 Dec 2019
at 00:01
  • msg #900

Re: The First trip of Jean Bart

Laughing ... Aye, avoid them if we can, but be aware that they could put a damper on our plans,
Silverbeard
NPC, 9 posts
Pirate Lord
Wed 4 Dec 2019
at 03:36
  • msg #901

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 900):

"We should start planning on a different route home I think. I am thinking Gishu, Marduur, Gakde, Ekaniir, Dileshnu then either Kadardiir or Kuniinra. Think about it, but for now, we should jump to the colony at Garuumim together. Take out what is there, before attacking the remaining patrol craft there. Sound right?"
This message was last edited by the player at 08:01, Wed 04 Dec 2019.
Gloria Flake
2IC, 455 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 5 Dec 2019
at 04:09
  • msg #902

Re: The First trip of Jean Bart

I suppose, more concerned about when the convoy arrives, don't want to be off pummeling some planetary junk.
Silverbeard
NPC, 10 posts
Pirate Lord
Thu 5 Dec 2019
at 04:36
  • msg #903

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 902):

"By the schedule we have, we still have a day or two up our sleeves... but best to leave soon."
Gloria Flake
2IC, 456 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 5 Dec 2019
at 17:39
  • msg #904

Re: The First trip of Jean Bart

We are ready when you are.
Fate
GM, 2944 posts
Roll for dodge!
Sat 7 Dec 2019
at 00:28
  • msg #905

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 904):

You form up with the pirate vessels, having raided the planet of any valuables and sensors capable of detecting your movements anp putting it all on the libetated cargo vessel with the prisoners and sent them away. One of the Gashiddas was able to be made jump capable and sent with it, similarly loaded. Refuelled, you set course for the colony of Garuumim.

Jumping together, you come out more or less at the same time. The Kargash and the 5 Shamshirs are about 100,000 miles away and launch a salvo as soon as they recognize you lack of IFF. As all the heavy fighters are launched to deal with the salvo, Silverbeard uses a private comms laser to say to make a run for a more distant system in the hope of drawing the faster Kargash vessels away from their escorts, keeping the light fighters stowed until the last minute to hideyour true missile capability, before asking your thoughts.

90 missiles
Supplies: 29.54/36 dTons (0.63 dTons/week)
Cash: $707,000
25 Jan 2177
Garuumum (50% Fuel, 100% Refined)
This message was last edited by the GM at 07:44, Wed 11 Dec 2019.
Gloria Flake
2IC, 457 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 7 Dec 2019
at 01:45
  • msg #906

Re: The First trip of Jean Bart

WILCO   we aim for a different system and accelerate to max speed.
We keep our heavy fighters aboard for now.

If the Kargash Separates, how about giving it a Missile swarm or two... after it's far enough out to be vulnerable.
Silverbeard
NPC, 11 posts
Pirate Lord
Sat 7 Dec 2019
at 10:11
  • msg #907

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 906):

"We will probably need the heavies for missiles, and since they don't carry any missiles themselves, that will be fine. But we should keep the true number of missiles we have secret..."
Gloria Flake
2IC, 458 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 7 Dec 2019
at 15:32
  • msg #908

Re: The First trip of Jean Bart

If we kill all these guys, iit’s still a secret, if w don’t, it doesn’t matter. All I would want is a couple more than he can shoot down.
Silverbeard
NPC, 12 posts
Pirate Lord
Sat 7 Dec 2019
at 23:08
  • msg #909

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 908):

"Nearly. The planet and other ships at the heavy other gas giant still have sensors. But yes, we do need that, but without him being able to run back to his escorts. There is a second one at another gas giant we need to keep in mind too."

Senors indicate he is probably right, though at that distance, it will take a little time to confirm as you have just arrived.
Gloria Flake
2IC, 459 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 8 Dec 2019
at 02:28
  • msg #910

Re: The First trip of Jean Bart

We continue to accelerate away at an angle toward a Gas Giant.
Vilani Warship
NPC, 13 posts
Sun 8 Dec 2019
at 03:50
  • msg #911

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 910):

Silverbeard and the fleet continue with you towards a gas giant, when sensor indicate the other Kargash coming from the same gas giant, leaving its two escorts behind slowly in the same manner as the one pursuing you.

"You cannot escape, pirate scum. Give up and you will live. Fight and suffer accordingly."

The distant gas giant is five hours away, and the one pursuing you can match your speed, but not exceed it. Silverbeard indicates that he would like to get them to chase for an hour to get some distance from the Escorts, who they only marginally outpace.
Gloria Flake
2IC, 460 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 8 Dec 2019
at 17:15
  • msg #912

Re: The First trip of Jean Bart

Confirmed Will do...
We choose a path that will cause them both to be behind me at a distance. We watch for any variation in speed/direction and also for any missile launches (I assume missiles are slightly faster than we are).
Fate
GM, 2945 posts
Roll for dodge!
Sun 8 Dec 2019
at 19:24
  • msg #913

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 912):

Missiles travel at 8G, so launched from behind you they need to be less than 60,000 miles, long beam range.  With one Kargash several hours ahead of you and one behind, it will be a significant change of direction to try to get them both behind you, and while they would be glad to join up, are you sure that is what you want, or have I misunderstood?

Silverbeard wanted to get close to both, then launch fighters, and missile first one, then the other before it can run. This will involve one or two rounds in close combat though...
Gloria Flake
2IC, 461 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 8 Dec 2019
at 20:30
  • msg #914

Re: The First trip of Jean Bart

OK, I am lost ... My ship has no missile launchers... Neither do my heavy fighters.
Silverbeard, as I understood it, wanted just my ship to head off and draw the two Kargash toward me...  What am I missing?
Fate
GM, 2946 posts
Roll for dodge!
Sun 8 Dec 2019
at 20:35
  • msg #915

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 914):

Not quite. His original plan was to launch heavy fighters and the whole fleet was to run back towards another gas giant, feigning trying to run. Then, at the last minute, the captured Gashiddas were to launch their 15 light fighters, and the missiles were to take out the Kargash, or preferably both, before the cruisers could retreat back to their escorts.
Gloria Flake
2IC, 462 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 9 Dec 2019
at 04:24
  • msg #916

Re: The First trip of Jean Bart

OK ... that makes sense, but I didn't understand that at all ... we will cooperate.
Fate
GM, 2947 posts
Roll for dodge!
Mon 9 Dec 2019
at 19:59
  • msg #917

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 916):

I am probably pretty poor at explaining, sorry.

Ok, you begin to execute the plan, and it is not long before both Gashiddas begin to pull away from the slower vessels. However, you are concerned when each launches 5 fighters. Silverbeard curses and says that it will not really make much difference, they can call back a little and take them out with beams before launching missiles, at least for the first. Maybe the second, depending on their response.

The time passes as you move towards the other planet, and more importantly, the other Gashidda. Since you have been heading towards each other at 6G, after just 2.5 hours you will meet. At about 2 hours, Silverbeard drops back to reduce the range to 55,000, prompting a launch of a barrage of missiles, which he deals with, hardly needing the 5 Heavy fighters.

Firing at the fighters Silverbeard  finds his guns have been damaged in the hyperspace transit and are inoperable! He begins repairs immediately. All five fighters are taken out by the Gashiddas, though, but after some time due to the maneuvering they do. The Kargash are approaching from opposite sides, and now only the more distant one in front has escorts.

[OOC: Rolled 7, target 10, 26 damage per turret with 2 hits, hence 1 turret takes out a fighter]
Gloria Flake
2IC, 463 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 9 Dec 2019
at 21:04
  • msg #918

Re: The First trip of Jean Bart

She has Madame Fourcade concentrate on the fighters around the Forward Kargash ... Fourcade doesn't shoot very well, but the two heavy fighters bring instant pain.

14:01, Today: Gloria Flake rolled 8 using 3d6 with rolls of 6,1,1.  Heavy Fighter B Beams.
14:01, Today: Gloria Flake rolled 6 using 3d6 with rolls of 1,4,1.  Heavy Fighter A Beams.
14:00, Today: Gloria Flake rolled 12 using 3d6 with rolls of 6,4,2.  Turret 4.
14:00, Today: Gloria Flake rolled 10 using 3d6 with rolls of 3,2,5.  Turret 3.
14:00, Today: Gloria Flake rolled 11 using 3d6 with rolls of 4,6,1.  Turret 2.
14:00, Today: Gloria Flake rolled 15 using 3d6 with rolls of 3,6,6.  Turret 1.
Fate
GM, 2948 posts
Roll for dodge!
Tue 10 Dec 2019
at 01:58
  • msg #919

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 918):

The forward Kargash is still some 30 minutes away at the current closing speed of 12G. However I am happy to use those rolls when they get closer! For now, we just have the Gashiddas tantalisingly close to the Kargash that is looking very aggressively at it.

Is there any actions you plan on taking for now?
Gloria Flake
2IC, 464 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 10 Dec 2019
at 03:26
  • msg #920

Re: The First trip of Jean Bart

Sure, once in decent beam range, we will assist in cutting it up some ... be nice to capture one. I'm sure we could improve it quite a bit.
Fate
GM, 2949 posts
Roll for dodge!
Tue 10 Dec 2019
at 07:23
  • msg #921

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 920):

Right. Scanners by this time have had a chance to have a good look at the systems. The following forces are revealed. The two Kargash have pulled away from the Shamsirs that escorted them, clearly relying on their escort fighters to offer enough protection from your meagre 1 missile swarm. When you closed to 55,000 miles, the Kargash behind you unleashed a swarm of missiles, the first of several, but they were shot down easily.

Once the range to to forward Kargash had dropped to 240,000 miles, the Gashiddas released their first missile swarm while launching their fighters. The Kargash behind you manages to deal with 16 of them, but even 2 hits are easily shrugged off with minor damage. The next swarm is even more impressively dealt with, with 24 of the 48 being shot down, but the 24 missiles that got through did significant damage this time, destroying the ship.

By this time, the other vessel has arrived and is coming into beam range. You take out take out 2 of the fighters with your heavy fighters, and Silverbeard deals with the rest, but not before they each manage to disable a light fighter each! Next round, Kargash will be able to get within the plasma's maximum range, even if you take evasive action and try to get away from it, as advised.

[Private to GM: Kargash 4 x 17 PD]

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 18

Silverbeard, 1.3 B, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill 17

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 23 M, 10 dTon x10, 5 disbled
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,




Kargash Light Cruiser, 2000 (6G/Move:370, dDR:240, dHP:-120/120, 120/120, SM +10, Asig +4),
One with Jump, fuel tank disabled
Weapons:4x Plasma Cannons, 2 Light Missile Arrays,
100 dTon Hanger Bay,

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
x10 Spread around the system, 4 at colony, 2 at each of the other 3 gas giants
(0 G/Move:370, dDR:160, dHP:43/100, dTons of Cargo Space: 26.5, SM: +10), -PP, -Man
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x5 at Colony, forming with 4 Shamshir there.
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Pulse Fighter, 22 M Solars, 10 dTons Wedge shape x5 (5 destroyed)
Standard Pulse fighter.
(6G/Move:2200, dDR:16, dHP:20, dTons of Cargo Space: 0),
Weapons:2x Pulse Lasers

Imperial Fighter, 20 M Solars, 10 dTons x 0 (37 disabled 13 destroyed)
(6G/Move:2650, dDR:33, dHP:25, SM: +6), Weapons:2x Missiles

90 missiles
Supplies: 32.22/36 dTons (0.63 dTons/week)
Cash: $707,000
25 Dec 2176
Kadardiir (50% Fuel, 100% Refined, time in system: 0 days.)
This message was last edited by the GM at 07:44, Wed 11 Dec 2019.
Gloria Flake
2IC, 465 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 10 Dec 2019
at 17:45
  • msg #922

Re: The First trip of Jean Bart

OK, to be sure I am dealing with a full deck ... Effective beam range and Max Plasma range is 30k miles.
Full plasma range is about 15k miles...

