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History: Excalibur!

Posted by FateFor group archive 0
Gloria Flake
2IC, 546 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 23 Jan 2020
at 22:47
  • msg #68

Re: Excalibur!

In reply to Fate (msg # 67):

OK, If you say so... not real clear to me.
Fate
GM, 3043 posts
Roll for dodge!
Thu 23 Jan 2020
at 23:19
  • msg #69

Re: Excalibur!

In reply to Gloria Flake (msg # 68):

The dHP for 2 Gashiddas and the Cruiser have changes since the previous summary, and the Gashiddas (one pair at least) are much worse off, with the damaged systems detailed. Damaged sensors on the cruiser you would not see just yet...
Gloria Flake
2IC, 547 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 23 Jan 2020
at 23:57
  • msg #70

Re: Excalibur!

In reply to Fate (msg # 69):

OK, I see it now... just didn't click earlier. Looks like we aren't doing a whole lot better, but better than they are.

OK, so two more turns?

Where is that other mob of 10 Gashiddas and a Cruiser?
Fate
GM, 3044 posts
Roll for dodge!
Fri 24 Jan 2020
at 00:22
  • msg #71

Re: Excalibur!

In reply to Gloria Flake (msg # 70):

Yeah, 2 more turns. The other mob are still a few hours away...
Gloria Flake
2IC, 548 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 24 Jan 2020
at 02:15
  • msg #72

Re: Excalibur!

Holy Cow !!! Low Numbers...


19:14, Today: Gloria Flake rolled 13 using 3d6 with rolls of 3,6,4.  E Heavy Particle Cannon .
19:14, Today: Gloria Flake rolled 11 using 3d6 with rolls of 2,6,3.  E Beams.
19:13, Today: Gloria Flake rolled 12 using 3d6 with rolls of 2,5,5.  MF Beams.
19:13, Today: Gloria Flake rolled 13 using 3d6 with rolls of 6,1,6.  HF Beams.
19:13, Today: Gloria Flake rolled 7 using 3d6 with rolls of 1,2,4.  HF Dodge.

19:13, Today: Gloria Flake rolled 8 using 3d6 with rolls of 3,3,2.  E Heavy Particle Cannon .
19:12, Today: Gloria Flake rolled 5 using 3d6 with rolls of 1,2,2.  E Beams.
19:12, Today: Gloria Flake rolled 9 using 3d6 with rolls of 2,6,1.  MF Beams.
19:12, Today: Gloria Flake rolled 8 using 3d6 with rolls of 1,3,4.  HF Beams.
19:11, Today: Gloria Flake rolled 8 using 3d6 with rolls of 4,3,1.  HF Dodge.
Fate
GM, 3045 posts
Roll for dodge!
Fri 24 Jan 2020
at 03:50
  • msg #73

Re: Excalibur!

In reply to Fate (msg # 69):

The next round is particularly boring, but the Imperials failed to see what was being set up. The Excalibur then suddenly swung in brifly in a heavy flash of it's weapons, hitting the remaining maneuvre drive of two more Gashiddas and then hammering the Cruiser to within an inch of its capacity to fight...


Particle c, 16+3(sAcc)+2(targeting)-15(range)+9(SM)= 15, r13, d10, 2x1 dam
E, Precision Beams, 5x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r11
MF, Precision Beams, 4x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r12
HF, Precision Beams, 8x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r13
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer

[Private to GM: Vilani skill rolls:
Precision beams, 3x3, 16+2(sAcc)+2(target)-15(range) = 5 (fighters), r10
Precision pulse, 10x3, 16+2(sAcc)+2(target)-15(range) = 5 (fighters), r11
SM-profile +5 fighters, +8 Gashiddas, +9 Shamshirs, +9 Merrishmer
]

Particle c, 16+3(sAcc)+2(targeting)-15(range)+9(SM)= 15, r8, d9, 4x4 dam
E, Precision Beams, 5x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r5, d7,
MF, Precision Beams, 4x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r9
HF, Precision Beams, 8x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r8,
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer

[Private to GM: Vilani skill rolls:
Precision beams, 3x3, 16+2(sAcc)+2(target)-15(range) = 5 (fighters), r17, d7
Precision pulse, 10x3, 16+2(sAcc)+2(target)-15(range) = 5 (fighters), r9
SM-profile +5 fighters, +8 Gashiddas, +9 Shamshirs, +9 Merrishmer
]

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP:4/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP: 3,8/70 (0G) -2xDrv, -Br, -Com, -Pwr, 2@47/70 (0G) -2x drv, 6@70/70 dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters
Gloria Flake
2IC, 549 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 24 Jan 2020
at 03:59
  • msg #74

Re: Excalibur!

