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History: The First trip of Jean Bart.

Posted by FateFor group archive 0
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,
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