Logically we should stay out of range and send a missile attack. Once it's whacked a few times, we can close it and target specific bits.
Fate
GM, 2950 posts
Roll for dodge!
Tue 10 Dec 2019
at 19:36
  • msg #923

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 922):

Close. Full beam damage and 1/2 plasma damage is 29,999 miles. Full plasma damage is 9,999 miles. You would, ideally, want to stay out of full damage or even half damage range, but they would want to get as close as possible, and given that you both have a similar speed it comes down to the skill and tactics employed by the ships. You also do not want them to get further than 60,000 miles because with a speed difference of just 2G between them and your missiles, any further than that will allow them to outrun your swarm all the way back to their escorts!

Hence, probably a tactics roll is in order...Silverbeard will do likewise.
Gloria Flake
2IC, 466 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 10 Dec 2019
at 22:08
  • msg #924

Re: The First trip of Jean Bart


15:04, Today: Gloria Flake rolled 12 using 3d6 with rolls of 6,3,3.  Tactics.

Seems Silverbeard and I agree to some extent ...  We'll target his targeting systems from outside 30k miles if we can, inside if we can't
Fate
GM, 2951 posts
Roll for dodge!
Wed 11 Dec 2019
at 06:18
  • msg #925

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 924):

With the escorts destroyed, Silverbeard orders the Gashiddas and the fighters to peel off one direction and the two modified Shamshirs to go the other forcing the Kargash to pick which target they want to engage. Too close now to be able to run the Kargash closes to the Shamshirs to inflict damage. Getting to just 12,000 miles, it opens up with it's plasma cannon and you do likewise.

The Kargash' plans almost seem to work, and Silverbeard has some extremely impressive maneuvering to avoid taking hits from the plasma cannon, but neither of you could score any effective hits in reply probably due to the efforts to make precision attacks made necessary by the heavy cruisers armour. Several salvos are thus exchanged as the fighters and Gashiddas combine to launch a new salvo.

Then they hit. The cruiser's gunners seemed preoccupied with the Shamshirs and responded later than they should have, only dealing with 8 missiles before the other twenty slammed into the hull in many places, fragmenting it as it broke up. Both cruisers have been destroyed and are in pieces, and the Shamshirs and Gashiddas have second thoughts. The four Shamshirs and 5 Gashiddas at the planet turn back to the planet and two of the others, at a Gas Giant 18 hours away from the planet and on the other side of it, head back to their Gas Giant. The other two pairs plot an intercept course for each other and will meet in about 5 hours, and though the nearer pair are just 30 minutes from your position, they have reversed course and are departing at 5G.

Your group now reforms. Silverbeard suggests heading back to the planet. Even if they jump, they are too late to warn the incoming trader, who will be here in about 8 hours. The Gashiddas move to collect the disabled fighters as well as the functioning ones, though they are not going to participate in this battle. 2 Pilots are dead.

Silverbeard wants to get back to the planet to deal with whatever is there before the 2 Kargash and 2 Shamshir arrive with the quarry.


[Private to GM: Kargash 4 x 17 PD
Kargash Plasma: 17+1(Comp+sAcc) +10-1(SM+profile)-12(Range)= 15, rolled 13 dodge 5! No hits!
]

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Precision Beam 18 +4(Comp+sAcc)-12(Range)= 10
              Plasma Precision 18+1(Comp+sAcc)-12(Range)= 7

Silverbeard, 1.3 B, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 58/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Precision Beam 17 +4(Comp+sAcc)-12(Range)= 9
              Plasma Precision 17+1(Comp+sAcc)-12(Range)= 6

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 23 M, 10 dTon x10, 5 disabled
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,


Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
x10 Spread around the system, 4 at colony, 2 at each of the other 3 gas giants
(5 G/Move:370, dDR:160, dHP:100/100, dTons of Cargo Space: 26.5, SM: +10)
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x5 at Colony, forming with 4 Shamshir there.
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

90 missiles
Supplies: 29.54/36 dTons (0.63 dTons/week)
Cash: $707,000
25 Jan 2177
Kadardiir (50% Fuel, 100% Refined, time in system: 3 Hours.)
This message was last edited by the GM at 19:28, Wed 11 Dec 2019.
Gloria Flake
2IC, 467 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 11 Dec 2019
at 18:18
  • msg #926

Re: The First trip of Jean Bart

Although the retreating Shamshirs could be caught as we are slightly faster, the time  and distance would remove us from the true quarry, so we go with Silverbeard.
Fate
GM, 2953 posts
Roll for dodge!
Wed 11 Dec 2019
at 20:02
  • msg #927

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 926):

Since clearing the planet is the next objective Silverbeardand you head back there, pursuing the four Shamshirs that were escorting the cruisers and catching up with them just prior to getting back there. Having brought the light fighters back aboard you engage them at 29,000 miles.

Silverbears and the Heavy fighters make light work of the Gashiddas dispatching them with beams alone at the shorter range, but the Plasmas are not able to penetrate the armour of the Shamshirs. Fortunately, the Gashidda precision attacks with beam weapons destroy a maneuver drives of all four of them and both the drives of 2 of them.

[OOC: I think a house rule that each ship generally has 2 drives both of which need to be hit to stop them, rather than a manuever drive and a fusion plant makes more sense. How could a ship move with a power plant and no drives?? It would be a similar requirement to stop them...still needs 2 systems taken down, but makes more logical sense. Thoughts? Feel free to roll your own attacks and damage...]

[Private to GM: Shamshir 6 x 17 PD
Shamshir/Gashidda Pulse: 16+4(Comp+sAcc) +6-1(SM+profile)-14(Range)= 11, rolled 15/12 dodge 5! No hits!
]

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Beam 18 +4(Comp+sAcc)+9-1(SM+profile)-14(Range)= 16
              Plasma 18+1(Comp+sAcc) +10-1(SM+profile)-14(Range)= 14

Silverbeard, 1.3 B, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 58/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Beam 17 +4(Comp+sAcc)+9-1(SM+profile)-14(Range)= 15, Rolled 8, 4x3 hits per turret (132 damage)
              Plasma 17+1(Comp+sAcc) +10-1(SM+profile)-14(Range)= 13, Rolled 5

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle
Weapon Skill, Precision Beam 17 +4(Comp+sAcc)-14(Range)= 7, Rolled 6, 30 damage per turret.

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2
Target 7 for precision attack, 15 for last Gashidda (17 damage x3 x2 = 75 damage, rolled 11

Dissident Fighter, 23 M, 10 dTon x10, 5 disabled
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,


Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
x10 Spread around the system, 4 at colony, 2 at each of the other 3 gas giants
(2.5 G/Move:370, dDR:160, dHP:70/100, dTons of Cargo Space: 26.5, SM: +10) -Man
(0 G/Move:370, dDR:160, dHP:40/100, dTons of Cargo Space: 26.5, SM: +10) -Man x2
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x5 1 crippled, 4 destroyed
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

90 missiles
Supplies: 29.54/36 dTons (0.63 dTons/week)
Cash: $707,000
25 Jan 2177
Kadardiir (50% Fuel, 100% Refined, time in system: 3 Hours.)
Gloria Flake
2IC, 468 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 11 Dec 2019
at 21:44
  • msg #928

Re: The First trip of Jean Bart


14:23, Today: Gloria Flake rolled 12 using 3d6 with rolls of 4,4,4.  Heavy Fighter B Beams.
14:22, Today: Gloria Flake rolled 12 using 3d6 with rolls of 6,2,4.  Heavy Fighter A Beams.
14:22, Today: Gloria Flake rolled 9 using 3d6 with rolls of 1,6,2.  Turret 4.
14:22, Today: Gloria Flake rolled 5 using 3d6 with rolls of 2,2,1.  Turret 3.
14:22, Today: Gloria Flake rolled 5 using 3d6 with rolls of 2,2,1.  Turret 2.
14:21, Today: Gloria Flake rolled 14 using 3d6 with rolls of 3,5,6.  Turret 1.


OOC - It can be argued many different ways, given that it's all ether-ware. The game specifies a maneuver drive and a jump drive. One obviously cannot replace the other. With no maneuver drive, you are hard pressed to move at all and are drifting at the last speed and direction you had before the damage. While not mentioned, there also seem to be steering drives of very low power which would allow a ship to alter direction slowly or slow to a stop very slowly over many thousands of miles unless the ship wasn't really moving in the first place. Jump drives can only cause you to jump AND I think you have to be moving at some speed as well. Power plants for each type of drive don't necessarily seem to be the same, if they were, that would be a significant savings in mass costs. Can you cross connect the other Drives power plant to the drive that has lost it's power? Probably as long as you can keep from burning it up with over powering or under powering the drive; I am assuming the Jump drive power plant is vastly more powerful than the Maneuver drives power plant. So the power plant for the jump drive could power the maneuver drive, but you can't jump on the power from the maneuver drives power plant unless it is vastly oversized. There are likely other smaller power plants aboard that can provide power in an emergency. I have no clue what sort of ship you were just on, but as a military ship it likely has emergency diesel engines and all sorts of ways you can cross connect the power plants and the systems driving the screws ... that would be my model.
Fate
GM, 2954 posts
Roll for dodge!
Thu 12 Dec 2019
at 02:12
  • msg #929

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 928):

Assuming you are using precision targeting, you can pick your target (ship) and the system targeted for two turrets. Damage is 7d-16 x3 for each turret.

I have always seen the Jump drive as a kind of hyperdimensional drive while the maneuver drives are directional reactionless thrust drives. Power plants do supply both systems, as well as weapons and all other systems. As such, I have always being playing it that power plants are interchangable, but jump drives have set power requirements without which they do not work while maneuver drives just create less thrust (lower G) with less power. I assume an emergency power backup as well, hence guns cans till fire, but less frequently.

GISW have always worked with the following table:

3-4: One bridge or cockpit is knocked out. If all bridge or cockpit systems are disabled, the ship can still be controlled, but all skill rolls are at -4.
5-6: Communications disabled. Missile control lost.
7: Sensors damaged. Scan rating is reduced by four.
8: 25% of Cargo or freight capacity is destroyed.
9: Power plant damaged. Ship loses half of its original sAccel and jump capacity.
10: One fixed mount, turret, bay, or spinal mount disabled.
11: Half of original fuel tank capacity is lost.
12: Manoeuvre drive damaged. Ship loses half of its original sAccel.
13: Jump drive disabled. Ship cannot jump.
14: One vehicle bay, hangar bay, or launch tube is disabled.
15-16: 20% of the ship’s original life support capacity is lost.
17-18: Fuel processors (if any).