Is the cruiser still able to use all it's beams, because once those go, MF and I can close in and hurt some folks seriously.
 We'll offer the same old deal, bail out and leave the ship intact and functional, we'll spare your lives ... wreck it and pay dearly.
No clue how we'd man a couple more Gashiddas...

I'll roll this stuff up in the AM, getting late here.
Fate
GM, 3046 posts
Roll for dodge!
Fri 24 Jan 2020
at 04:04
  • msg #75

Re: Excalibur!

In reply to Gloria Flake (msg # 74):

It is able to use the beams, though the entire ship is in a bad way...

Your offer is met with a response.

"Let us take the crew from the immobilized ships and we are willing to depart...until next time."

You understand they still want to depart with the ships that can, including the badly damaged cruiser...
Gloria Flake
2IC, 550 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 24 Jan 2020
at 21:00
  • msg #76

Re: Excalibur!

Not so Fast, The immobilized ships are worthless to us as well, You may depart with all crews,  and the 6 functional Gashiddas ( I read the damage as 4 Gashiddas that have 0G movement). The Cruiser stays and is not further damaged, it's close to done in anyway. You leave w/o further threat. Blow any ship up and we will destroy all of you, as that is a violation of this agreement. If that isn't acceptable, we'll just finish it here and now. We are far faster than any of your ships, be assured. Your Fighters can make their own way back or dock with your six patrol cruisers.


OOC- OK, I think two of the Gashiddas are salvable as is the cruiser hopefully ... the other two are parts bins before being blown up. If we can limp the Cruiser back to Girii, that would be a plus for us and them. The 1st cruiser is mostly junk I gather. It may help us get this one back to Girii before we have to blow it up as well.
This message was last edited by the player at 21:05, Fri 24 Jan 2020.
Fate
GM, 3047 posts
Roll for dodge!
Fri 24 Jan 2020
at 21:55
  • msg #77

Re: Excalibur!

In reply to Gloria Flake (msg # 76):

They fire another round of beams, and you get the chance to return fire... (2 more rounds!)
Gloria Flake
2IC, 551 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 24 Jan 2020
at 22:05
  • msg #78

Re: Excalibur!

Well Guess I can surrender to the Die Roller, as it has kicked my ass... maybe we should invert the rolls; 9 = 11 and 11 = 9, 13 = 7, 15 = 5, etc.

15:01, Today: Gloria Flake rolled 15 using 3d6 with rolls of 5,6,4.  E Heavy Particle Cannon .
15:00, Today: Gloria Flake rolled 10 using 3d6 with rolls of 3,5,2.  E Beams.
14:59, Today: Gloria Flake rolled 13 using 3d6 with rolls of 5,6,2.  MF Beams.
14:58, Today: Gloria Flake rolled 11 using 3d6 with rolls of 6,2,3.  HF Beams.
14:58, Today: Gloria Flake rolled 9 using 3d6 with rolls of 6,2,1.  HF Dodge.


15:03, Today: Gloria Flake rolled 9 using 3d6 with rolls of 2,6,1.  E Heavy Particle Cannon .
15:02, Today: Gloria Flake rolled 14 using 3d6 with rolls of 6,2,6.  E Beams.
15:02, Today: Gloria Flake rolled 11 using 3d6 with rolls of 6,2,3.  MF Beams.
15:02, Today: Gloria Flake rolled 13 using 3d6 with rolls of 4,4,5.  HF Beams.
15:02, Today: Gloria Flake rolled 13 using 3d6 with rolls of 6,2,5.  HF Dodge.
Fate
GM, 3048 posts
Roll for dodge!
Fri 24 Jan 2020
at 23:10
  • msg #79

Re: Excalibur!

In reply to Gloria Flake (msg # 78):

The dance does indeed continue, as you both fire at each other, and initially miss. But the the Imperial warship turns to face the wrong direction, targeting the fighters, and you fire a solid burst into threa near the bridge. Despite them hitting the fighters, the cost is crippling as your hits penetrate, setting of chain reactions that see the ship go dark.