I am looking at changing it to

3-4: One bridge or cockpit is knocked out. If all bridge or cockpit systems are disabled, the ship can still be controlled, but all skill rolls are at -4.
5-6: Communications disabled. Missile control lost.
7: Sensors damaged. Scan rating is reduced by four.
8: 25% of Cargo or freight capacity is destroyed.
9: Power plant damaged. Ship loses jump capacity and half of its original sAccel.Turrets fire just once (or twice for Pulse Lasers or Beams set to pulse laser power) per round.
10: One fixed mount, turret, bay, or spinal mount disabled.
11: Half of original fuel tank capacity is lost.
12: Maneuver drive damaged. Ship loses half of its current sAccel. Two such drives exist.
13: Jump drive disabled. Ship cannot jump.
14: One vehicle bay, hangar bay, or launch tube is disabled.
15-16: 20% of the ship’s original life support capacity is lost.
17-18: Fuel processors (if any).
Gloria Flake
2IC, 469 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 12 Dec 2019
at 03:08
  • msg #930

Re: The First trip of Jean Bart

Just pick one not otherwise engaged.


20:05, Today: Gloria Flake rolled 8 using 3d6 with rolls of 5,1,2.  Targeted hit 2.  Likely the ships bay? or food stuffs?
20:05, Today: Gloria Flake rolled 6 using 3d6 with rolls of 2,2,2.  Targeted hit 1. Solves one problem

We'll keep after this ship.
Fate
GM, 2955 posts
Roll for dodge!
Thu 12 Dec 2019
at 05:47
  • msg #931

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 930):

Being a precision shot, you get to pick the system and the ship. Two have been stopped, the other two at half speed...but for now I will run with your rolls, since it makes little difference...you disable the ship anyhow!
This message was last edited by the GM at 08:58, Thu 12 Dec 2019.
Silverbeard
NPC, 13 posts
Pirate Lord
Thu 12 Dec 2019
at 08:58
  • msg #932

Re: The First trip of Jean Bart

In reply to Fate (msg # 931):

Closing quickly to 9,000 miles the two Shamshirs still moving attempt to return to the planet, all are quickly disabled.

"We should be able to get one operational within 12 hours, if they leave them alone. We would get two if we had the time, but that is not why we are here..." Silverbeard communicates to you.

Over the public channel he announces

"Crew, leave your ships in your shuttles. Attempt to destroy anything, and we will destroy the shuttles. We are pirates, not murderers after all."

[Private to GM: Shamshir 6 x 17 PD
Shamshir Pulse: 16+4(Comp+sAcc) +6-1(SM+profile)-10(Range)= 15, rolled 11 dodge 13! 1 damage...failed to penetrate!
]

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12xBeam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Precision Beam 18 +4(Comp+sAcc)-10(Range)= 12
              Plasma 18+1(Comp+sAcc) +10-1(SM+profile)-10(Range)= 18

Silverbeard, 1.3 B, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 58/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 11
              Plasma 17+1(Comp+sAcc) +10-1(SM+profile)-10(Range)= 17, Rolled 13

Captured Gashidda: 575.4M, 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,
1x Assault Shuttle
Weapon Skill, Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 8

Dissident Heavy Fighter, 63 M, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 33/35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2
Target 11 for precision attack, rolled 9

Dissident Fighter, 23 M, 10 dTon x10, 5 disabled
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
x10 Spread around the system, 4 at colony, 2 at each of the other 3 gas giants
(2.5 G/Move:370, dDR:160, dHP:-2/100, dTons of Cargo Space: 26.5, SM: +10) -Man, -Cargo, -Comms, disabled
(2.5 G/Move:370, dDR:160, dHP:-14/100, dTons of Cargo Space: 26.5, SM: +10) -Man, -Bridge, -Comms, -2xturrets
(0 G/Move:370, dDR:160, dHP:-14/100, dTons of Cargo Space: 26.5, SM: +10) -Man x2, -3x turrets
(0 G/Move:370, dDR:160, dHP:-17/100, dTons of Cargo Space: 26.5, SM: +10) -Man x2, -Bridge, -2x Turrets
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x5 1 crippled, 4 destroyed
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

90 missiles
Supplies: 29.54/36 dTons (0.63 dTons/week)
Cash: $707,000
25 Jan 2177
Kadardiir (50% Fuel, 100% Refined, time in system: 6 Hours.)
Gloria Flake
2IC, 470 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 12 Dec 2019
at 18:13
  • msg #933

Re: The First trip of Jean Bart

Yup, the one we got looks to be the easiest to repair and it's missiles may be of use. Let's get on it ASAP....



11:12, Today: Gloria Flake rolled 13 using 3d6 with rolls of 5,6,2.  Fix up the best Shamshir effort.  Not much help there...
Silverbeard
NPC, 14 posts
Pirate Lord
Thu 12 Dec 2019
at 21:12
  • msg #934

Re: The First trip of Jean Bart

After the shuttles left the Shamshirs, all spare engineers from all vessels were sent across to the defeated vessels using all the assault shuttles with orders to get one of them Jump-capable. They were happy to report that the crew took the warning seriously, although a few small booby traps were easily disarmed. The ship you had targeted was selected, as it was still mobile and in fact already jump capable once basic repairs were made.

[OOC: at -2 dHP, with damaged comms, cargo and only one engine, it was barely disabled!]

They are soon able to have it running, and waste no time collecting valuable spare parts from other ships in order to repair it including a new comms suite and Maneuver drive. But that will still take some time...and you are busy preparing for the reason you came. You don't even have time to refuel...

The rest of the fleet moved to the jump point that the cargo fleet was expected to arrive at. Light fighters were deployed near the Gashiddas with orders to launch their missiles at any small jump signatures around 2,000 dTons while Silverbeard himself prepared to engage in any smaller signatures with plasma rounds asking you to do likewise. They are due in less than an hour after you get into position...

You are expecting 2 Branch freighters of 2,000 dTons, 2 Kargash of 2,000 dTons and two Shamshirs of 1,000 dTons. If you see anything larger, there is the possibility they replaced the Branch freighters with a Line freighter.

You wait an hour. Then another. Then two more. Some of the other Shamshirs on more distant Gas Giants are forming up into a larger group but they are still at least 10 hours away. Easily.

Then the sensors indicate jump signatures, just 9,000 miles away! But sensors indicate something different than what you were expecting. There are two large signatures, between 15,000 dTons and 5,000 dTons, two smaller signatures between 4,000 dTons and 1,000 dTons, and four signatures between 2,000 dTons and 500 dTons...

Silverbeard orders those with missiles to attack the two medium ships as they exit hyperspace with missiles half each, and positions himself to deal with a smaller target.

[OOC: If you plan on attacking before getting proper recognition (giving them least chance to also defend themselves or respond) roll a plasma attack and a Beam attack. Precision attack is not possible until you can see them clearly!]

90 missiles
Supplies: 29.54/36 dTons (0.63 dTons/week)
Cash: $707,000
25 Jan 2177
Kadardiir (50% Fuel, 100% Refined, time in system: 8 Hours.)
Gloria Flake
2IC, 471 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 13 Dec 2019
at 00:17
  • msg #935

Re: The First trip of Jean Bart

We pick out one of the small ships and have the Heavy Fighters engage another. We are betting that these are Shamshirs. Two huge freighters wouldn't surprise us, but the middle sized ships could be anything. We are betting that there isn't a BB/BC in the crowd.

17:13, Today: Gloria Flake rolled 14 using 3d6 with rolls of 4,6,4.  Heavy Fighter B Beams.
17:12, Today: Gloria Flake rolled 6 using 3d6 with rolls of 1,1,4.  Heavy Fighter A Beams.

17:12, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,2,3.  Plasma Turret 1.
17:12, Today: Gloria Flake rolled 13 using 3d6 with rolls of 6,6,1.  Plasma Turret 2.
17:11, Today: Gloria Flake rolled 12 using 3d6 with rolls of 1,6,5.  Turret 1.
17:11, Today: Gloria Flake rolled 7 using 3d6 with rolls of 4,1,2.  Turret 2.
17:10, Today: Gloria Flake rolled 12 using 3d6 with rolls of 4,6,2.  Turret 3.
17:10, Today: Gloria Flake rolled 11 using 3d6 with rolls of 3,4,4.  turret 4

All sensors are alert to ID ships as they appear.
Fate
GM, 2956 posts
Roll for dodge!
Fri 13 Dec 2019
at 00:48
  • msg #936

Re: The First trip of Jean Bart

In reply to Fate (msg # 931):

The missiles strike home as the ship gets it's bearings, despite the best efforts of the plasma guns to defend themselves at the last minute. The Kargash, the two midsized signatures, are paralyzed by missile damage, both being disabled with little chance to properly defend themselves. The Shamshir Silverbeard targets fares worse, blowing up spectacularly, while the one you were targeting is disabled as well, with your beam hitting the fighter it was trying to launch.

One large signature near you does indeed turn out to be a Sharushid Line Freighter. Then you get a sinking feeling as sensors indicate what is behind it. Fighters are launching from its hanger bay, one at a time, just as they are also launching from each of the vessels not destroyed (6 launched this round). A massive Aasha command cruiser, usually the flagships of high ranking officers or Royalty! A Gashidda is launched from it as well. It's 7 beam turrets will be a real threat to any of you at close range, and it's massive missile battery a threat to any that break off. Fortunately, it's low speed gives you the initiative...

"I see my sources were worth the Solars I paid for them. I am Shakkanakhu Kaagii Eshi, principal administrator of Garaanis, Kiriinashi and Girarrim, and all the worlds around them. You did well, but you are clearly outmatched. Surrender, and I will put you to good use, use that may well see you profit handsomely. Or fight and die a fools death, and give me glory for removing the scourge of the sector. Either way, I profit. There is a battle fleet from Shakiimi that has already been dispatched to block your escape, so don't bother running."

He backs up his claim with a full salvo of 108 missiles that combines with 30 from the remaining Shamshirs, but is still dealt with easily by your defences. (Each turret can deal with 12 missiles, and you have 4 each on the Shamshirs, total 48 each, and 2 each on the three Gashiddas, total of 24 each, so you can deal with 192 without any fighters).

Silverbeard quips

"Good for us. That thing is just an oversized Merishmer, and we have dealt with them. Why don't you surrender? I like your ship...I could do great things with it...I could use a good administrator too our sewerage system just never seems to stop spreading shit."

[OOC: Happy to go in double rounds, as missiles take one round to launch and another to hit. Wll want a dodge next round...]

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12x Beam, 4xPlasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Precision Beam 18 +4(Comp+sAcc)-10(Range)= 12, Rolled 11, 12, 7, 12
              Plasma 18+1(Comp+sAcc) +10-1(SM+profile)-10(Range)= 18, rolled 13, 9,
                   7 dodge (penalized avoids just 1 hit), so 2x2 + 4x2 = 12 hits,
                   rolled 14 damage each, 168 damage

Silverbeard, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 58/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 11
              Plasma 17+1(Comp+sAcc) +10-1(SM+profile)-10(Range)= 17, Rolled 13

Captured Gashidda: 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30, Endurance: 63 weeks,

Dissident Heavy Fighter, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 33/35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2

Dissident Fighter, 10 dTon x10, 5 disabled
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

ENEMY FORCES

Sharushid Line Freighter 10000 dTon Close Structure
(0.97G/Move:370, dDR:10, dHP: 85, dTons of Cargo Space: 6875.5, SM:+12)
Weapons: 8x Pulse, 2x Missile, 2x Sandcaster, Crew:60

Aasha Command Cruiser, 8,000 dTons
(4G/Move:370, dDR:207, dHP:161, dTons of Cargo Space: 318.5),
Weapons:21x Beams, 3x Heavy Missile Array, (108 missile capacity)
1 Gashidda Class Patrol Cruiser, 2 Iken class scouts, 5 x Assault Shuttles, 5 Ships Boats,

Kargash Light Cruiser, 2000 dTons x2
(6G/Move:370, dDR:240, dHP:-48, -67/120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1000 dTons x2, one destroyed, one disabled, -32dHP
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Gashidda Patrol Cruiser, 400 dTons
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Imperial Fighter, 20 M Solars, 10 dTons x 5 (1 destroyed)
(6G/Move:2650, dDR:33, dHP:25, SM: +6), Weapons:2x Missiles

[Private to GM: Each escort carries 5 fighters and a ships boat. Will launch 1 per turn. 6 per turn.]


90 missiles
Supplies: 29.54/36 dTons (0.63 dTons/week)
Cash: $707,000
25 Jan 2177
Kadardiir (50% Fuel, 100% Refined, time in system: 8 Hours.)
This message was last edited by the GM at 01:40, Fri 13 Dec 2019.
Gloria Flake
2IC, 472 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 13 Dec 2019
at 02:50
  • msg #937

Re: The First trip of Jean Bart

OK... Madame Fourcade will target the Aasha's Targeting, Bridge, Power Plants and Turrets. in that order.

Two decent hits out of all of that!


19:48, Today: Gloria Flake rolled 4 using 3d6 with rolls of 1,1,2.  Heavy Fighter B Beams.
19:48, Today: Gloria Flake rolled 13 using 3d6 with rolls of 4,6,3.  Heavy Fighter A Beams.

19:47, Today: Gloria Flake rolled 6 using 3d6 with rolls of 1,3,2.  Plasma Turret 1.
19:48, Today: Gloria Flake rolled 9 using 3d6 with rolls of 1,4,4.  Plasma Turret 2.

19:47, Today: Gloria Flake rolled 12 using 3d6 with rolls of 6,3,3.  Turret 1.
19:46, Today: Gloria Flake rolled 11 using 3d6 with rolls of 3,4,4.  Turret 2.
19:46, Today: Gloria Flake rolled 14 using 3d6 with rolls of 3,5,6.  Turret 3.
19:46, Today: Gloria Flake rolled 13 using 3d6 with rolls of 1,6,6.  Turret 4.
Fate
GM, 2957 posts
Roll for dodge!
Fri 13 Dec 2019
at 04:17
  • msg #938

Re: The First trip of Jean Bart

In reply to Fate (msg # 936):

The massive cruiser turns their turrets towards the two Shamshirs. It is now you feel just how lightly armoured you are. More powerful than Pulse lasers the Beams rips small shreds down both ships even as your shots disable the turrets on the massive vessel. Silverbeard focuses his plasmas on the two remaining Shamshirs, disabling them, while you (and your fighters) and two of the Gashiddas punch out the Aasha's turrets and bridge with such force that the massive ship is crippled, while the third Gashidda deals with the last Imperial Gashidda.

But the damage is done. The beam attacks, of which Silverbeard faced the worst, has crippled your ship and all but destroyed Silverbeards ship. Crew on both ships rushed for suits, but many will be dead. Fortunately, the assault force in the Gashiddas is fine, and with just one enemy Freighter left operational, as well as the Line Freighter the fight is almost over. Three of the small fighters are destroyed as they run for their bays on the pirate Gashiddas, but the rest make is safely back.

Heavy fighters and two Pirate Gashiddas begin hunting down the fighters being launched. The third pirate Gashidda blasts the bridge of the freighter, ordering them to heave to and abandon ship. Intact if they want to reach the planet alive.

The aftermath is that you have numerous disabled Shamshirs and a disabled cruiser plus a large freighter of weapons. As you capture the vessels, two Ikens launch from the cruiser and make for a jump point, while five assault shuttles attempt to abandon ship for the planet. Ships boats also launch from the Freighter which comes to a halt, as well as the Shamshirs and the Gashidda.

They are abandoning their ships, those that can. Victory has come at a high price, though.

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: -38/70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Precision Beam 18 +4(Comp+sAcc)-10(Range)= 12, Rolled 13, 14, 11, 12
              Plasma 18+1(Comp+sAcc) +10-1(SM+profile)-10(Range)= 18, rolled 6 and 9
              Basically smashed them, but they fired as well and returned the favour...

Silverbeard, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: -86/70, dTons of Cargo Space: 12, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:67, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons
Weapon Skill, Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 7, dodge 11, 9 damage per turret
              Plasma 17+1(Comp+sAcc) +10-1(SM+profile)-10(Range)= 17, Rolled 10, dodge 10, 17 damage per gun
              4 hits per gun, 4 guns in 2 turrets, 136 per turret.

Captured Gashidda: 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30
       Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 7, Dodge 11, 27 damage per turret

Dissident Heavy Fighter, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 33/35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2
       Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 7

Dissident Fighter, 10 dTon x7, 5 disabled, 3 destroyed
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,

ENEMY FORCES

Sharushid Line Freighter 10000 dTon Close Structure
(0.97G/Move:370, dDR:10, dHP: 85, dTons of Cargo Space: 6875.5, SM:+12)
Weapons: 8x Pulse, 2x Missile, 2x Sandcaster, Crew:60

Aasha Command Cruiser, 8,000 dTons
(4G/Move:370, dDR:207, dHP: -18/161, dTons of Cargo Space: 318.5),
Weapons: 3/21x Beams, 3x Heavy Missile Array, (108 missile capacity), six turrets destroyed
2 Iken class scouts, 5 x Assault Shuttles, 5 Ships Boats, 500 dTon Hanger
Beam 17 +4(Comp+sAcc)+9 (101 for SM-profile)-10(Range)= 20, Rolled 11, dodge 9, so 5-2=3 hits, 12 damage per turret per hit, 7 turrets, so 12 x 3 x 4/3 = 144 damage!
2 Ikens and 5 Assault shuttles and 5 ships boats launched

Kargash Light Cruiser, 2000 dTons x2
(6G/Move:370, dDR:240, dHP:-48, -67/120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay
2 Ships boats launched from both of them

Shamshir Destroyer Escort, 1000 dTons x0, one destroyed, -32dHP, -36 dHP, -36 dHP
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
Weapons:6x Pulse, 15x Missiles,
2 ships boats launched from three of them

Gashidda Patrol Cruiser, 400 dTons
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5, SM: +9),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft launched

Imperial Fighter, 20 M Solars, 10 dTons x 5 (1 destroyed)
(6G/Move:2650, dDR:33, dHP:25, SM: +6), Weapons:2x Missiles

[Private to GM: Each escort carries 5 fighters and a ships boat. Will launch 1 per turn. 6 per turn.]


90 missiles
Supplies: 29.54/36 dTons (0.63 dTons/week)
Cash: $707,000
25 Jan 2177
Kadardiir (50% Fuel, 100% Refined, time in system: 8 Hours.)
This message was last edited by the GM at 10:25, Fri 13 Dec 2019.
Gloria Flake
2IC, 473 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 13 Dec 2019
at 19:00
  • msg #939

Re: The First trip of Jean Bart

Can we engage the Ikens?  Can the Gashidda's missile them?

OK, back to work on repairing the ship ... seem to be lots of spare Shamshir parts around, along with a group of Enemy ships. We need the Freighter jump capable and our ships made so as well ... Are we going to try and keep the Aasha or suck fuel from it?
This message was last edited by the player at 19:03, Fri 13 Dec 2019.
Fate
GM, 2958 posts
Roll for dodge!
Fri 13 Dec 2019
at 19:39
  • msg #940

Re: The First trip of Jean Bart

The Aasha has just jumped, and has no fuel on it. Silverbeard would like to keep it naturally, but...

All ships will need to be refueled, a task the Gashiddas can manage if they fly to the planet and refuel, an hour long trip there and back, plus an hour for the refueling. They can escort the Freighter, which remains operational as well, threatening the small colony with oblivion if they do not cooperate.

Ships computers do indeed reveal that a squadron of Kargash were sent with a squadron of Shamshir to Marakna. Other Patrols are in the area, usually a pair of Kargash and a pair of Shamshir passing through the systems. Kadardiir and Kuniinra have both been reinforced by a squadron of Kargash and squadron of Shamshir each as well, indicating that fully half of Shakiimi's Kargash forces are based at those three planets! It seems unlikely anything more than the patrol will pass by here for at least a week, and indeed even the patrol seems to be 10 days away, being 3 days ahead of this shipment and having recently jumped to Nakiim.

The group of 6 Shamshirs are at least 18 hours away if they all form up. If they attack in smaller groups then there would be a group of 4 in about 8 hours and then another pair in about 8 hours after that. Except the more distant pair have just returned to the Gas Giant they were guarding and entered hyperspace.

The Iikens are stopped easily, one surrendering when faced with the heavy fighters and the other shooting back but loosing badly.

For repairs I am going to assume the following:

- You have between all of you, 10 Mechanics with an average skill of 15.
- With the number of ships being scrapped you have all spare parts you will need. Others not included in the above repairers are removing them from ships as needed.
- You take 30 minutes per attempt, suffering -3 from expensive items, -2 from the ship being at negative HP but +1 due to the workshops available. Total skill roll is against 11. With 10 mechanics working, you gain HP eual to the margin of success every 0.5 hours.
-Every doubling of the time adds +1 to the skill roll. So for an hour, it would be against 12. If every 2 hours it would be 13, and so on.
-As with point defence, for multiple identical rolls, I will accept a flat roll of 11 for all rolls. No risk but lower than average reward...
-Failing a roll does no damage, except for a critical failure, which looses 10 dHP and destroys one critical system (roll on critical system hits, as you did earlier).
-In order to enter hyperspace the vessel must be at 1 or more dHP. It can perform one repair every 0.5 hours, for up to 10 hours per day 7 days a week (40 hour weeks are not a thing if your life depends on it, but this should not be continued too long...). 1 person can attempt 140 repairs in hyperspace, half that if extra time is taken. In order to get the number of dHP repaired, calculate 140 x number of mechanics x margin of success/10.

Hence the Shamshir from the original fight is back to 1 dHP after an hour, Rolls of 9 and 8 saw 3 dHP repaired.

Madame Fourcade is at -38, the Cruiser is at -18 and Silverbeards vessel is at -86. If accepting flat rolls Madame Fourcade will need 39 hours to be fixed, and the cruiser 19 hours.