As the small craft pile from the stricken warship, the radio "You push a hard bargain, but we might just accept your offer..."


Particle c, 16+3(sAcc)+2(targeting)-15(range)+9(SM)= 15, r15, d6, 0x4 dam
E, Precision Beams, 5x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r10
MF, Precision Beams, 4x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r13
HF, Precision Beams, 8x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer

[Private to GM: Vilani skill rolls:
Precision beams, 3x3, 16+2(sAcc)+2(target)-15(range) = 5 (fighters), r15
Precision pulse, 10x3, 16+2(sAcc)+2(target)-15(range) = 5 (fighters), r6
SM-profile +5 fighters, +8 Gashiddas, +9 Shamshirs, +9 Merrishmer
]

Particle c, 16+3(sAcc)+2(targeting)-15(range)+9(SM)= 15, r9, d14, 4x7 dam
E, Precision Beams, 5x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r14
MF, Precision Beams, 4x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r11
HF, Precision Beams, 8x3, 17+2(sAcc)+2(targeting)-15(range) = 6, r13,
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer

[Private to GM: Vilani skill rolls:
Precision beams, 3x3, 16+2(sAcc)+2(target)-15(range) = 5 (fighters), r5, d13, 4 dam/turret
Precision pulse, 10x3, 16+2(sAcc)+2(target)-15(range) = 5 (fighters), r9
SM-profile +5 fighters, +8 Gashiddas, +9 Shamshirs, +9 Merrishmer
]

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
(5G/Move:370, dDR:220, dHP:-24/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
(4G/Move:3250, dDR:90, dHP: 3,8/70 (0G) -2xDrv, -Br, -Com, -Pwr, 2@47/70 (0G) -2x drv, 6@70/70 dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters
Gloria Flake
2IC, 552 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 25 Jan 2020
at 02:20
  • msg #80

Re: Excalibur!

Very well, take the six patrol cruisers, leave the rest. You may move to join your last fleet.  We'll deal with them too if need be.

As soon as they are away, MF stands guard, Her available boarding crew checks out the 4 Gashiddas, wiring the useless for demolition after searching them carefully. Excalibur's Boarding crew will board the cruiser and assess the damage as well as search it well. Copies of all had drives and computer records.
Our engineering crew gets to work fixing up Excalibur. We will provide help as needed.  Communicate with the Ball Ship and see how things are going back there.
Fate
GM, 3049 posts
Roll for dodge!
Sat 25 Jan 2020
at 21:12
  • msg #81

Re: Excalibur!

In reply to Gloria Flake (msg # 80):

The remaining patrol cruisers gather what is left of survivors before heading away at speed, towards the other fleet.

Two of the Gashiddas left have no maneuver drives, and though all are jump capable, getting to a jump point is another matter, and programming a jump tape from their current position is likely to take a number of hours, approximately as many as it will take the combined fleet to arrive.

The damage to this cruiser is not terrible, but it will take probably 10 hours to repair. You probably have just 5 hours before the Gashiddas you allowed to leave join up with the other fleet and attack.

On the plus side, the engineers working with the first attack have succeeded in removing the jump drive from the other cruiser.
Gloria Flake
2IC, 553 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 25 Jan 2020
at 22:22
  • msg #82

Re: Excalibur!

OK, we strip the 2 immobile Gashiddas of anything of value and blow them up; take the other two back to the main group.  The Light fighters are recovered and recharged. The Merishmirr Cruiser is brought over as well and made jump capable if possible, BUT Priority is making Excalibur as combat ready as we can, repairing everything we can.

If the Heavy Missile array is still useable, we may employ that to give the new enemy something to do ... 16 Gashiddas and a Merishmirr are a lot to deal with.

How long to stick the Jump drive on Excalibur? I'd have no issue with jumping out and coming back later.
All three Gashiddas are jump capable? we'll get jump data installed as necessary, update the iff and send them off with skeleton crews as soon as we can afford to.
Fate
GM, 3050 posts
Roll for dodge!
Sun 26 Jan 2020
at 00:26
  • msg #83

Re: Excalibur!

In reply to Gloria Flake (msg # 82):

Speaking of fighters, the other fighters made a run for the Ball vessel, but the Gashidda was working by then, and they were able to shoot down all missiles... twice. Then your light fighters caught up with them.