The words of Shakkanakhu Kaagii Eshi, even though your attack on his bridge killed him still ring in your ears..."I see my sources were worth the Solars I paid for them...There is a battle fleet from Shakiimi that has already been dispatched to block your escape, so don't bother running."

This is a well patrolled trade route. Decide how long you want to stay and attempt repairs, and what to do with the rest when you depart.

Of course, once you enter hyperspace, assuming you get there, you will have 7 days at 10 hours per day for repairs, but just 2 Mechanics, as the rest will need to return to their ships, so you will roll against an average skill of 16 (your mechanics raised the average) -3 for the expense of the item, times five in order to repair 1 dHP. So you would roll against 16-3 = 13 4 times per day, or 28 times in total, for repairs in hyperspace. Happy to accept 21 rolls, or just 1 roll for all of them! Or you can accept a roll of 11 for all, repairing 56 dHP in Hyperspace. Slightly higher than the average dice roll of 10, but that is the price you pay for security!

90 missiles
Supplies: 29.54/36 dTons (0.63 dTons/week)
Cash: $707,000
25 Jan 2177
Kadardiir (50% Fuel, 100% Refined, time in system: 9 Hours.)
Gloria Flake
2IC, 474 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 13 Dec 2019
at 19:58
  • msg #941

Re: The First trip of Jean Bart

OK, So Silver beards ship is seriously damaged... can it fit into the Aasha's hanger? We canthen just fix the Aasha.

WE'll get to work on the Madame Fourcade using our two engineers and as many crew as needed for assistance. If need be we'll borrow other engineers for only as long as needed.


12:58, Today: Gloria Flake rolled 8 using 3d6 with rolls of 1,3,4.  ship Repairs.
12:58, Today: Gloria Flake rolled 10 using 3d6 with rolls of 5,3,2.  Ship Repairs.
12:57, Today: Gloria Flake rolled 11 using 3d6 with rolls of 1,4,6.  Ship Repairs.
12:55, Today: Gloria Flake rolled 12 using 3d6 with rolls of 6,2,4.  Ship Repairs.
12:55, Today: Gloria Flake rolled 9 using 3d6 with rolls of 5,3,1.  Ship Repairs.
12:55, Today: Gloria Flake rolled 9 using 3d6 with rolls of 1,3,5.  Ship Repairs.
12:55, Today: Gloria Flake rolled 9 using 3d6 with rolls of 1,2,6.  Ship Repairs.
12:54, Today: Gloria Flake rolled 10 using 3d6 with rolls of 5,2,3.  Ship Repairs.
12:54, Today: Gloria Flake rolled 16 using 3d6 with rolls of 5,5,6.  Ship Repairs.
12:54, Today: Gloria Flake rolled 8 using 3d6 with rolls of 3,4,1.  Ship Repairs.
12:54, Today: Gloria Flake rolled 14 using 3d6 with rolls of 5,3,6.  Ship Repairs.
12:54, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,2,3.  Ship Repairs.
12:53, Today: Gloria Flake rolled 9 using 3d6 with rolls of 1,5,3.  Ship Repairs.
12:53, Today: Gloria Flake rolled 13 using 3d6 with rolls of 5,2,6.  Ship Repairs.
12:53, Today: Gloria Flake rolled 7 using 3d6 with rolls of 1,3,3.  Ship Repairs.
12:53, Today: Gloria Flake rolled 8 using 3d6 with rolls of 2,2,4.  Ship Repairs.
12:53, Today: Gloria Flake rolled 12 using 3d6 with rolls of 5,3,4.  Ship Repairs.
12:52, Today: Gloria Flake rolled 11 using 3d6 with rolls of 5,2,4.  ship Repairs.
12:52, Today: Gloria Flake rolled 10 using 3d6 with rolls of 3,4,3.  Ship Repairs.
12:52, Today: Gloria Flake rolled 12 using 3d6 with rolls of 3,6,3.  Ship Repairs.
12:52, Today: Gloria Flake rolled 12 using 3d6 with rolls of 5,6,1.  Ship Repairs.
Fate
GM, 2959 posts
Roll for dodge!
Fri 13 Dec 2019
at 20:21
  • msg #942

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 941):

Ok, so 2 engineers will take 2.5 hrs to fix 1 dHP per point of success, the same as in Hyperspace. Maximum 6 rolls per day for a 15 hour day...very grueling and not sustainable for even a week, but this is desperate times.

Rolled 21 rolls, so that is 3 days and 7.5 hours work.

Average skill 16-3(expensive)-2(ve HP)= 11, so

Day 1,
4 dHP repaired!

Day 2
11 dHP repaired!
The Aasha has become operational again.

Day 3
7 dHP repaired

Day 4
4 dHP repaired

Still at -12 dHP but the Aasha is at 99 dHp!

By the end of Day 4, with their assistance, you have Madame Fourcade back at +1 dHP.

Fortunately, though the other 4 Shamshirs have not attacked, they seem to be waiting for re-inforcements and are waiting just 1 hour away. The fact that you had 1 operational Shamshir (1 hour after the battle) and 3 Gashiddas seems to scare them off.
Gloria Flake
2IC, 475 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 13 Dec 2019
at 20:59
  • msg #943

Re: The First trip of Jean Bart

Well, two if you count the captured one?
So the Aasha is operational...
Madame Fourcade needs a bit more TLC ...

We have one captured Shamshir, one captured Iken, a captured Gashidda? and the Aasha. Any damaged stuff we can put in the Aasha we can fix...
It looks like Silverbeard's Shamshir can't be taken and we don't have a lot of time to fix it, so it needs to be stripped of everything valuable, especially our tech and destroyed. Any ships not coming with us also need to be destroyed.



13:57, Today: Gloria Flake rolled 12 using 3d6 with rolls of 5,2,5.  Ship Repairs.
13:57, Today: Gloria Flake rolled 8 using 3d6 with rolls of 1,5,2.  Ship Repairs.
13:57, Today: Gloria Flake rolled 11 using 3d6 with rolls of 2,4,5.  Ship Repairs.
13:56, Today: Gloria Flake rolled 11 using 3d6 with rolls of 2,5,4.  Ship Repairs.
13:56, Today: Gloria Flake rolled 15 using 3d6 with rolls of 6,3,6.  Ship Repairs.
13:56, Today: Gloria Flake rolled 13 using 3d6 with rolls of 6,5,2.  Ship Repairs.
13:56, Today: Gloria Flake rolled 8 using 3d6 with rolls of 4,2,2.  Ship Repairs.
13:56, Today: Gloria Flake rolled 14 using 3d6 with rolls of 6,6,2.  Ship Repairs.
13:56, Today: Gloria Flake rolled 8 using 3d6 with rolls of 3,2,3.  Ship Repairs.
13:55, Today: Gloria Flake rolled 12 using 3d6 with rolls of 3,3,6.  Ship Repairs.

I am getting the feeling we need to depart ... Gishu, Narshe, Kamuria looks to be the quickest way out for us. We can do repairs on the way...
This message was last edited by the player at 22:57, Sat 14 Dec 2019.
Fate
GM, 2960 posts
Roll for dodge!
Mon 16 Dec 2019
at 11:13
  • msg #944

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 943):

Pretty much, though the captured Iiken comes with prisoners...

You are ready to depart at the end of Day 5, as posted. Should I use those as your first repair rolls in hyperspace, or do you want to wait around to do that?

Silverbeard has indeed stripped everything out of his Shamshir and is making himself very much at home in the Aasha, including using Terran computers!

Gishu, yes, but remember the fuel problems at Narshe? That was for a much smaller vessel...
Gloria Flake
2IC, 476 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 16 Dec 2019
at 17:35
  • msg #945

Re: The First trip of Jean Bart

No, Gloria doesn't... but someone can point out that there are no gas giants there.
So Marduur, Gakde, Kamurira ...

Do not want to wait around, so those can be repairs in space.
I am sure the Aasha has room for a few prisoners as well as the Iken.

So Madame Fourcade leaves as a barely space capable ship?
How much do we get fixed? 16 -3 says 13 or less is beneficial.
So 8 out of 10 do some good.
Fate
GM, 2962 posts
Roll for dodge!
Mon 16 Dec 2019
at 19:35
  • msg #946

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 945):

Gloria would have been informed!

22 dHP fixed in the first 2 days, working 12.5 hour days. Roll the rest or take 11? Yes she leaves barely space capable...

The Aasha has a 500 sTon hanger bay, so the 100 dTon ship can fit easily.
Gloria Flake
2IC, 477 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 16 Dec 2019
at 19:56
  • msg #947

Re: The First trip of Jean Bart

One bad roll, 3 OK andthe eest are good or even great

12:54, Today: Gloria Flake rolled 7 using 3d6 with rolls of 1,1,5.  Ship Repairs.
12:54, Today: Gloria Flake rolled 5 using 3d6 with rolls of 2,1,2.  ship Repairs.
12:54, Today: Gloria Flake rolled 8 using 3d6 with rolls of 3,4,1.  Ship Repairs.
12:53, Today: Gloria Flake rolled 8 using 3d6 with rolls of 1,4,3.  Ship Repairs.
12:53, Today: Gloria Flake rolled 11 using 3d6 with rolls of 4,3,4.  Ship Repairs.
12:53, Today: Gloria Flake rolled 10 using 3d6 with rolls of 4,2,4.  Ship Repairs.
12:53, Today: Gloria Flake rolled 12 using 3d6 with rolls of 6,4,2.  Ship Repairs.
12:53, Today: Gloria Flake rolled 5 using 3d6 with rolls of 3,1,1.  Ship Repairs.
12:53, Today: Gloria Flake rolled 17 using 3d6 with rolls of 6,6,5.  Ship Repairs.
12:52, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,1,4.  Ship Repairs.
Fate
GM, 2963 posts
Roll for dodge!
Tue 17 Dec 2019
at 02:12
  • msg #948

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 947):

Ok the 17 is a critical failure. Roll for damage on the major damage table, and roll 2d for the damage.

42+22 from before = 64* minus the critical failure. Good thing you had all those spares!

Silverbeard has 5 Engineers working on the Aasha, 12 hours per day for 6 days, repairing approximately 1 dHP per hour the slow and steady way! He also has the five slightly damaged heavy fighters land in his hanger for repairs, and is finished repairs on all of them by the end of the hyperspace jump.

Given you are at 64* - 2d6 at the end of the 4th day, likely you will also be repaired with the rest of those very good rolls!

Moving on, Gishu is a Binary system with 4 Gas Giants and a planetary belt. Lets say the Planetary belt is inside of the Gas Giants Numbered 1 from the inner one to 4 on the outer one. Where are you headed? S for stars, P for planets and GG for Gas Giants...

S1, S2, P1, G1, G2, G3, G4

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 64*/70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons

Silverbeard's Aasha Command Cruiser, 8,000 dTons
(4G/Move:370, dDR:207, dHP: 161, dTons of Cargo Space: 318.5),
Weapons: 3/21x Beams, 3x Heavy Missile Array, (108 missile capacity)
1 Iiken class scout, 5 x Heavy Fighters, 500 dTon Hanger

Sharushid Line Freighter 10000 dTon Close Structure
(0.97G/Move:370, dDR:10, dHP: 85, dTons of Cargo Space: 6875.5, SM:+12)
Weapons: 8x Pulse, 2x Missile, 2x Sandcaster, Crew:60

Captured Gashidda: 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30
       Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 7, Dodge 11, 27 damage per turret

Dissident Heavy Fighter, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2
       Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 7

Dissident Fighter, 10 dTon x12 (4 per Gashidda)
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2,
Gloria Flake
2IC, 478 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 17 Dec 2019
at 03:40
  • msg #949

Re: The First trip of Jean Bart

Major Damage =  8: Cargo holds damaged. Cargo or freight is destroyed equal to one-quarter of the ship’s original cargo capacity. and it does 12 points of damage ... talk about rolling well... at least it is a less critical component.

So DhP is 52

My suggestion is GG4 and refuel, trying to remain unseen as much as possible, and to move on as soon as we can.


Not sure how many more rolls you want and what things may have been lost ...  but we'll cross level as necessary while at Gishu.
Fate
GM, 2964 posts
Roll for dodge!
Tue 17 Dec 2019
at 06:16
  • msg #950

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 949):

Right. Very impressive rolling! I am going to go with hot work around the missiles you had there in storage caused one to explode, breaching the hull and setting of a chain reaction. By the time the situation was back under control, all missiles had been ejected through the large cargo bay breach. It would take some time to patch that...

Arrival in Gishu is a quiet affair, signaled only by a hyperspace departure from Gas Giant 2 soon after your arrival. It takes you just 4 hours to refuel enough to jump, as your tanks were still half full (the last jump was just one parsec).

Marduur is a single star system with 5 gas Giants, one of which the inner one, has a habitable moon with 500 occupants. It is more of a mining outpost, though it does have an odd ecosystem due to the permanent twilight zone.

S, G1*, G2, G3, G4 G5

Other Planets reachable are Mirkikuda (Single star, 1 GG 2 planets no colony) and Narshe a single star system with no gas giants and very little fuel, and a prison colony.

Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: 52/70, dTons of Cargo Space: 7, SM:+10)
Weapons: 12x Beam, 4x Plasma, Crew:62, Endurance: 0.33 dTon/week, 1 Hanger Bays, Capacity: 90 Tons

Silverbeard's Aasha Command Cruiser, 8,000 dTons
(4G/Move:370, dDR:207, dHP: 161, dTons of Cargo Space: 318.5),
Weapons: 3/21x Beams, 3x Heavy Missile Array, (108 missile capacity)
1 Iiken class scout, 5 x Heavy Fighters, 500 dTon Hanger

Sharushid Line Freighter 10000 dTon Close Structure
(0.97G/Move:370, dDR:10, dHP: 85, dTons of Cargo Space: 6875.5, SM:+12)
Weapons: 8x Pulse, 2x Missile, 2x Sandcaster, Crew:60

Captured Gashidda: 400 dTon Close Structure x3
(6G/Move:370, dDR:115, dHP: 70, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:30
       Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 7, Dodge 11, 27 damage per turret

Dissident Heavy Fighter, 25 dTon Cylinder x5
(6.1G/Move:370, dDR:90, dHP: 35, SM:+6)
Weapons: 3x Beam in one turret, Crew:2
       Precision Beam 17 +4(Comp+sAcc)-10(Range)= 11, Rolled 7

Dissident Fighter, 10 dTon x12 (4 per Gashidda)
(6.1G/Move:2151, dDR:18, dHP: 21, SM:+6)

Supplies: 28.91/36 dTons (0.63 dTons/week)
Cash: $707,000
02 Feb 2177
Gishu (50% Fuel, 100% Refined, time in system: 0 Hours.)
This message was last edited by the GM at 06:16, Tue 17 Dec 2019.
Gloria Flake
2IC, 479 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 18 Dec 2019
at 02:49
  • msg #951

Re: The First trip of Jean Bart

Gloria is pissed that someone would be using a welding technique beside a missile ... just plain stupid and lazy. Had they taken the extra time to move the missiles away, there would be none of this. Fortunately or otherwise, the offending crewman didn't survive the explosion of the fuel and was ejected into space. Quick thinking by others pushed the remaining flaming mess into space, although not with out significant damage. A quick survey shows no structural damage they can't repair and the hole is quickly covered and made pressure tight, although more work is done at Guishu to ensure no atmospheric leaks. After a quick  briefing on safety, work continues, but a rotating rest schedule is also instituted, as it seems the crewman  who caused the accident had been up working for over 16 hours. Dangerous or critical repairs are only done by rested crewmen to avoid any further issues. The ship is operable, so risks need to be limited. There are two incidents with tired crew pushing to get things done (15s), but then the new directive begins to take effect and the rested repair crews make serious gains.


19:44, Today: Gloria Flake rolled 7 using 3d6 with rolls of 3,1,3.  Ship Repairs.
19:44, Today: Gloria Flake rolled 9 using 3d6 with rolls of 1,6,2.  Ship Repairs.
19:43, Today: Gloria Flake rolled 9 using 3d6 with rolls of 2,5,2.  Ship Repairs.
19:43, Today: Gloria Flake rolled 9 using 3d6 with rolls of 6,2,1.  Ship Repairs.
19:43, Today: Gloria Flake rolled 9 using 3d6 with rolls of 4,1,4.  Ship Repairs.
19:42, Today: Gloria Flake rolled 15 using 3d6 with rolls of 6,4,5.  Ship Repairs.
19:42, Today: Gloria Flake rolled 12 using 3d6 with rolls of 4,5,3.  Ship Repairs.
19:42, Today: Gloria Flake rolled 4 using 3d6 with rolls of 1,2,1.  Ship Repairs.
19:42, Today: Gloria Flake rolled 12 using 3d6 with rolls of 6,4,2.  Ship Repairs.
19:42, Today: Gloria Flake rolled 10 using 3d6 with rolls of 1,4,5.  Ship Repairs.
19:41, Today: Gloria Flake rolled 15 using 3d6 with rolls of 3,6,6.  Ship Repairs.
Fate
GM, 2967 posts
Roll for dodge!
Thu 19 Dec 2019
at 02:31
  • msg #952

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 951):

Unfortunately the loss of one of your welders has increased the repair time, doubling it since you only had 2 to begin with!

Those repairs should have you at 100%, but each roll now takes 5 hours, so 2 per day.

Which system are you heading to next?
Gloria Flake
2IC, 480 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 19 Dec 2019
at 02:38
  • msg #953

Re: The First trip of Jean Bart

Gakde, Kamurira ... OK, so I don't need to roll any more, but things are slower... canI get a competent welder from one of the other ships?
Fate
GM, 2968 posts
Roll for dodge!
Thu 19 Dec 2019
at 03:16
  • msg #954

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 953):

Gakde? I am not at the computer, but I am not sure that one was within range of Gishu.

You can ask the others for a welder, but they will lower you average skill to 15 (not the best welder would be given!)  and may cost something.
Gloria Flake
2IC, 481 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 19 Dec 2019
at 04:11
  • msg #955

Re: The First trip of Jean Bart

In reply to Fate (msg # 954):

True enough on the welder ... how important is welding to the repairs now?

Left out Marduur, then  Gakde, Kamurira
Fate
GM, 2971 posts
Roll for dodge!
Mon 23 Dec 2019
at 09:10
  • msg #956

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 955):

Welding for fixing a hole in the hull? I would say very important! Regardless, you should be all back to 100% strength by the time you get to Marduur, although you detect a warp signature just before you depart Gishu. Silverbeard wants to get out of there, so you do quickly.

Which body is your destination in the Marduur system? There is a colony on a moon at G1 with about 500 miner.

S, G1*, G2, G3, G4 G5

Supplies: 28.28/36 dTons (0.63 dTons/week)
Cash: $707,000
09 Feb 2177
Marduur (50% Fuel, 100% Refined, time in system: 0 Hours.)
Gloria Flake
2IC, 482 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 23 Dec 2019
at 17:34
  • msg #957

Re: The First trip of Jean Bart

I'd suggest G5 and keep moving as fast as we can ... hide from the habitants behind the GG. If the Vilani jump in, it will be close to the Colony at G1, giving us time to move on.
Fate
GM, 2972 posts
Roll for dodge!
Mon 23 Dec 2019
at 23:05
  • msg #958

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 957):

OK. The large cruiser takes 12 hours to refine fuel, but the freighter takes much longer, with minimal refining. you can combine all other ships refining to bring it down to 20 hours, but it is still scary. Travel time between G1 and G5 is estimated at 16 hours for 6g craft.


You arrive at the outer gas giant, and sensors indicate a pair of Shamshirs and a Gashidda, the smaller craft departing soon after your arrival.
Gloria Flake
2IC, 483 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 24 Dec 2019
at 02:06
  • msg #959

Re: The First trip of Jean Bart

Doesn't sound like much we can do  except process fuel. Spending 16 hours to try and get fuel from the mining station seems a poor choice.
The concern is the Gashidda as it may provide a thinking commander with our next step, seeing as there are not many choices for us from here. Which way did the Gashidda jump? That also may assist our planning.

Neither Shina nor Kiniimun are of any value to us, Shakimi is not really a choice and Lanuru, while unexpected, doesn't aid our escape reliably. Does Silverbeard see something I haven't mentioned?

Silverbeard
NPC, 15 posts
Pirate Lord
Tue 24 Dec 2019
at 03:13
  • msg #960

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 959):

The Gashidda jumped in the direction of Shakimi. Silverbeard is therefore in favour of jumping in the other direction, to Gakde. Whilst there are just 2 Gas Giants and a planet here, there are a number of moons and no colonies, and from there there are options to jump to. Kamurira is a binary system with three gas giants and a single colony of just 3,000, from which you could jump to 2207. Ekaniir is a binary system with four gas giants and no colonies and leads to Dileshnu, a binary system with three gas giants, 2 planets and no colonies, and from there you could risk Kadardiir, a binary system with 2 Gas Giants, probably a patrol fleet but no colony to support them. Hence running to Gakde would be Silverbeards suggestion.

Supplies: 28.18/36 dTons (0.63 dTons/week)
Cash: $707,000
10 Feb 2177
Marduur (50% Fuel, 100% Refined, time in system: 18 Hours.)
Gloria Flake
2IC, 484 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 24 Dec 2019
at 03:46
  • msg #961

Re: The First trip of Jean Bart

So we both agree, Gakde it is as soon as we can jump. Then to Kamurira and on to 2207 before the Vilani have a chance to respond.
Fate
GM, 2973 posts
Roll for dodge!
Wed 25 Dec 2019
at 09:11
  • msg #962

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 961):

The trip to Gakde is quiet, and you cannot detect any hostile arrivals. The lack of a colony makes the system some concern, but does not seem to be a concern for the next system. There is a large refining colony set up here as well, with questionable law enforcement.

Kamurira is a binary system with one planet and three Gas Giants. Which one do you jump to?

S1, S2, P (colony with 3,000), GG1, GG2, GG3

Supplies: 27.46/36 dTons (0.72 dTons/week+1 day)
Cash: $707,000
18 Feb 2177
Gakde (100% Fuel, 100% Refined, time in system: 18 Hours.)
Gloria Flake
2IC, 486 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 26 Dec 2019
at 03:45
  • msg #963

Re: The First trip of Jean Bart

Since we are not looking for any trouble, let's again go for GG3, which puts us well away from the colony and any Vilani arrivals.
Refuel as quickly as we can and head for 2207. We'll do all we can to get the Freighter refueled as quickly as we can ... 20 hours I think you said before we can jump.