With the best of you engineers removing the jump drive from the Merrishmer from the first encounter, you have no chance of getting the missiles back online on the second cruiser. The parts taken, and a few extras just in case, the first cruiser is lit up and the ships make their way back to you, ensuring nothing is left.

They will get back to you with two hours before the second fleet arrive. Roll against a 12 (skill modified by a rushed job) to see if you can get it installed with enough time to jump out, with the 3 Gashiddas and MF before the fleet gets to you.
Gloria Flake
2IC, 554 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 26 Jan 2020
at 02:02
  • msg #84

Re: Excalibur!

A 12! ... that's almost impossible! ... it's me rolling on this die roller after all.


MIRACLES!!!!
19:01, Today: Gloria Flake rolled 10 using 3d6 with rolls of 2,3,5.  Engineering.

Is the second  Cruiser jumpable?
This message was last edited by the player at 02:03, Sun 26 Jan 2020.
Fate
GM, 3051 posts
Roll for dodge!
Sun 26 Jan 2020
at 03:56
  • msg #85

Re: Excalibur!

In reply to Gloria Flake (msg # 84):

Lol, Just 20 minutes before the second fleet comes within range of the missiles your engineers call you up after a feverish 1 hour and 40 minutes. The Jump engine from the first Merishmirr is the same, as was expected, and in good condition, and they have completed set to work tests and are ready for a live test.

In the meantime, your programmers have worked nearly as hard to create a jump tape for the Imperial vessels from this current location.

The second Merishmirr has considerable hull damage that overloaded the life support and triggered emergency shutdown of the main reactors. The damage is extensive and many sensors have been shot off completely or damaged, but it could be made jump capable withing 8 to 10 hours.

But you would have to deal with the other fleet much before then! They are capable of a Missile swarm of 216, and you, Madame Fourcade and the 5 heavy fighters can deal with 210 (See message #39 of this thread). You have 1 Gashidda capable of 4G, 2 capable of 2 G and the lifeboat capable of 4G with 4 turrets. Any one of those additional small vessels would be able to enable you to deal with the swarm, but they would slow you to 4G speed, the same speed as the bulk of the enemy fleet (and they have not been willing to break formation so far.)
Gloria Flake
2IC, 555 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 26 Jan 2020
at 04:21
  • msg #86

Re: Excalibur!

Oh well, we will destroy both cruisers bring the fighters aboard, along with the Ball ship and head to the jump point, doing whatever testing they need to do in route. I assume that they will be getting close when we get to jump out.

I would have loved to take that last cruiser back as a prize, but 4 Gashiddas isn't so shabby.
Fate
GM, 3052 posts
Roll for dodge!
Sun 26 Jan 2020
at 06:50
  • msg #87

Re: Excalibur!

In reply to Gloria Flake (msg # 86):

While working on the cruiser, the engineers had calculated a jump route from your current position, in case the got the power supply up. But it was not to be. The next fleet is still 20 minutes from your position when you are ready to jump out, closing at 4G.

Still, with two Cruisers and a lot of Gashiddas down, there was quite some damage done. 10 Gashiddas and 2 Cruisers destroyed, 4 more Gashiddas captured.

Known Costs: (Has been copied to 'Players Vessels' thread for easy access)
Converting Captured Gashidda to Escort Gashidda: $M500*
Converting a captured Gashidda to a Pirate Gashidda: $M480*
Sale of a Captured Gashidda: $M150
Price to replace Light Missile Array with Bay Plasma, and accompanying changes to ship: $M200, 1 month plus loss of 2 Modular Light craft Bays (reduced to 13) and loss of cargo, reduced to 19 dTons.

*Cost of small craft not included.
Prices have increased due to the difficulty in getting parts, particularly Plasma Cannon and Fusion reactors.

You arrive back out of Hyperspace on the 15th Sep 2177.The fighting has been heavy, but it has been profitable. Your intelligence report supports what Girii know of the blockade but the loss of 2 cruisers and nearly half the Gashiddas is encouraging, loosing only three Heavy Fighters in the process. Kalishnikov informs you that they have more fighters rolling off the production lines...
This message was last edited by the GM at 07:07, Sun 26 Jan 2020.
Gloria Flake
2IC, 556 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 26 Jan 2020
at 17:29
  • msg #88

Re: Excalibur!