Fate
GM, 2976 posts
Roll for dodge!
Thu 26 Dec 2019
at 10:13
  • msg #964

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 963):

Jumping to the outer Gas Giant, you are met with a signature of a Gashidda, which launches missiles from 100,000 miles! Silverbeard responds in kind, and you shoot down all incoming missiles. They fare much worse, and the firefight is brief. A second Gashidda launches from the colony, and soon jumps to hyperspace while three Shamshirs stay on guard at the planet.

However, 20 hours pass without any further arrivals. You would have the change to attack them if you wish...Silverbeard is tempted.

Supplies: 26.74/36 dTons (0.72 dTons/week+1 day)
Cash: $707,000
26 Feb 2177
Kamurira (100% Fuel, 100% Refined, time in system: 18 Hours.)
Gloria Flake
2IC, 487 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 26 Dec 2019
at 23:01
  • msg #965

Re: The First trip of Jean Bart

We could, the risks are low, but shooting up three Shamshirs is of limited value ... if we were able to capture one we'd then have to hang around while we made it jumpable, increasing our risk ... My inclination is to take our prize and run before they have any chance or reclaiming it.


OOC -  WE are going to need a new thread soon; I am not sure if you have excitement planned on the trip home, but we could simply jump back to Lone Pine, start a new thread and tidy up our new ships some. New Year, New Thread ;-)


and hopefully Cyril will be back in play soon...
Silverbeard
NPC, 16 posts
Pirate Lord
Fri 27 Dec 2019
at 02:13
  • msg #966

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 965):

Reluctantly, Silverbeard agrees. There has been a lot of risks taken, and you have great prizes. The colony is not worth the risk involved, so they refuel and jump with you.

The trip back to Lone Pine or Girii is equally long, separating at 1911. Silverbeard actually sends his new prize back to Girii with you for upgrades, but the massive transport is taken back to Lone Pine for upgrading many vessels there. You arrive back in time to hear some significant news of war breaking out, and the good news you bring is most welcome!

10 Apr 2177 Lemrukiri declared that Girii leadership was illegitimate and in breach of Ziru Sirka Policy by constructing a new design of vessel. 2 New Cruisers designed by Kalishnikov (Export Cruisers) and built at Iishuni in secret are attacked there by a Lemrukiri fleet of 1 Command Cruiser, 50 Kargash and 100 Shamshirs. Fortunately, the shipyards have just launched the second cruiser, and the two cruisers, together with the wing of 5,000 fighters, destroyed the fleet, with only 10 Kargash escaping!

Supplies: 20/36 dTons (0.72 dTons/week+1 day)
Cash: $707,000
24 Apr 2177
Girii (0% Fuel, 100% Refined, time in system: 0 Hours.)

[Secret to Gloria Flake: That was my intention. Cyril's date is 20 Oct 2177 at Ceti-Command. I will have to go over your finances.]
Gloria Flake
2IC, 488 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 27 Dec 2019
at 03:03
  • msg #967

Re: The First trip of Jean Bart

Well, there is another issue ... My original Cruiser (JEAN BART) and the Merishmirr I captured are both at Lone Pine being updated IIRC [or did we sell JEAN BART back to the Terran Government?]. I am assuming my assistance was worth something and we did snag a fine chunk of money ... what else do we need? I rather like Madame Fourcade and her capabilities as an adjunct to my new cruiser.

Nothing like having a heavy Cruiser and an escort show up and finding out they aren't friendly.
Fate
GM, 2977 posts
Roll for dodge!
Fri 27 Dec 2019
at 04:08
  • msg #968

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 967):

No I am pretty sure both were transferred to Girii, where Terran agents purchased the Jean Bart back and began work of the other cruiser. Lone Pine would not have had facilities for either, so they were sent to Girii.

You have earn't well enough to cover the full repairs to your new cruiser to be sure! And then some...but I will need a little time to go through it all.

Edit: Cruiser completed on 1 September 2177.

Note: On 01 Jan, from Kadardiir, 1 Shamshir ($500 mil) and 3 Gashiddas ($150 mill offered each) were credited to you. You bought 2 Heavy Fighters (2x $68 mil). The Shamshir taken to cover the costs of the upgrade to Mata Hari, and the Gashiddas sold to bring current balance to $319 mil to spend on the ships boats.

This value was increased by $300 million after the last foray, half in proceeds from the piracy, and half, $150 million, a reward from Girii at dealing with arms shipments that were to target them. Further, you are given a personal landing zone where you can stay with up to 2 craft without cost. Your cruiser is being constructed there...

15x AK Modular 6 dTon craft, 1x AK 200 dTon spherical craft, 6x AK 20 dTon Spherical heavy fighters, worth $46 mil each ($276 for 6)

Note the options are shown in your page in players Craft thread. You have 70 dTon out of 90 dTon in the Madame Fourcade hanger.

What will your plans be with your new toys? Surveys have been initiated for systems coreward of 2207, but will not have results back any time soon...not until next year (2178)!
This message was last edited by the GM at 13:21, Fri 27 Dec 2019.
Gloria Flake
2IC, 489 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 27 Dec 2019
at 19:30
  • msg #969

Re: The First trip of Jean Bart

IIRC the New Cruiser (lets call it Excalibur) will have survey equipment on it? So I should be able to go coreward to Makra and then visit some discomfort upon our Vilani friends. This of course depends  om Terran orders, as I am still an officer in their "Navy" ... and since we are at war, the Terran Navy might like to paper shuffle and 'purchase' the Excalibur to commission into their fleet.

I remember discussing it's build , but will need to revisit that discussion and see if we want to adjust anything.  OK, I did and it looks good still.

As to what I have/owe... I am still a bit confused. Do I have everything paid up or do I need to make more money?
This message was last edited by the player at 19:42, Fri 27 Dec 2019.
Fate
GM, 2978 posts
Roll for dodge!
Sat 28 Dec 2019
at 03:40
  • msg #970

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 969):

The new cruiser will not have survey gear on it, but it may carry a 200 dTon vessel that does...

The current war does not involve Terrans, but is between Girii and their sector government.

You have paid all you owe, and have enough for some small craft, but not all...there is never enough!
Gloria Flake
2IC, 490 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 28 Dec 2019
at 15:25
  • msg #971

Re: The First trip of Jean Bart

So the cruiser would deploy the smaller vessel, which would do the survey, load the data into the mugger ship and then it could jump to the new location? A bit more involved but doable.
Fate
GM, 2980 posts
Roll for dodge!
Sat 28 Dec 2019
at 23:10
  • msg #972

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 971):

Basically, yes. It enables survey work to be done while you are off doing other things in neighboring systems...
Gloria Flake
2IC, 491 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 29 Dec 2019
at 02:07
  • msg #973

Re: The First trip of Jean Bart

Given the small size and limted defense capability, that might be risky ...

Anyway, Gloria has Madame Fourcade landed and gone over carefully  to ensure all damage is corrected.
She also starts recruiting and screening applicants for the additional crew they will need, she plans to take a cadre with her and leave one on Madame Fourcade, then both ships need to train up the crews to her standards, which are quite high ... gunner skill of 18 etc.
I expect this will take several months, meanwhile she will look for additional system maps/data and any new information that might be useful.
We will of course converse with our hosts.
Fate
GM, 2981 posts
Roll for dodge!
Sun 29 Dec 2019
at 11:24
  • msg #974

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 973):

Given most recruits are level 14 or 15, training them to level 18 will take some time indeed! But there is plenty of recruits...

All the maps available to Girii are put at your disposal, and the details of the attack and subsequent losses inflicted on Lemrukiri have prompted them to ask for assistance from the sector Governor at Shululsish. Your attack, resulting in the loss of another capital ship and the noble commanding it have also caused considerable alarm, resulting in what some considerable alarm. Shululsish has loaned them extra ships, but there is a lot of concern about how they will deal with the new designs...
Gloria Flake
2IC, 492 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 29 Dec 2019
at 16:36
  • msg #975

Re: The First trip of Jean Bart

So who is upset? Lemrukiri or Shulishish or both? Wasn’t clear to me.... So Gerri wants shulishish to control Lemrukiri? Good diplomacy, but little chance.
Fate
GM, 2982 posts
Roll for dodge!
Sun 29 Dec 2019
at 23:51
  • msg #976

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 975):

Not quite.

Shululsish is the sector government that both Lemrukiri, Shakiimi and Girii answer to. Lemrukiri have Shululsish support in this conflict, putting Girii in a position of rebellion against to local government in their opposition of Lemrukiri thanks to good political maneuvering by the Lemrukiri government. However, Lemrukiri were the ones who attacked Girii's naval base, and lost badly. This has naturally alarmed Shululsish, who has loaned ships to assist Lemrukiri.

The pirate attacks were actually against Shakiimi who under Shululsish directions, are sending assistance for Lemrukiri as well.

Does that make more sense?
Gloria Flake
2IC, 493 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 30 Dec 2019
at 03:13
  • msg #977

Re: The First trip of Jean Bart

Yes, so really all of them are upset, is Shakiimi connecting the dots between the "pirates" and Girii ? If not, that's a big plus for the moment.
So all these Governments have lost ships due to Lemrukiri's bad move ... how has that affected Lemrukiri's position among them?
I am sure Shakiimi is recalling everything it can given it recent loss of an Aasha and an important cargo freighter to pirates who have become quite lethal and have destroyed Shamshirs and Kargashs with impunity. Stealing all those weapons for ships has to be a major concern now, as they know they will be seeing them again.

I will mention that Girii might want to mention that their new cruisers has broken up one pirate attack by two converted Shamshirs and two converted Gashiddas.  All of which were destroyed and not worth salvaging. They might mention that they found evidence of a Pirate spy in the service of Lemrukiri who is sending information through merchants apparently. Trying to think of some reason that the systems around Lashgimaamrishuk be returned to Girii's control, as they can handle things Lemrukiri can't. A war serves no ones purposes and will only cost more in credits, people and ships.

I know that's a lead kite, but when the bigger rulers get involved and see that, they may well be less inclined to support Shulishish. Using all those Strategy points ;-)
Fate
GM, 2983 posts
Roll for dodge!
Mon 30 Dec 2019
at 04:48
  • msg #978

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 977):

All good points Girii intelligence agents take on board and are happy to discuss with you. Unfortunately one of the claims of Lemrukiri in gaining support of their superiors was that Girii has been sponsoring Terran pirates, so they are making links even before there were any. But fabricating evidence of destruction of pirate vessels is something that they are interested in. It is expected to be a year or so at least before those weapons are seen again, as modifying large cruisers takes time even in naval shipyards, let alone primitive pirate worlds that are barely a year or so old...

But they are keen to discuss any ideas you might have. Of course, if Lemrukiri pulls them into a costly war, it will be very costly for them if superior nobles later find it to be avoidable...

I have updated the intelligence thread with the Sector and Subsector fleets and notification of which sectors are in which subsectors. Basically, just 2 sectors known to Terrans in detail and the Shululsh sector is not known that well.
This message was last edited by the GM at 08:26, Mon 30 Dec 2019.
Gloria Flake
2IC, 494 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 30 Dec 2019
at 21:50
  • msg #979

Re: The First trip of Jean Bart

Last update I see is 11 Dec and doesn't seem to have that information.

Also note that the under-king has the same last name as the guy running Lemrukiri, and we know blood is more important than good sense, so the under-king is probably going to support Lemrukiri to the bitter end. Our hope is that on review, they will be found wanting and removed.

Girii needs to suffer pirate attacks, even if only imaginary, so it doesn't look like a part of the conspiracy against the Vilani main line. I'm sure they can find ways to accomplish that.
This message was last edited by the player at 22:36, Mon 30 Dec 2019.
Fate
GM, 2984 posts
Roll for dodge!
Mon 30 Dec 2019
at 23:34
  • msg #980

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 979):

Yes, the family is another issue. If you look at the other post that details forces and where they are it should be updated there.

Girii are already suffering from sponsored pirate attacks...sponsored by Lemrukiri! Hunting these mercenaries in Bounty Hunters may be profitable...
Gloria Flake
2IC, 495 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 31 Dec 2019
at 02:50
  • msg #981

Re: The First trip of Jean Bart

Sounds reasonable ... but was going to just slide by a few months until we were all synched again.
Fate
GM, 2985 posts
Roll for dodge!
Tue 31 Dec 2019
at 07:34
  • msg #982

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 981):

The Cruiser will be ready 20 days before Cyril is ready to depart Ceti-Command which is about 10 weeks away from Girii...want to oversea construction?
Gloria Flake
2IC, 496 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 31 Dec 2019
at 20:20
  • msg #983

Re: The First trip of Jean Bart

And start training crew on those parts ready, so they become familiar. We will stay clear of work being done, so as not to slow down completion.  Then we can take the two ship Pirate hunting to learn how to use it well and refine our skills.
Fate
GM, 2986 posts
Roll for dodge!
Wed 1 Jan 2020
at 03:10
  • msg #984

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 983):

If you are at Girii in June, you will have the following occur.

The 27th of June began like most days. The planet has been in a state of high alert since the attack of the main base at Iishuni nearly 3 months ago. Despite minor raids, there had been nothing but minor incursions since then. You head to your ship to oversea construction, before heading back to the construction office to answer minor questions, such as the style of flooring in your bridge, when the raid siren goes off. The whole base comes alive, and the 20 Kargash and 20 Shamshir begin preparing for takeoff, as do the fighters.

As you are running for your ship, you are informed that 50 Kargash and 50 Shamshirs are approaching to attack the planet! The fighters begin forming up, even as you prepare to lift off. There are reported to be 1000 AK combo fighters here, mass produced in factories built for this purpose.
Gloria Flake
2IC, 497 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 1 Jan 2020
at 18:44
  • msg #985

Re: The First trip of Jean Bart

OK, so we take Madame Fourcade up and check out how the incoming enemy is organized ... we'll relay anything we see down to Girii, assuming we have a less distorted view.
I am assuming the Cruiser is in no shape to fly ...

We'll look to eliminate Shamshir's and let the fighter's destroy the Kargash's with Missiles.  We'll worry about captures and such after the raid has been dealt with. Hopefully the Shamshir's are to the flanks and we can zap a couple.  Hopefully the Giriian Kargash's will also attack Shamshirs too, so their missile defense fails.
Fate
GM, 2988 posts
Roll for dodge!
Thu 2 Jan 2020
at 04:00
  • msg #986

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 985):

The incoming enemy is in very tight formation, all within 5000 miles of each other, clearly very well organized and planned. You notice a second group at Gas Giant about 10 hours away with ten massive tankers obviously ready to refuel all those that return from the raid. They are escorted by 10 Merishmerr cruisers, clearly the command group, and 20 Shamshirs.

The local ships hide behind the planet, only emerging to shoot down the incoming swarms, which the do spectacularly well at, until such time as they are all launched and ready to go. You go with them and they sally forth after shooting down the swarm in it's entirety. The response is a massive swarm that does, if barely, overwhelm the defences. Of the 3260 missiles in the first swarm, 2300 are shot down. The remaining 960 devastate the Shamshirs and Kargash disabling or destroying all ships in seconds in a mass of explosions that make for a spectacular sight.

The remaining ships are called upon to pick up survivors, capturing what ships remain. Like the attack on the Naval base, this was a spectacular underestimation. The vessels at the Gas Giant move quickly to depart before anyone else can stop them.

Clearly this was not intended to be a major part for you, as you were really active observers at an activity you were meant to only be told about but it does serve to give the new crews some training!
Gloria Flake
2IC, 498 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 2 Jan 2020
at 18:03
  • msg #987

Re: The First trip of Jean Bart

  But if we can gain anything material from it we will; understand this was a Girii run show.
Fate
GM, 2989 posts
Roll for dodge!
Fri 3 Jan 2020
at 01:14
  • msg #988

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 987):

Will put up a new thread in the next few days. You are still planning on waiting for the cruiser, and then?
Gloria Flake
2IC, 499 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 3 Jan 2020
at 03:27
  • msg #989

Re: The First trip of Jean Bart

Probably a Lemrukiri pirate hunt for a shakedown effort.
Fate
GM, 2990 posts
Roll for dodge!
Fri 3 Jan 2020
at 22:11
  • msg #990

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 989):

Current balance to $619 mil. No small craft paid for. Are we getting any?

SMALL CRAFT CAPACITY

Impulsive's Reward

Bays for 15 AK Modular craft, 6 AK Heavy Ball craft and 1x 200 dTon Ball Trader/lifeboat.

Madame Fourcade
90 dTon Hanger bay, currently 2 x 25 dTon Heavy fighters, 1  20 dTon Assault shuttle

Small Craft costs
Heavy Ball Fighters $46 each, 6 for $276 mil
Heavy Ball transport $38 mil, 3 dTons cargo + 24 pax

200 dTon Lifeboat: $127 mil,
53.5 mil if just a freighter, survey vessels cost up to 150 mil and are usually custom jobs.

Modular craft, 6 dTons Flattened Sphere

Fusion Powered Modular Craft,

AK Modular Fighter, 16M, 1x Pulse Laser
AK Modular Missile Fighter, 13 M, 3x Missiles
AK Modular APC, 6.6 M 5 Life support 10 transport, 1x Gatling Laser
AK Modular Fuel Skimmer, 6.3M,
AK Modular Speeder, 5.5 M, 3.5 dTon cargo
AK Modular Miniminer, 8.1 M 1.2 tons/day, 1x Gatling Laser

Battery Powered Modular Craft

AK Modular SR Fighter Mk II, 13 M, 1x Beams Weapon
AK Modular SR Missile Fighter, 11 M, 3x Missiles
AK Modular SR Combo Fighter, 12 M, 1x Beam Weapon, 2x Missile
AK Modular Raft, 3 M, 4 dTon Cargo
Gloria Flake
2IC, 500 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 4 Jan 2020
at 03:50
  • msg #991

Re: The First trip of Jean Bart

In reply to Fate (msg # 990):

We are, just wasn't sure when you wanted my guesses...

Let's consider 6x Ball Heavy Fighters  $246 mil

12x AK Combo Fighters     $144 Mil

1x Assault Craft, 28 M Solars, 20 dTons (4G/Move:1900, dDR:13, dHP:25, dTons of Cargo Space: 7.5), Weapons:1x Beams, 1x Missile, 1x Sandcaster, Seating for 24

1x AK Modular APC, 6.6 M Solars, 6 dTons

1 AK 400 (Mod of the 450) with life support for 400, a wee bit more cargo space and a Survey set up. Up to $170 or so Mil

About $20 Mil not spent (I hope).
Fate
GM, 2991 posts
Roll for dodge!
Sat 4 Jan 2020
at 05:53
  • msg #992

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 991):

OK, I will work with that. Mods will need a computer, so the details will have to wait until I get back. In the meantime, will go with a 450 dTon boat, with an extra 5 dTons of space and only 400 berths. Will work on those purchases.
Gloria Flake
2IC, 501 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 4 Jan 2020
at 19:06
  • msg #993

Re: The First trip of Jean Bart

Understand, no problems-

Comments-
AK 450 person transport: 127.2M, 200 dTon Sphere  22 yd Diameter?
(4.19G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 4.5, SM:+8

AK Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)

NOTE that dHP is 30 for both, although one is 10x larger.

As for adjusting the Life Support down some on the AK Transport, we could go as low as 380 to cover the crew, add Survey equipment and increase Cargo space some.  The crew might need to grow slightly to man the sensors.

Game-
Gloria is alert for any comment(s) from Girii on her ships joining the fight. Expected most likely, but they didn't have to be asked.
We want to make ourselves good allies.

I gather the Particle Beam will have good range (3/9) and do 8D(10) damage? Curious as to how the locals evaluate the Cruiser EXCALIBUR. With it's single jump ability, it will be a less desirable raider in some ways. [Impulsive's Reward is a bit long]
Fate
GM, 2992 posts
Roll for dodge!
Sat 4 Jan 2020
at 21:25
  • msg #994

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 993):

Extra armour adds to dHP, and there is a significant difference there, but I will look into it.

The cruiser is a cruiser in military terms, though don't forget the half damage range, but those stats are correct. They would consider you very useful in dealing with raiders and in major engagements, so likely they will want to keep track of you to ask for assistance if a major conflict is expected.
Gloria Flake
2IC, 502 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 4 Jan 2020
at 22:02
  • msg #995

Re: The First trip of Jean Bart

So somewhere down the line, we may sell this to them and go back to exploring/raiding in a slightly different ship.

Talking with my son, he suggested that when you get home, you might be able to transfer your ship file via Dropbox or Goggle ...  He suspects it's too big to be e-mailed.
I do not have an account with either, but supposedly (He's my expert at this point) I wouldn't need one to download it; But you would need such an account to upload it.  If you don't already have one, forget it ... don't spend extra money just for this.
Fate
GM, 2993 posts
Roll for dodge!
Sat 4 Jan 2020
at 22:50
  • msg #996

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 995):

I can actually transfer the file by email, but the excel sheet does not run well on my phone, which is starting to die, so I have not done it.

But I can get by with approximate details of the lifeboat. The rest in your thread is fine. I just need to go through the map and sort out details of the next part.

They expect a large contingent at Seru and Arsha, so they will likely ask you to patrol there and surrounding systems, expecting heavy resistance.
Gloria Flake
2IC, 503 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 5 Jan 2020
at 02:17
  • msg #997

Re: The First trip of Jean Bart

I am running a Big Mac, so running it shouldn't be an issue ... and I'm not going to fib for my benefit. Cheating to win is admitting you have already lost.

Seru and even Amkun might be good spots, Amkun saves a Jump.


We need a New thread ASAP
Fate
GM, 2995 posts
Roll for dodge!
Sun 5 Jan 2020
at 04:48
  • msg #998

Re: The First trip of Jean Bart

In reply to Gloria Flake (msg # 997):

Makes sense. I don't actually have the file though. But have built up a new thread for now.
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