Not exactly sure how much cash we have saved up but the goal would be to install the Bay Plasma in Excalibur, sell three Gashiiddas and convert the 4th to a Pirate Gashidda. Probably can’t afford the heavy Fighters just yet for the Gashidda but will add them as we can. It would join E and MF in the raiding group. Working on a name, for now it’s Ersatz C or just C for short.
Fate
GM, 3053 posts
Roll for dodge!
Sun 26 Jan 2020
at 22:00
  • msg #89

Re: Excalibur!

In reply to Gloria Flake (msg # 88):

Ok. Selling three Gashiddas will give you a net total of $M 517.2. Installing a plasma cannon will cost $M 200. Replacing the three lost heavy fighters will cost $M 138, and if you were to sell the two assault craft in Madame Fourcade  (for $20 mil each) and replace them with two more heavy fighters and an APC, that could be done for $M 58.6. This would leave you with $M 120.6, but you would need $480 mill for the pirate Gashidda...

But you could start the process and head back out to see what else can be captured...
Gloria Flake
2IC, 557 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 26 Jan 2020
at 22:30
  • msg #90

Re: Excalibur!

That sounds reasonable, 25% down and time to work on it.

Curious about why the apparent big difference in the Dissident Gashidda and the Pirate Gashidda. The Pirate version seem to have as much or more for less.

What can we do to make the Heavy Fighters a wee bit better? would slightly thicker armor help any?
Gloria didn't like losing three of them, especially when the biggest threat (numbers wise) was the Pulse laser.

We will try to coordinate with Girii for some support on our next foray to Seru, especially if we clean it out, it would be desirable to have an occupation force available.

I am not sure if Girii or Lemrukiri controls Ugemirlika, butwith those two in Girii's control, they have less to guard, allowing more forces to be applied to them. Gloria has her eyes on Amkun and that little archipelago as her next goal to free up. It also threatens Lemrukiri from a flank.
Fate
GM, 3054 posts
Roll for dodge!
Sun 26 Jan 2020
at 22:52
  • msg #91

Re: Excalibur!

In reply to Gloria Flake (msg # 90):

Fair question with the Gashiddas. The Pirate version actually consumes less power, as the two plasma cannons replace 6 beam weapons. Essentially, the size of the fusion reactors is the most expensive part, but the 6 beam weapons are in pretty short supply, as is the heavy plasma turret. The difference is only 20 million, so it is not that big.

The heavy fighters have 88 dDr, and any increase will result in an increase in size. They are quite good against Pulse lasers although precision attacks and beam weapons (or precision attacks WITH beam weapons) are still going to penetrate. That is the attraction of the Gashidda Escorts...dDR of 114 and 4 turrets, the equivalent of 4 heavy fighters. Being of Imperial design, they are also acceptable (begrudgingly) as imperial vessels, and Girii is starting to produce a lot more of them out of existing Gashidda vessels.

Ugemiriika is not populated, so it is really no-mans land. Girii does not want to put an occupation force of Seru as it is too vulnerable. Whilst the folk of Seru are supportive of Girii, they will not, and Girii advises them not to, oppose the Lemrukiri government so that they are not punished as a result. Hence, an occupation force would only give Lemrukiri to target, and a reason to punish the populace. Better that they keep hitting the ships there and withdrawing, until Lemrukiri give up and cut their losses. The same goes for the group at Lashgimaamrishuk. They are reluctant to make them targets for now.

Hitting Ugemiriika is a similar prospect. Really, to end this conflict, Girii see the answer in Vland. If they stay in their sector and plead loyal victim, then mounting losses by their opponents are likely to cause the Ishimkarun, the Shadow Emporor to order them to withdraw and stop wasting resources, and may even give his blessing to the effective new designs. That is the hope, at least. They do not see that they can match the might of the entire sector, even with new designs.
Gloria Flake
2IC, 558 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 26 Jan 2020
at 23:25
  • msg #92

Re: Excalibur!

Both versions seem to have 6 beam weapons and 2 Plasma weapons ... the Pirate version is slightly faster and slightly better armored. It would seem to be the obviously better choice. The Escort is interesting and viable, but it is more of a defensive ship.
Giving up a Beam Turret for a Plasma weapon makes it more offensively inclined but less effective as an escort.

Let me know when Excalibur is ready and Kugelblitz should be back in play soon. At 2422 IIRC, where it was being repaired after it's dust up with a Kargash or two.
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